Hitman: The Accidental Agatha Christie Game
It was while I was hurling yet another pipe wrench at the back of a security guard’s unsuspecting skull that I had the thought, “Why aren’t there any good detective games?”
IO Interactive’s Hitman (2016) isn’t a detective game, but playing it now reminds me of the classic mystery stories I read years ago. I devoured Sir Arthur Conan Doyle’s genre-defining Sherlock Holmes tales, but Agatha Christie’s fussy little Belgian super-detective Hercule Poirot would quickly become my favorite. Poirot was an obsessive through and through, from the points of his waxed mustaches and starched shirt collars to his analysis of each case he took on. It was always exciting to read as Poirot explained, in the denouement of each book, who the murderer was and how they’d done it.
Writing about Shadow of Mordor, Mike Bithell (creator of Thomas Was Alone and Volume) said games are essentially magic tricks. “An incredibly mundane reality exists, a finessed sequence of hand gestures, trap doors and misdirection,” Bithell wrote. “But in the audience’s mind, something incredible, impossible and impossibly real has occurred.”
Classic mystery novels are magic tricks too, in some of the same key ways. Through masterful writing and stage-setting, the reader is drawn into a believable world that feels chock full of potential suspects. Clues are found, and it seems as though these are uncovered naturally through sleuthing—when really what’s happening is that everything we’re shown is relevant to the author’s design.
But one of the magic tricks Agatha Christie used to make her star detective come off as the consummate genius is one that doesn’t really work in videogames. It’s the same trick Conan Doyle used in his Sherlock stories. We’re never placed in the shoes of the master detective; instead, the reader watches the master at work through the eyes of his long-suffering sidekick. For Poirot, there was Captain Hastings, and for Holmes there was Dr. Watson. We could depend on Hastings and Watson to ask the questions that prompted the detectives to reveal their brilliance.
This misdirection doesn’t work in videogames because when we’re playing games we want an active role in unraveling the mystery. But think of the times we’re given the chance to become the detective, and it’s a series of disappointments, even when it’s an element in an otherwise successful game. In Assassin’s Creed Unity, a series of side-quests has Arno investigating murders in Paris. Arkham Asylum has Batman working out where Killer Croc’s hideout is, and in The Witcher 3, Geralt routinely has to analyze scenes of carnage to track down monsters.
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