![]() ![]() The moment an operation goes south in Hitman 3, having the assassin face off against a horde of enemies in a firefight usually results in a clunky experience that ends with 47’s death. Agent 47 excels in picking up objects, stabbing enemies in the back, and very little else. With new traversal elements in mind, the entire action design of Hitman needs to be reworked. We’ve yet to see how IO tackles more mechanical forms of movement, so that’s something to keep an eye on. James Bond will need to run, jump, drive, fly, and maybe even ski, where Agent 47 might have simply walked. There are also elements to 007 that aren’t touched in the Hitman trilogy, namely driving and car chases. IO will need to figure out a way to move the action from one location to the next rather than just dropping James Bond on the doorstep of a new environment. Project 007 will require a more linear and directed experience, with set pieces that organically flow from one to the other, which could clash with the level design strengths previously mentioned. Instead, the games wisely make their sandboxes the defining feature. While Hitman 3 continues and concludes a story told over the entire trilogy, it’s far from the focus of the series. Hitman 3 is a modular experience where players pick and choose a location, and then adjust Agent 47’s starting area, along with his gear loadout. It’s this delicate balance of level design and attention to environmental detail that will be most crucial to translate to Project 007. Every nook and cranny has a purpose, which either helps or hinders Agent 47 in enacting his assassination. Even after several replays, I’m still finding new areas in these locations, despite feeling like I had thoroughly explored each destination in past playthroughs. Each level, from Dubai to the Carpathian Mountains, offers varied and thrilling espionage adventures. ![]() ![]() The most important attribute that will make Project 007 shine is, thankfully, the element IO absolutely nailed in Hitman 3. ![]()
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