Time for the last of these review things:
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"Freeform Training" ICA Facility:
Stealth - 3/5
Replayability - 2/5
Vision - 4/5
Total - 9/15
Decided to throw in a review of the ICA training facility. Freeform Training is okay but suffers from essentially having two main ways to beat the mission and that's it. You can either get Kalvin Ritter when he's with his wife, or get him when he's with Norfolk. There are other ways, of course, but in terms of completing challenges I can do half of them with the former and half with the latter. There's actually a really neat suit only route that the game doesn't reward or tell you about that I will praise for being a very entertaining way to play the level, but overall it's a weaker tutorial than Paris, Hawke's Bay and Dubai
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"The Final Test" ICA Facility:
Stealth - 2/5
Replayability - 4/5
Vision - 3/5
Total - 9/15
I'd say this is the weakest tutorial of the trilogy because it doesn't have particularly level design when it comes to getting in and out suit only and its theming is very dull. I think a big reason is it doesn't introduce and teach concepts to the player better than any other tutorial. Arrival + Freeform introduce camera and movement controls, crowds, instinct, enforcers and challenges. Paris introduces a large amount of verticality, using climbing or items to bypass frisk points and is the first map to have multiple, in-depth targets. Final Test introduces foliage and mission stories. However, better tutorials like Hawke's Bay and Dubai exist for teaching you that and what you're left with is a two floor box where nothing really happens. The catwalk area is really pointless and all the mission stories involve walking the target somewhere to kill him and they lack multiple ways to do them. Which is strange because even Freeform Training had more to do. Compared to the suit only route for Freeform Training, the suit only route for this map is really dull and easy to execute. The one thing it does have is a lot more mission stories than Freeform, even if the execution isn't as fun. You can poison the target, shoot a lamp, electrocute him, isolate him with the radio story, kill him with a plane ejector seat. It's a decent amount of kills which keeps it from being totally overshadowed by the more atmospheric Yacht level
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"On Top of the World" Dubai:
Stealth - 4/5
Replayability - 4/5
Vision - 2/5
Total - 10/15
Hitman 3 was the game in the trilogy I have struggled with for a while. Dubai is the epitome of this. I've pinballed from thinking of it as a fun level to replay thanks to its tight design to thinking it's a shallow and lifeless opener that feels like an unneccesary tutorial. Playing thru the mastery again I now know what this game does well and what it does poorly. Dubai is really fun to complete. It has very good challenge design, I hit 20 and was dissapointed because I found some good routes I wanted to use to do the four assassination challenges I hadn't done yet. It has very good map design that is quick to get around but also is fairly large for the amount you can do. Compared to Hitman 2's DLC, Dubai maintains about as many mission stories as those had: three main stories and a couple more shallow ones. However it pads the size of the level out a bit, this can be good because a larger level can be good but I feel that it can lead to some areas being underutilized. New York is a small map but you're always using the full buffalo. Dubai has areas that are only ocassionally relevent, like the kitchen and in fact most of the lower areas. The proximity of the targets to one another can make for fun, fact routing for challenges but if you're not actively trying new things with these challenges that's where Hitman 3's challenge design can be weaker. There's a lot more generic challenges. However I really like that because you can be creative with it. Fibre wire Marcus and throw him down an elavator shaft, take out two challenges at once. Or do Meet the Styuvesants and pair that up with the whisky challenge, for an example I just came up with. So the level is pretty fun to max out, but there's one problem that puts it from a really good level into the okay tier of a 10/15: this is one of the least atmospheric Hitman levels ever. I feel like this level is fun mechanically and has some good design but I actively dislike the mood it has. Now the music is pretty good but I dislike the shittiness of the backstage areas for example. I get what they're going for with the contrast of rich and poor, but I don't click with how this part of the level is designed and think it's dull. If the whole place was oppulant or they just expanded the areas that are oppulant and not have a backstage at all I'd be fine with that. The maitenance areas can be in the floors we don't go to. That does lead to another problem, however, which is part of my argument that this tower lacks atmosphere. With every other Hitman level it feels like a believable place. I can believe a real village could look like Santa Fortuna, a real town like Sapienza or a real vineyard like Mendoza. They have purpose as a location. What was the Burj Al-Ghazali built for? This may be the point, it was built for opulance first and practicality second. But beyond an art exhibit and two bedrooms what is this tower used for? Is there offices below? More art? Museums? Shops? Is it a hotel below? Because of that I don't really believe in it as a location and that does kill enjoyment where levels that are weaker designed win me over with better atmosphere
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"Death in the Family" Dartmoor:
Stealth - 4/5
Replayability - 3/5
Vision - 3/5
Total - 10/15
Dartmoor I really like to play occasionally because I admire its design. I like the use of verticality, like Paris. I like the fact its the first real map it feels to have just one target, and Alexa is one of the best characters in terms of complexity. She's also got great scripting, where she switches between roaming and dwelling rather than following a single archetype. She has a route and a half, almost. Very good target, I really enjoy the SASO routes you can do. For example CJ has a video of him climbing up into the top of the mansion and getting into her panic room to fibre wire her. I myself enjoy starting in the garden, getting a sniper and from the ground floor sniping the moose she stands under and killing her right at the start. However, when you level up Dartmoor I note three main flaws I have with it: repetition, challenge design and, a more subjective one, great expectations not being met. The repetition thing is with the side objective. On one hand it improves on New York's great objective design by having the choice of either knocking out NPCs to get items or going to a specific area to get a bigger item. The improvements come from not needing to have to pick the corpse of the target like with Athena's data disk and from placing the bigger item on the same floor Alexa starts in - behind a coded safe, a good way of showing how replayable the game is when you will go from trying to figure out what the code is to just punching it in instinctively. However, New York is still better because the NPCs you had to knock out had longer, in-depth routes and the bigger item you had to get not only had multiple ways to get it but also had an interesting puzzle of it being an illegal item. Briefcases are nearby sure but to you go to a briefcase and then head to an exit or do you get the key so you dont need to go get a briefcase. Both are detours but which is quicker or more preferable at that point? I feel like the case file doesn't have that same flexibility, and it didn't need to if they instead had a third way of getting the case file. I think a good, third option would be a second safe somewhere in the grounds that could be dug up with a shovel. More ways to complete an objective is always good but that'd fix the repitition that this objective feels like. The second is challenge design. There's a lot of times that I felt like my playthru was robbed of a more interesting kill. For example, there is fireplaces that Alexa goes near that you can throw propane tanks into from the above shaft and kill her. Did you know that? Probably not because it isn't a challenge. You can also kill Alexa with a pot when she goes into her brother's room. You probably didn't know that because the only challenge related to it is taking a photo of her visiting him. I instead took that photo and then did the lawyer kill. This adds to the criticism that Hitman 3's maps feel like they don't have as much to do, I feel that Dartmoor could have more assassination challenges and they could be fun and add different ways to play but instead most of Dartmoors challenge err on novelty or on the different ways you can do the famous murder mystery. I'm not gonna shit on the murder mystery, it's different and makes for a cool mission story that appeals to people who normally wouldn't like video games. My gran was invested in the murder mystery when she saw it, that's the sign of a cool experiment. However, a flaw of it is that it's not particularly different each time you play it. You can just get all the clues, then save and load for each outcome. There's no assassination challenges tied to it, which is good because that'd be redundant, but that does add to the idea that just getting the suicide kill is enough since that's the coolest one or just using it to get the versatile challenges. Another criticism I have with it is something I need verified. I was spoiled on the reveal, but isn't it obvious that Emma is the killer? Did anyone who played this the first time think it'd be anyone else other than the Butler, but even the Butler is because it's a supposed cliche that the Butler is the killer in murder mysteries. I feel there should've been a second red herring. Aside from my final point, another niggle I have is the second route that Alexa adopts after the family meeting is a cool idea but needed fleshing out with a route-exclusive mission story or just something else. It's cool to have a second route but Alexa moving around from top to bottom all the time is more interesting to deal with as a player. The last thing that bothers me about Dartmoor is that the map set itself up against Beldingford Manor, and unless you're Whittleton Creek or Mendoza trying to usurp a classic level is a losing battle but especially Beldingford Manor was a bad idea. Beldingford is on the same level as a modern Hitman level. The level design has a lot of depth, secret passageways and spaces that are there to add atmosphere. Beldingford's hedge maze with a hatch that takes you to a basement is more interesting than Thornbridge Manor's secrets that are mostly just on the second floor. Beldingford's rainy, hostile atmosphere is more interesting than Dartmoor's typical British sky. Beldingford's towering structure is more interesting than the Carlisle mansion's more symmetrical design. Not that Dartmoor's secrets and atmosphere is bad, I have praised the verticality and character writing, but it should've tried harder because this is not on the same level as Beldingford. Beldingford actually had a basement and an attic. Dartmoor is overall fine but I'd put it a little below Dubai and have it as the weakest of Hitman 3's proper levels
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"Apex Predator" Berlin:
Stealth - 5/5
Replayability - 5/5
Vision - 5/5
Total - 15/15
Going to get all my biases out of the way and say this level would get this score no matter what. Any criticism of Berlin I thought of was refuted by memories of other playthrus I could cite in my head, because I am very familar with this map. I just recently went back to the map after doing this whole review replay to do a featured contract and it wasn't even the contract I rememeber I just can remember simply enjoying the level design and fact I was here in this map I love. Berlin is a masterpiece, very replayable and fun to route map with great theming, music and kill methods that unintentionally innovates past a lot of the trilogy's conventions. The fact your targets have more of a dynamic AI system is great because when shit happens you don't know what they could do next because they're programmed to hunt like guards rather than go to pre-programmed spots in the map when alarmed. I feel like there could've been more challenges, for example a Berlin Electric and Berlin Blackout challenge would be fun to route but the mission is very fun to level up because you can do it in a different way every time. You could even try getting from level one to level 20 in one playthru SASO without reloading or doing anything overly grindy and I bet you could come up with a good route for it. It's one of those levels where every once in a while you'll find something that changes your perception of the map, from new kills to AI exploits. However I wouldn't recommend doing that. Just play the level casually or try doing contracts because the level design is no slouch. Lots of verticality, shortcuts and there's a lot of little ways the areas connect to eachother. Love for example you could go from the projection bar, use that vent to crawl down to the DJ area and then jump down into the owner's office and then shimmy up a pipe into the biker hideout. I also love having both a contracts-inspired biker den and a nightclub in close proximity to one another. Adds variety especially with how you could either play this like a club level and only take out the targets near there or only take out the biker targets since it's a five target level that has ten/eleven targets. I also love how Jiao and the soundtrack progresses to show off how cool you are. When I reviewed almost every Hitman level before what constituted a perfect level for me is if the only changes I could suggest was wishing there was more of it, I remember I decided to give Miami a perfect because of that. The only solid things I can suggest for Berlin unless I thought really hard about structural changes would be give me more. A great level
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"End of an Era" Chongqing:
Stealth - 5/5
Replayability - 2/5
Vision - 4/5
Total - 11/15
This used to be one of my least favorite areas of the trilogy. After replaying it and just tackling challenges I'm surprised how it's jumped up to being my third favorite. My criticisms of Chongqing were that the blocks feel cramped, the ICA base is too symmetrical, target routes are too short and with a lack of kills, the camera gimmick is awkwardly done and it feels like it was a more ambitious level with everything except the essentials cut for lack of budget or dev time. However, when you engage with what you're told to play with it's very fun. The routes to get from one area to another are really well designed, for such a big area it's well paced despite being the level I take the longest with even at my fastest, it's pretty of course and the challenge design is actually really good. A good mixture of generic and specific challenges and I didn't run out of them before I stopped having fun like Bangkok, any ones I wouldn't have found fun like that disapointing mind control mission story I got to max level before I got around to then and thus skipped. I think this is a very fun SASO map. It's got an easy sniper route but I also really like for example using the tunnel to get down to the facility vents, where you can make your way into Royce's office for a fun fibre wire iso, or using the roof to slide down into the front door with a handy crowbar. I also think shortcuts, which are a feature I enjoy but haven't talked about yet, are well placed here. One of them kind sucks but the other add useful ways to get in. I really enjoyed pairing for example the fibre wire with the homeless assassination challenge, or to use an example from a recent speedrun rather than the level ups I liked getting Imogen to lock down by killing Hush with poison during the phone call then running down into the facility and poisoning her when she gets locked near the entrance. It seems like with Dubai it's a fun level to route within to get the challenges down, I bet I could pair electrocuting Royce and poisoning Hush with his therapy chair while doing it SASO and getting all the shortucts. I also like the way the screwdriver can be used in this level. That saves the awkward camera gimmick for me - for the most part. However I can't give it too many marks because even tho this is my previous bias against the level I still don't feel it has longevity as a level. It had potential, it could realize that potential if IO revisited it for a bonus mission, but for now it's a decent mission and a decent map that's fun to play but could've had more kills, more buildings, more rooms, more NPCs, it feels like the one level that would've been better if bigger. Not in a give me more sense like with Berlin, but in a realize your potential sense. I feel like the marketing for Hitman 3 got in the way of this level's quality for me. I expected Mumbai in China. I got a way better Isle of Sgail instead
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"The Farewell" Mendoza:
Stealth - 4/5
Replayability - 5/5
Vision - 5/5
Total - 14/15
Farewell is a really good level. Tho another level difficult to talk about as I can overwrite It's fun to route becaue it's got a ton of challenges you can combine, it's got a ton more kills beyond that to the point I think it could've done with more. Again, a propane fireplace kill shows up that you're shown but never rewarded for. In fact I feel like even tho propane kills on their own shouldn't get challenges because they're generic I feel like throwing propane tanks where targets smoke should've been a challenge. Tamara and Ingram in Dubai both have sort of hidden propane kills if you throw a flask down the part of their routine they light up at. Anyway, shortcut design is great and opens up way easier, new ways to infiltrate the villa. There's a great atmosphere, tons of disguises and shit to mess around with. I've got two criticisms, one is I feel there's not enough routes connecting the villa and the party area. Second is I feel there's a bit too many challenges based around the main event which is the combination of the tour guide story and the secret meeting story. However, unlike Dartmoor there's a lot more meat beyond that cool story-driven moment. Tamara and Don are not only great, fun targets to observe but they also have a lot to do kill wise. Don has starts with a short but sweet route but you barely notice it because there's so many other ways to kill him you don't interact with it all that much. Tamara's got a great route with a good amount of challenges/stories and you can set stuff up passively to deal with Don or other challenges too. I really liked doing sniper assassin here in this level because of the attic sniper. I also liked SASO where I believe I might've paired up either poisoining Tamara's asado with drowning Don by poisoning his wine after his speech, or maybe I electrocuted him with his mic while electrocuting Tamara with the water cooler. I don't know it was a long time ago. There's a lot of electrocuting in this level. Did you know you can electrocute both targets after the wine tour by using fire sprinklers? Cool details. It's a great level but I don't know what to tell you really, it's a hard one to talk about because it feels like it does everything well that previous levels did well. It's got big map design like Sapienza, a good small route a good big route for each respective target like Paris, good mission stories like Mumbai, good ways of using scripted kills for SASO routes like Miami. It's a very generically good level, just better than generic
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"Untouchable" Carpathian Mountains:
Stealth - 4/5
Replayability - 1/5
Vision - 3/5
Total - 8/15
Undoubtably a bad Hitman level. There are two ways to play Romanian train level, as a shooter or as a SASO stealth level. Anything inbetween is way too similar to count as an entirely new playstyle. Those two ways to play are fun it's just that only having two is a bad idea and a waste of a good level concept. I feel even a linear train level could be more interesting. For example having carriages with two floors, or in a more high concept idea having each carriage steal some sort of iconography from a previous level. The hallucinations should've been more interactive, I think if all your targets tried swarming you and you had to kill them all to wake up that'd be a great narrative moment. I also feel like I do enjoy especially the idea of ghosting this level, near the end they start having kinda shit NPC placement that requires panicking people to do suit only. Never got that. It's not like you'll need to do it SASO as a kill all playthru will get way more challenges done and it only takes on playthru to max everything out. I think there's only about eleven challenges you need to do to get to level five, so I didn't even play it again in order to review it unlike everything else as there's no other way to play it and my opinion won't change and I wouldn't have any challenges to complete to judge this level off of because I already did my max run on my fresh file first try. This level isn't the worst of the trilogy when Bangkok and Colorado exist but it is a joke and IO was playing silly bastards calling this a full map. Bring on Ambrose Island, make up for this map's mediocrity
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So that's me done. Now if I weren't lazy I'd try to do math to add up my scores of every map in every game and break them into per game, equalize them based on map amounts per game and then see which game truly got the better scores overall. But i'm not gonna do that because I'm lazy. If someone else wants to review every Hitman level I'd love to read that too, I liked getting all the positive reactions with all my posts so thanks for indulging me and maybe I'll review Ambrose Island or other maps later if anyone cares