Hitman Exposes How Thin and Artificial Power Really Is
Everywhere in Hitman is a workplace. Even in the homes and manors that make up many of the games’ levels, there is an army of professionals, servants and maids and cooks and chefs, as well as Agent 47, a drop of red ink in the water. Many writers have written about thisbefore, but the new Hitman trilogy relies on class relationships to structure its world. The targets are almost always the center of a vast network of power. Below and around them are the teeming masses who hold them up and who can break them down.
In this set up, Hitman runs head on into that old Marxist standby, worker alienation. It’s a complex idea with many permutations, but for our purposes, it comes down to the fact that workers are separate from the product they make. The creation of a shoe or a shirt is split between thousands of hands, but because only a few people actually own all the parts, they are the ones who see the rewards. Consider in the Paris level, how the work of models, technicians, waiters, and servants is channeled through Victor Novikov, the owner of the Sanguine fashion brand. Consider in the real world, how the employees of the massive development studio Rockstar worked weekends with nothing to do; only the founding members, the Housers, would see them at work. The act of appearing to work, only for that work to be owned by someone else, is an example of alienation.
Therefore, it is the facelessness, the anonymity of the worker, that lets Agent 47 blend in anywhere. Very rarely do the targets actually know the people who cook their food or shine or shoes. They, as individuals, are not important parts of the equation. Furthermore, it is the act of work that only serves appearances. If the player disguises themselves as a servant or chef, there is no actual work that needs to be done. There are however stations where the player can press a button to appear to be working. Agent 47 keeps busy as a waiter or a guard, so he can stab the boss in the back when no one else is around. The subdued, regular violence of class relationships enables the assassin to complete his far more colorful and stark killing. Agent 47 can be anyone who is beneath the notice of power.
This, of course, gets quite silly. Although Agent 47 is quite tall and toned, any man’s outfit will fit him as if tailored. His bar code tattoo never brings questions or ire. His race never quite seems to matter, allowing him anonymity from Morocco to Thailand. This is, of course, part of the games’ straight faced absurdity. It is a joke that the world bends to Agent 47’s will, that it lets him be invisible. The devs winking at you, an acknowledgement that this is, in fact, a world of assassination.
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