Games that break themselves: Hitman 2
Posted on 9th Feb 2009 at 06:58 by Joe Martin with 12 comments
I bought a game last week – the Hitman Triple Pack. It’s got Hitman 2, Contracts and Blood Money in it, all for £15.
It’s an odd, old purchase admittedly, but the buying habits of game journos tend to be quite different from regular customers in my experience. I already get sent and get to play all the new games as they come out, so any money I spend in stores is dedicated to collecting older games I missed out on before.
Hitman 2 though is a game I have a turbulent and colourful history, mainly because of one aspect of its game design. I've tried to complete it four times now and each time I've given up when I got to the Japanese levels.
Playing Hitman 2 over the weekend, I again got to the second Japanese level (the one with the ninjas, where you have to infiltrate the castle) and I thought of giving up on it again.

The reason I’ve never managed to get past this level properly is quite simple; it’s here that the game betrays itself in my eyes.
The Hitman games have always been about puzzle-solving and adaptation in my eyes. There are multiple ways to tackle every mission, with each one having at least two ways to complete them in a perfect way – using only one or no bullets. There are special poisons and traps on each level and the process of finding them and springing them is fantastic.
At the same time though, you never feel like you’re going through a linear event because your plans always go awry the first few times. You have to improvise, taking down alerted guards and swapping disguises if bodies are discovered. It genuinely feels creative, emergent and realistic...until you get to the Japanese canyon level with its ninjas and snipers who shoot you in a second.
This level breaks the game for me in two ways. Firstly, it breaks the suspension of disbelief to think that there’s only one path into this Japanese mafia boss' castle and that he has it guarded by more than 70 men – especially when the target is supposed to have been in hiding for years.

Secondly, the awareness and vigilance of the ninjas and snipers breaks the back of the game. This level isn’t about springing a trap; it’s about finding a singular path through the snowy tunnels with no apparent reward. It strays too far from the formula the game builds up of being about a silent assassin. It feels more like a badly made shooter than a well made sneaker.
It’s something I’ve noticed in other games too, where they stray too far from the actual concept and disappoint players. It’s like that bit in Mirror’s Edge where you have to fight all the soldiers while you wait for the lift to come and you ask yourself; wasn’t this game about running, not fighting?
This time I’m pushing on with the game however, forcing through this shoddy bit to see if the game can pick up – mainly because I’ve heard the later games correct this fault. The question that’s bothering me though is, if everything I’ve heard about the later games is true, then why did it take IO Interactive so long to realise what players wanted from the design they came up with?
It’s an odd, old purchase admittedly, but the buying habits of game journos tend to be quite different from regular customers in my experience. I already get sent and get to play all the new games as they come out, so any money I spend in stores is dedicated to collecting older games I missed out on before.
Hitman 2 though is a game I have a turbulent and colourful history, mainly because of one aspect of its game design. I've tried to complete it four times now and each time I've given up when I got to the Japanese levels.
Playing Hitman 2 over the weekend, I again got to the second Japanese level (the one with the ninjas, where you have to infiltrate the castle) and I thought of giving up on it again.

The reason I’ve never managed to get past this level properly is quite simple; it’s here that the game betrays itself in my eyes.
The Hitman games have always been about puzzle-solving and adaptation in my eyes. There are multiple ways to tackle every mission, with each one having at least two ways to complete them in a perfect way – using only one or no bullets. There are special poisons and traps on each level and the process of finding them and springing them is fantastic.
At the same time though, you never feel like you’re going through a linear event because your plans always go awry the first few times. You have to improvise, taking down alerted guards and swapping disguises if bodies are discovered. It genuinely feels creative, emergent and realistic...until you get to the Japanese canyon level with its ninjas and snipers who shoot you in a second.
This level breaks the game for me in two ways. Firstly, it breaks the suspension of disbelief to think that there’s only one path into this Japanese mafia boss' castle and that he has it guarded by more than 70 men – especially when the target is supposed to have been in hiding for years.

Secondly, the awareness and vigilance of the ninjas and snipers breaks the back of the game. This level isn’t about springing a trap; it’s about finding a singular path through the snowy tunnels with no apparent reward. It strays too far from the formula the game builds up of being about a silent assassin. It feels more like a badly made shooter than a well made sneaker.
It’s something I’ve noticed in other games too, where they stray too far from the actual concept and disappoint players. It’s like that bit in Mirror’s Edge where you have to fight all the soldiers while you wait for the lift to come and you ask yourself; wasn’t this game about running, not fighting?
This time I’m pushing on with the game however, forcing through this shoddy bit to see if the game can pick up – mainly because I’ve heard the later games correct this fault. The question that’s bothering me though is, if everything I’ve heard about the later games is true, then why did it take IO Interactive so long to realise what players wanted from the design they came up with?





12 Comments
Discuss in the forums ReplyNow i think about it i don't think i got passed the ninjas either... Must go do that.
I feel that Blood Money betrayed the whole.. Sneaking around aspect with the final level. I enjoyed it, no question, but it seemed very.. Unlike 47.
That said, I do wonder why the bikini-clad babes in that level were all packing .35s...
Despite the flaws, though... the Hitman games were some of the most fun I had at the times they were released.
They suffered in the replayability stakes, though... by the time I figured out how to do each level as a 'Silent Assassin', I'd reloaded so many times and tried so many different tactics that there wasn't really any reason to go back and play it again... unless for the amusement factor of going in with all guns blazing just for the hell of it. :D
Twin ballers, when you know you've mucked up but still want to have some fun (or when you absolutely positively have to kill every last mother-of-pearl in the room.....)
BANG - over the shoulders of the UN guards and straight into the head of the target. Awesome.
I forgot about the motorcade hit. Setting that up was awesome. :D
I quite liked the "get caught and you've basically failed" angle, as it always made me very, very cautious about doing anything that could get me spotted.
So I simply decided to take them out. ALL of them! I remember taking out all those 5 ninjas in that photo.
As far as I remember, in the first stage of the Jap level, if you shoot the tower snipers in the head, they fall backwards, but if you shoot them in the stomach, they fall forwards and they drop their sniper rifle.
The most amazing part was fighting the ninjas once you get inside the castle!
The best moment of the entire game for me was when I came out of a corner and a ninja who was right in front of me took his sword and ran at me. I tried to shoot him in the upper body, but he ducked and continued to run at me while ducking!! I just managed to hit him about 1 second before he could slash me up!
That was the coolest big of the whole game for me. I was like WOW! This guy has skill! RIP!
I'm with you on the Japanese levels, though. In some respects three whole levels - the last three in Japan - are just too damn difficult because of the snipers and the way the game forces you to follow certain linear routes. The final assassination of that section, too, was almost impossible to complete to Silent Assassin standard because of the scripting :(
Still - brilliant game, and since it's about £1.99 these days GO AND GET THE DAMN GAME!