Ranking the Episodes of 2016’s Hitman
The first season of Hitman has now concluded and it’s safe to say that the game’s episodic release structure has ended up becoming one of its biggest strengths. Releasing the missions one at a time has turned each into its own entity, encouraging multiple playthroughs and exploration (as evidenced by the frankly worrisome amount of hours I’ve put into the game). Not only does each map offer high-tension, tactical gameplay, they also provide a unique take on the game’s absurd sense of humor. With a full release of the game on the horizon, I decided to rank each mission from weakest to strongest. Here’s what you’re in for.
6. Marrakesh
This mission, which sees 47 interfering with international relations, has the potential to feel truly chaotic. Unfortunately, while Marrakesh might be the busiest map in the game, it also feels fairly lifeless—the crowd baying for blood in the street is functionally identical to the dignified guests in the Paris map. This mission still allows for some fun ways to take out your targets, such as snapping someone’s neck while disguised as their masseuse. It also exemplifies that in Hitman, bigger isn’t always better.
5. Colorado
Hitman’s penultimate episode offers some interesting twists on the game’s formula. While every other mission in the game requires you to take out two targets, Colorado ups the ante by requiring you to dispatch four. There’s also the fact that on this map, enemies are immediately hostile towards you—perhaps in keeping with the conspiratorial paranoia on display in this militia compound. However, the tension is lessened somewhat by the fact that a disguise is merely a subdued guard away and, well, the setting is a little drab. Plus, you can’t disguise yourself as the guy wearing the Michael Myers mask, which seems nonsensical given this game’s penchant for absurdity.
4. Hokkaido
Drab certainly isn’t an adjective you can use to describe Hitman’s final episode, which sends you to a top of the line medical facility in the snowy mountains of Japan. From the delightfully crisp aesthetic to the tech on display, the atmosphere is impressive. This tech ends up altering the way you play—some doors are locked depending purely on the disguise you’re wearing, requiring you to get creative. The mission also allows for a good variety of ways to dispose of your targets—from tampering with surgical equipment to feeding them poisoned fish. However, there’s always the niggling sense that, with less to explore and a return to the two-target system, this final mission feels a little anticlimactic.
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