Daily Archives: November 24, 2015

Turn-based trial and error assassinating with Hitman GO

gd early impressions hitman go

The Hitman series and I have not exactly clicked over the years, which is strange, seeing as these are stealth-based games with multiple paths and ways to succeed, with one often using the environment or disguises to get jobs done than simply firing a bullet from a sniper rifle miles away. It’s that whole “this sounds better on paper” thing, seeing as I could barely get through the opening parts of Hitman: Blood Money and walked away from Hitman: Absolution fairly early on, though I’d still like to return to the latter eventually and give it a second shake.

Good news, everyone–Hitman GO rocks! In fact, it’s my favorite Hitman game so far. Yup, this turn-based, puzzle board game version of Agent 47’s stealth assassination missions is basically everything I do like about these games, but with a super strong aesthetic and enough challenge to get me scratching my head, but returning for more after every level. I bought it the other night for $0.10–that’s ten cents for those with eyesight problems–through Microsoft’s online store as part of their weekly sales for Black Friday, though I’m playing it on my laptop and not a tablet/phone as it is probably intended to be experienced. Too bad, so sad.

There’s no story in Hitman GO, and there doesn’t need to be. Instead, each world, represented by a vintage-looking board game box, collects a handful of themed levels together, with the main goal either being to reach the exit unnoticed and alive or kill a specific target, often draped in red attire. There are side objectives as well, such as collecting a briefcase or completing the level in a set number of turns, and those go towards acquiring stars, which will help you unlock future sets of levels. Every character is represented as a tiny figurine, even mimicking the “toppled over” effect of taken chess pieces when knocked down. I liked this in Crimson Shroud, and I like it once again here.

Truly, it’s the board game aesthetic that has me transfixed. Here’s a true fact about me: if you are ever looking for me in a bookstore, you can generally find me at the board games shelf, ogling just about everything, fascinated with all the games and possibilities, saddened over the fact that I don’t have anyone to play these things with. Recently, I gave Machi Koro a good hard look, amazed at the colorful, friendly artwork. If a real, tangible version of Hitman GO existed, I most assuredly would be staring at it for a while, as i do when I play. You can rotate the board around for a better view or to simply admire the small, off-to-the-side details.

I’m currently in the middle of the second world’s levels, which have introduced new, tricky mechanics like hiding in potted plants or using trapdoors to teleport around the screen at the cost of a turn. My biggest struggle right now is with the knife-wielding enemies in teal shirts that turn 180 degrees, as I still don’t grok when it is wise to move towards them. Strangely, it’s when they are already facing you. It’ll take some practice, though I’m sure there are other elements down the road that will be just as hard to figure out.

A negative, sadistic part of me wonders if I’ll hit a wall when I get to the Blood Money-themed levels–yup, I know they are forthcoming–and tasked with tossing coins to distract guards, but we’ll see what those ultimately look like when I cross that path. Until then, may all your puzzles be murder.