

Hitman: Contracts is a stealth action game developed by IO Interactive and published by Eidos Interactive. It is the third installment in the Hitman game series. The game features recreations of four levels from Hitman: Codename 47.
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É uma espécie de Hitman 2.5, considerando que funciona como uma coletânea de flashbacks do Agente 47, o que acabou sendo meio que uma desculpa dos desenvolvedores pra fazer, além dos mapas originais, alguns remakes de fases do primeiro jogo da franquia. Logo de cara, as mecânicas foram bastante aprimoradas em relação ao Hitman 2 (os disfarces realmente funcionam agora), além da ambientação ser de longe a mais sombria da série, tendo até alguns segredos um pouco macabros escondidos em alguns dos mapas. No geral, foi o Hitman que mais gostei tirando os da nova trilogia; as missões são quase todas excelentes e a trilha sonora impecável, feita pelo Jesper Kyd, ajuda a criar uma atmosfera mais pesada muito bem vinda na franquia.
not as bad as i thought it would be given this is generally considered one of the worst hitman but idk just kinda on the level of absolution
The very first Hitman game I've played. An improvement to the prequel as well as having its own dark monotone to the levels which I like.
Since it's easier to reach Silent Assassin rating in this compared to the previous games, it makes the game more enjoyable and functioning.
Note: I played this game awhile ago and this is apart of a massive review submission as I just discovered this site.
Hitman: Contract is the third game in the series and is probably my lest favorite of the games.
Graphics:
With contracts being the third game in the franchise it is expected that this game would have the best graphics so far and that is true but the graphics still do not hold up today but like with the other games they are not hard to look at and the animations are really well done.
Gameplay:
The gameplay of this game just the like the two other games before it is brutal and unforgiving. The controls in this game are better then the previous two but they honestly still suck and makes the game a little hard to play. The advantage this game gets is getting to play some of the levels from the previous two games with the updated graphics and the controls.
Audio:
Just like with the other two games the audio in this games is absolutely amazing and worth the price of the game alone.
Audience:
This game currently has an M for Mature rating due to the following reasons:
- Blood and Gore
- Intense Violence
- Strong Language
- Strong Sexual Content
- Use of Drugs
- Blood and Gore
- Intense Violence
- Strong Language
- Strong Sexual Content
- Use of Drugs
While I do think this game is fine for more mature teenagers, younger teenagers should not play this game for the sole reason being The Meat King's Party mission. I was 18 when I played that mission and it still messed with me.
PC Requirements:
This should not be a surprise to anyone but any modern day computer will be able to run this.
Grind:
There is no grinding in this game.
Story:
The story of this game is weird and is why I don't like it as much as the others. The story continues the life of Agent 47 but he is injured and all missions except for 1 mission are you reliving Agent 47s memories. That would be fine and all if they were all missions we have not played before but a good amount of them are remakes of old levels. I understand this was done to meet a deadline and probably saved the company.
Game Time:
The game took me around 5 hours to complete but it will vary depending on your skill level.
Price:
The game is normally $9 and goes on sale for $1.79.
Bugs:
I encountered no bugs while playing this game.
Conclusion:
It's a good game and worth a play if your are this far into the series already.
fuck this game
When Warner Bros invested in IO Interactive in 2018, it was nothing short of a miracle. The episodic format of Hitman 2016, enforced by Square Enix, hurt game sales. IOI was on the verge of shutting down and numerous staff were let go. With the WB investment, the studio was saved. The success of Hitman 2 allowed IO to keep operating. When Warner cut ties in the following years, the studio was stable enough that they could release Hitman 3 on their own and collect the full profits. If it weren’t for those business deals, the huge scope of the Hitman trilogy would have sunk the IO ship.
When producing Hitman: Contracts for Eidos, the staff realized that the scope of their game couldn’t possibly meet their Eidos deadlines. So, they arranged a compromise. Contracts would be sort of a Hitman 2.5, remaking levels from Codename 47 into the new Hitman formula. This meant that part of the studio could be dedicated to reshape the direction of Contracts, while preparing for the next big entry.
Its hard to imagine any studio that has the ability to do… anything like that anymore. Game development has gotten so big and so ambitious, there’s no way to shift gears like that anymore. You have to stick with what you’ve made, it’s too expensive to change things up. The burden of smaller games on indies, all competing with each other to feed their own teams. I’m not saying I miss the good ol’ days of the 00s, god no. But ambition can be dangerous when its not tempered. Contracts could only be released in this specific era, when sequels were easier to make and every game wasn’t a complete company effort that could sink everyone if it didn’t go well. When media was allowed to grow an audience over time. Build a quiet little fanbase through word of mouth. Not sure how to get back to that.
In retrospect, Hitman 2 SA’s major flaw was level design. When I maneuvered through levels in invisible mode, I knew I was choosing not to engage with the game properly. But I was content to drift on through because it was more about capturing an atmosphere than anything else. Sometimes that’s what I need from my gaming vibes.
Instantly, Hitman Contracts doesn’t require me to go invisible to achieve my main goal. Vibes are immediate. Vibes are all-consuming. We’re swimming in delicious, delicious vibes.
Contracts begins in media res, with 47 recovering from a bloodshot wound in a hit gone wrong. He drifts in and out of consciousness, struggling to form coherent thoughts. The only thing 47 has to keep him company is memories. The world around him shifts and contorts from an empty hotel room into assassin jobs from his past. The door opens and 47 is thrust into the snowy tundra of another Russian hit job. Or some water drips from the ceiling and he remembers the pouring rain of Rotterdam. It’s a beautiful framing device to connect the different levels together. It’s oddly refreshing compared to the more interwoven narrative of modern games. It adds a dream-like quality to the entire game. I almost wish the levels placed an anachronistic hotel room in each level, just to add another dash of the surreal.
Accompanying the dream-like narrative is the visual design. Most of the levels are centered in the darkness of night. Neon signs wash over the streets, letting these bright colors reflect off 47’s bald cranium, lighting up the darkness. While Silent Assassin could be sparse and empty, there’s delightful detail in all the corners of the maps. I’m more inclined to explore all the different rooms. There’s so much care built into the world. Subtle details that add so much character. In the British manor, two guards appear to be watching porn together, sitting stoically in their chairs. In the seedy strip club, many of the bikers ignore the various sexual shenanigans around them to focus on the ongoing soccer match. It might not even be an intentional distinction, but that nuance is so especially funny a comparison to write for your levels. The whole game is grimy and gritty in such a satisfying fashion. When the game lets the light in, it’s always used to provide a new striking image. Drown a target in his shimmering pool or escape the white void of the experimental facility. The darkness might wear thin for some, but it helps set Contracts apart from the pack. Silent Assassin is a spy thriller. Blood Money is a stylish cel-shaded adventure. The modern games, Absolution included, delight in clashing its realistic design with its cartoonish undercurrent. Contracts is a neo-noir dreamscape and its all the better for it.
Building on all of that is just how much more refined the gameplay is. Even with the game’s overhaul, you can really tell how the team understood what did and didn’t work about Hitman 2 and how to move forward. Running doesn’t alert guards as frequently. Knocking out guards and stealing disguises is quicker and easier than before. And the variety of murder is so well-considered. Smuggle a gun in a target’s chicken order. Sneak upstairs and smother with a pillow, while he son dies via poison whiskey. There’s variety, there’s puzzle work, there’s challenge, there’s fun. It’s a delightful package.
In my youth, I skipped past this game very quickly to move onto Blood Money. I’m glad I returned to it with new eyes. Silent Assassin may be the start of what Hitman could be and Blood Money might be the magnum opus but Contracts? Contracts is something special. Its growing into what the franchise should be, while still distinct as its own thing. An incredible effort from an incredible team.