Hitman 3 Is a Charming, Spontaneous Sandbox of Murder

Playing Hitman 3 feels like being thrown into a random improv scene. You’re constantly switching parts, objectives, and wardrobe, making sure never to break character before you eliminate your target. Every stage is a performance, and they’re all incredibly distinct and fun. You play as world-class executioner, Agent 47, and due to his occupation there’s a thick cloud of intensity and death that follows him around every corner. Each contract sends you to varied and visually striking locations all over the globe, setting up flexible environment-specific boundaries while simultaneously encouraging you to push against them (or even throw it all out and do it your way). Both the plot and general premise of IO Interactive’s Hitman 3 are straight-faced and sober, yet it somehow manages to be one of the funniest games I’ve played in a minute due to clever prop comedy and witty, well-written NPCs. After spending a bunch of time playing around in its charming and compact world, Hitman 3 has proven to be a well-constructed assassination sandbox full of tension, fashion, and possibility.
One of my favorite parts about Hitman 3 is walking around each mission’s elaborate set pieces and chatting it up with the NPCs. At first I started approaching them because sometimes they reveal context about the current plot point or inconspicuous ways to take down your target, but they also have less vital (yet equally important) discussions about their relationship issues or their favorite season of a TV show. Sometimes they even compliment your very obviously stolen outfit. Those little conversations and passing comments from NPCs naturally fuel Hitman 3’s world, in a way that makes it feel alive and functioning, with or without the player. I found myself getting lost in those moments, going out of my way to seek out all of the hot gossip before I even thought about locating whatever corrupt billionaire target I was tasked with taking down.
Hitman 3’s playground of stealth can be intimidating, but it gives you the tools and space you need to get your bearings and really find yourself as a hired gun. Killing people is never the fun part during a mission. The real joy comes from the rush of short-term planning: hopping from opportunity to opportunity and somehow managing to get close enough to your target through a series of wacky misadventures. A lot of time is spent stalking your prey, altering the stage so you have a chance to catch them with their guard down. If I’ve learned anything from my playthrough of the Metal Gear Solid series, it’s that non-lethal runs are the best runs. Why hurt someone that has nothing to do with your mission? My go-to kit includes coins, a lockpick, and my clown suit (I don’t know why or how, but the clown suit is the perfect camouflage and has not failed me once). It added some extra time to my runs, but if I ever slipped up and got a pedestrian killed by accident I would restart. I am determined to never get any NPC blood on my hands… Not after last time.