#hitman 2 Sapienza World of Tomorrow
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byjmcv · 1 year ago
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HITMAN "World of Tomorrow" - SAPIENZA
HITMAN - "World of Tomorrow" - SAPIENZA
Intel i7-11390H 32 Go DDR4 - M.2 (1 To) Intel® Iris® Xe USB-3 / USB-4 Windows 11 Pro 22H2
BYJMCV 2023/10
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prisma-and-screenshots · 6 years ago
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“Fake News”
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dianaburnwood · 5 years ago
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In what years do events occur in hitman2016 and hitman2018? Hitman2016 in 2019, right? I remember you wrote, but I can’t find it. But the main thing is where from the game you can understand at what time events are taking place?
Time isn’t a huge factor in the newest games so we don’t get a lot of clues on this. 
We know the HITMAN prologue takes place in 1999:
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This is confirmed to be 20 years before Showstopper, so that takes place in 2019 (flyers for the fashion show also state the date is 2019). From the weather, and fall/winter collection, we can assume it takes place in February 2019 during Paris Fashion Week (particularly as Sapienza is quite warm when 47 is there, placing World of Tomorrow around late spring the same year).  
We don’t get another in-game date as far as I know until HITMAN 2. When 47 is in Hawke’s Bay, the news report confirms that Thomas Cross was killed a month ago. That means that the events of Colorado and Hokkaido take place in the same month (whatever month that was), but I’m not sure that’s enough to infer that 47 goes through approx. 2 contracts a month in general. Later in HITMAN 2, we learn that The Ark Society event will take place on the 13th of November. When the gang are sailing towards Isle of Sgàil, the game tells us this is two months later, placing the events of Whittleton Creek in September: 
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At this point I’m assuming it’s 2020 because squeezing the events of HITMAN and HITMAN 2 into a matter of months seems unlikely (but it is possible if 47 has been going through 2 contracts a month since February). However, there are calendars in Mumbai (Crows’ hideout) open on April 2019 (actually, Apirl) but it looks old and could have been there a year. 
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Also, in-game dates aren’t much to go on unless they’re called out as important by the devs, because while the Miami Global Innovation Race flyers state it takes place in July, which is fine, the year on those is 2018 - which is not correct. 
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Getting past the inconsistencies, we can infer the events of HITMAN and HITMAN 2 take place over the course of 2019 and 2020. The weather in New York is typical of November before the real cold snap of winter. The Maldives is warm and sunny year round, but November and December can experience storms.
I presume HITMAN 3 will take place at the end of 2020 and well into 2021, bringing us perfectly up to date with real time. 
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maydaymemer · 4 years ago
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Reviewing every Hitman level - Part 2: World of Assassination
Part 1 here: https://maydaymemer.tumblr.com/post/635416983034380288/reviewing-every-hitman-level-part-1-the-ps2
WoA1 (2016):
ICA Facility - 3/5
Both Freeform Training and The Final Test are okay. There’s just enough there to be enjoyable, but I wish Freeform had Contracts mode since I think that would bolster replayability. As infamous as Final Test is for newbie Contracts some of them provide more interesting gameplay scenarios than Jasper’s basic route.
The Showstopper/Paris - 4/5
In most of these reviews for WoA levels I’m judging both the mission and location at the same time. As for Paris there’s level design when it comes to the geometry itself but I think the targets leave a lot to be desired. I’m a little harsher on Blood Money and WoA because their rating systems are a lot less flexible than previous games, so they have to make up for that with highly manipulatable targets. Sure I can kill either target anywhere I want but due to Victor standing in a lot of crowds that’s not going to get my SA unless I use accidents, which even then can backfire if a non-target gets caught under them. Victor and Dalia are likeable assholes but I couldn’t find many good ways to manipulate them and break their scripting. There’s still ways sure, the coin is a godsend, but not as many as say Robert Knox in Miami. If IO brought back the escalations this could be bumped up to a perfect score based on level design alone, but right now it’s way too simple and reliant on doing what the devs want. It was their first true attempt at this new style so it’s understandable they were a little squeamish at giving total freedom.
Holiday Hoarders - 3/5
This is a fun little distraction. Unfortunately Harry and Marv don’t react to distractions but their routes are long and they’re alone most of the one which makes up for it. It’s easier to get SA with these guys without using opportunities than it is with the main mission targets. The challenges are also fun, requiring you to stop the targets from stealing from the palace then becoming Santa to kill them.
World of Tomorrow/Sapienza - 5/5
The first masterpiece of the new style. Highly manipulatable targets, great level design and great potential for Contracts. I’m still finding new things about this level, from kills I’ve never done before two areas I didn’t know I could go to. It took a while to grow on me but it’s definitely one of the best maps IO has ever made.
The Icon - 3/5
This bonus mission relies a little too much on scripted kills. There’s still ways to break that scripting but the level is really pushing them as something you need to try. Not a bad thing, they are fun kills, but it’s not a level that holds up and gets better on replays like the main mission. You’ll still find ways to kill Bosco without the Rube Goldberg routine, but not as many as the near limitless possibilities of Francesca and Silvio have.
Landslide - 4/5
This is much better, less of a reliance on the mission stories/opportunities and the scripted moments themselves have lots of variants. You can snipe Marco in the graveyard from afar rather than setting up the electrocution kill, you can drop a chandelier on him as a bodyguard while he meets the lawyer rather than becoming him yourself. You can also just hit him with the Sieker and plant an explosive on the toilet and book it. Great bonus mission.
The Author - 3/5
Getting the targets to meet is a good way of creating your own kills, either partaking in the meeting, watching from afar or letting Craig Black flee. But the routes themselves around up to snuff. Akram stays in his tiny apartment until you ring the bell and Black spends way too much time reading.
A Gilded Cage/Marrakesh - 5/5
This level has really grown on me. I used to say “it’s okay but it is a bit of a disappointment compared to Sapienza”, then “it’s a pretty good level it’s a little unfairly maligned” to “this is one of the best maps in the series and I don’t understand why people don’t like it.” The map does have the big problem of its middle section being pointless but the routes of the targets themselves, their synergy, how manipulatable they are and how easy it is to kill them in all kinds of different ways suit only is an absolute treat. You can snipe Zaydan in his office and no one will find him, you can lure him into the room next to the prisoner and strangle him and you can lure him into the toilet and push him to his death. With Strandberg you can electrocute him sure, but that’s intended, instead you can follow him into his office (keep in mind, in the suit) and when he’s in that area no one goes in you can strangle him, or you can toss a coin into the toilet and if he hears you can drown him. The mission is criminally underrated and I think it’s on par with Sapienza.
A House Built On Sand - 3/5
It’s alright but it suffers from a lack of suit only options for manipulating targets via Mission Stories. The rooftop meeting is actually good for getting non-story related kills like dropping the cafe sign on Kwang, or you can just strangle him when he gets there. It’s neat. You can do something similar with getting rid of the guy the fortune teller is talking to, enabling a suit only kill by distracting the fortune teller when he talks to Mendola. That’s what I like about the scripted kills, when you can do shit with them the devs might’ve not directly intended, or are just secret ways to do them. I love missions that give me a lot of either that or ways to create my own kills, which you can do with AHBOS but since it’s a bonus mission and one set around the crowd it’s a lot more difficult with the rating system we have currently, so having more ways to use mission stories/opportunities for the purpose of getting different kills they weren’t meant for would’ve improved this level.
Club 27/Bangkok - 4/5
This level is really poorly designed but I like it anyway. I think it’s the atmosphere but also Jordan Cross as both a character and a target. He’s really interesting but he’s also fun to manipulate and try to take out suit only, of which there are multiple ways to do so without using stories. Even then I do like using the USB story occasionally for suit only runs because it’s so cool. Ken Morgan is a pretty terrible target, not that manipulatable, personality wise he’s really generic and his short route is out in public a lot so it’s a bitch to get him. I’ve gotten an SA kill on him in that little table he phones at but it wasn’t easy. Jordan makes up for it, however, even if getting to him is overly linear due to a lack of climbing in this very vertical location the options you have for actually killing him are numerous and you can really make a suit only run your own with him.
The Source - 2/5
This mission, on the other hand, is just bad. Every time you start you have to jog up flights of stairs to get to the targets, and while they have decent routes good luck intercepting them before they do that ritual that takes ages to finish and come back down. The targets also suffer from being too close to eachother, it’s almost pointless. At least there’s some cool challenges, I’m pretty sure you can use a sniper rifle on a gas canister from the other side of the hotel and get SA but don’t quote me on that.
Freedom Fighters/Colorado - 1/5
The entire location is garbage, I’ve played some pretty neat contracts but overall it’s a boring place whether you’re in the main mission or not. Rose and Graves have decent routes but Berg and Parvati are terrible targets. Sure you can manipulate them if you’re doing suit only but that requires a lot of movement and stealthing via an area that’s hostile to you without a disguise. Almost everything interesting is given to either Rose or Graves, which makes me think this would probably be a lot more fun as a mission if Berg and Parvati were just used as people for those two to interact with as part of their route or mission stories. It’s a very flat map with lots of walking, WoA 2’s maps have a large amount of movement too but they have shortcuts and verticality to remain engaging. Easily the worst map of the trilogy.
The Vector - 3/5
The map lost a lot of its flow with the WoA 2 changes to explosions, but it’s still a pretty fun, frantic mission with random targets to spice things up. It’s also go bushes and accidents everywhere leading to a lot of flexibility, even if you use up a kill there’s always more nearby since the targets can be pretty much anywhere - even clumped together - which is randomness done right considering the short long of the mission.
Situs Inversus/Hokkaido - 4/5
Pretty good mission and a great location. Erich has tons of ways to kill him despite not even being an NPC and more of an objective according to the logic of the engine, and Yuki has a pretty good route with lots of variance, my favourite kill method being sniping her in her private area of the restaurant. I discovered it recently, usually no one sees her. I would say the level design is better than the target design, which is good because Hokkaido is a great jumping off point for secondary content.
Patient Zero - 4/5
This is a great experimental mission. Like Vector but on a larger scale this mission could go different every time. The Virus means anyone in the mission could become an additional target and your playstyle can vary from subtle and sneaky to panicked to mass murderer depending on how much you fuck up or don’t handle the virus effectively. I’d say that WoA 1’s version was a little bit better, I think WoA 2 changed something about like guard placement or just general glitchyness which can make it a pain sometimes. Hopefully H3 fixes it.
Hokkaido Snow Festival - 2/5
This was a free mission made for WoA2 so I’m not going to shit on it too hard, but it’s not very good. It’s overall way too easy to finish this level in under a minute by starting as the ninja, going to the helicopter, shooting an icicle over the target and leaving immediately. That creativity I love about Hitman isn’t really encouraged here, which is a problem with bonus missions in general but it’s at its most pronounced here.
2 God-tier Levels 2 Missions
3 Good-to-Great Levels 5 Missions
1 Average-to-Good Level 6 Missions
0 Bad-to-Mediocre Level 2 Missions
1 Really Bad Level 1 Mission
0 Horrible Missions
For the WoA games I’ve split up levels and missions in the totals. I think it gives a better indication of the quality of each game. WoA part 1 is a good start for this new style but I feel it suffers from inconsistent level design. While Part 2 can feel like they played it safe by basing the design philosophy off of Sapienza for almost every location, WoA 1 has some levels with outright sloppy design like Bangkok, wasted space or locations that are just plain bad. Something the sequel fixes and more.
WoA2 (2018):
Nightcall/Hawke’s Bay - 3/5
Hawke’s Bay really suffers from one exit and a mandatory objective. If you could exit via a car or if some guards were posted at the house before you got in it’d make the rest of the mission up to par with the actual assassination of Alma, which is great but unfortunately a small part of the mission. It’s a neat little puzzle box location ruined by some forced tutorialisation and sloppy story integration.
The Finish Line/Miami - 5/5
The perfect Hitman level. Everything from the geometry to the target routes is perfect. Hitman levels have a problem where sometimes one target is better than the other, this is one of those rare exceptions where both targets are equally fantastic with a balance between scripted kills and having a route that’s ripe for manipulation and creating your own kills even without doing so.
A Silver Tongue - 2/5
As good as Miami is it can’t save this boring target. His route is a small triangle which is a giant missed opportunity when he’s right next to bar area which is mostly unused in the main mission.
3-Headed Serpent/Colombia - 4/5
I’ve made an effort recently to play this level a whole bunch because it used to be my least favourite. I think after really getting familiar with it this is one of the times the rating system used in Blood Money and the new games really lets down a great location. There are cool ways to snipe the Rico and Jorge, poison Jorge with a cocaine brick, blow Andrea up and kill Jorge in the bushes that make this level so much more fun to play, but the rating system discourages bodies found or collateral accident which instead force you to do a lot of walking to each target to get up close and personal. I like how interconnected and intricate everything is, but I don’t like being forced to use that every time I play. It should be a rare luxury rather than a require part of dealing with the level.
Embrace of the Serpent - 1/5
Terrible terrible terrible. A target with a shit route in a small area that’s “repurposed” by just covering it in guards. Not to mention the missed opportunity of making the target a poacher but not giving us a way to make an animal kill him, when there’s an animal in the main mission that can kill a target. For shame, IO.
Chasing a Ghost/Mumbai - 5/5
Another God-tier level and an atmospheric masterpiece. The Maelstrom has one of the best routes in the series and the other two aren’t so shabby either, with ways to get them out of their fortresses for manual kills like the smoke and the laundry foreman. Having a target not locatable via instinct is so cool, and the Maelstrom goes places I don’t expect him to sometimes. It fits his character that his behaviour is as mysterious and varied as he is, leading to lots of ways to kill him. The only problems level design wise I have other than the rating system is the fact that there’s no big area you can climb up to survey and snipe the whole area due to its weird horizontal layout, and there’s lots of disguise swapping that doesn’t make sense. Why can’t I go into the Crows’ hideout as Vanya’s guard? They’re on the same side. The mission also has mission stories with lots of variance and experimentation, which wouldn’t save the mission if it did have bad routes and experimentation without that but it’s the cherry on top to have scripted kills that can feel unscripted with how you do them. Like suit only Kashmirian strategies, poisoning Dawood’s glass as the actor or using the script opportunity to blow him up in the bathroom. And not to mention that Dawood Rangan is one of the best targets in the series personality wise. He’s so awesome.
Illusions of Grandeur - 2/5
Basil Carnaby’s route is actually not bad, making the chawed a hostile area is kinda neat but all that is thrown out the window when the dude offers to hypnotise you. He takes you upstairs alone, you jab a poison syringe in his back then you leave the level. I don’t know what IO was thinking. What a waste of a pretty reskin of Mumbai.
Another Life/Whittleton Creek - 5/5
A brilliant sequel to A New Life. The clues thing can get old but I won’t let that get in the way of two fantastic targets. Nolan’s route is filled with accidents whilst Janus can be lured out of his home with a couple of coin throws, even then I would say Janus’ house in general I would single out as being one of the best single areas of gameplay in the trilogy. Guard placement, security cameras and enforcer choice is perfect.
A Bitter Pill - 3/5
This mission’s okay. It’s basically just a full level version of Janus’ house but security is way too easy to get past. If they just locked the basement door this mission would be so much better.
The Ark Society/Isle of Sgail - 4/5
Mediocre targets let down some fantastic vertical level design. Sgail is very fun to stealth through and explore but the Washington twins are kind of boring compared to Janus from the previous mission. They’re not outright bad, there’s lots of non-story kills you can do since they’re highly manipulatable, but their routes are usually taken through crowds and take to long to get to those areas. It’s great for Contracts mode however, with the most markable NPCs of any level, in fact the Constant has a pretty good route which is unfortunate since the whole point of the level is NOT to kill him.
Golden Handshake/New York - 3/5
Great level geometry that’s fun to sneak around, this level is also great for Contracts mode, but I feel the actual objective while fun is mostly there to make up for a mediocre target route. You can kill Athena anywhere anyway with some knock outs or items so manipulating her to go someplace else to try new kills isn’t that attractive an option. Plus her route is very short.
The Last Resort/Haven Island - 4/5
This is one of my favourites level design wise, all three targets have enjoyable routes with even Tyson being manipulatable via coins to get him out to his balcony. However what kills the levels for me is the viewcones. To give some context IOI decided to change sightlines for NPCs just for this level in order to accommodate the wide beaches of the map. As it wouldn’t make sense for a guy not to see you jogging on an empty beach you’re not supposed to be if he’s looking into the distance. This was a terrible idea and means you’re never sure when you’re going to be seen doing something or not. I understand the reasoning but some areas like the villa were clearly designed for smaller viewcones, and I think consistency of mechanics trumps realism any day.
The Last Yardbird/Austria - 3/5
The first of WoA 2’s three sniper missions. It’s decent but due to it being the first they made it’s a bit too simple and becomes very repetitive on replays. Most target manipulations are cryptic and slow, and a larger problem with Sniper Assassin is due to it being a shooting gallery you tend to just pick one strategy that works and stick with it, you don’t tend to experiment like you do the main game.
Pen & the Sword/Hantu Port - 3/5
This one is my least favourite of the sniper maps. While manipulations this time are faster and simpler the map being so wide and open means you’re going to get caught when you don’t think you should’ve. I played all three sniper maps again recently and this was the one I gave up getting silent assassin with. The strat I usually used for grinding just didn’t work consistently like the ones for Himmelstein and Siberia
Crime & Punishment/Siberia - 4/5
This is the one where they finally go it right. Crime and Punishment is a legitimately great mission, sniper or otherwise. The riot mechanic gives way to a lot of variance and experimentation that actually consistently works, there’s lots of ways to change target routes in subtle ways that make sense (like killing a guard that was meant to get someone for the target, so the target walks over there himself) and the design isn’t so wide bodies are getting found left and right. Whether you’re starting a riot or playing it quiet it’s an excellent Hitman-style shooting gallery.
3 God-tier Levels 3 Missions
4 Good-to-Great Levels 4 Missions
4 Average-to-Good Level 5 Mission
0 Bad-to-Mediocre Level 2 Missions
0 Really Bad Levels 1 Mission
0 Horrible Missions
As you can see where Hitman 2 excels in pure level design it flops hard when it comes to the bonus missions. Hitman 2 is still my favourite game in the series, I’m very biased towards it and its specific levels, but I’m not close minded and I hope IO can take the little failures and huge successes of Hitman 2 and deliver the magnum opus of the series with upcoming third part of WoA.
And that means the totals for the whole franchise are (and if you want to correspond this to a tier list it basically means S, A, B, D, E, and F, respectively):
12 God-Tier Missions
29 Good-to-Great Missions
21 Average-to-Good Missions
8 Bad-to-Mediocre Missions
5 Really Bad Missions
1 Horrible Mission
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lcrfreedomkai · 6 years ago
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hitman 2 Sapienza World of Tomorrow | Indonesia gameplay | part 4
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gamezinger · 7 years ago
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IO Interactive today released the free spring package for “Hitman” on PC, Xbox One and PlayStation 4. All content from episode 2 “Sapienza” is offered. The official description from the PSN store: “Welcome to sunny Sapienza! Download the Hitman Spring Pack and experience everything from Episode 2: Sapienza.”
It adds, “Impose the ‘World of Tomorrow’ campaign mission, complete 20 championships to earn new gear, unlock more items with challenge packs, and test your skills on escalation missions and them get access to the order mode, as well as future hard-to-reach destinations in Sapienza, and by downloading the Hitman Spring Pack, you’ll also have full access to everything that’s in the ICA setup.
Continue reading Free Spring Package Sapienza Released For Hitman at GameZinger.
via GameZinger
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