Hitman: Episode 3 – Marrakesh (Video Game)
Developed by IO Interactive
Published by Square Enix
Available on PC, PS4, and Xbox One
Rated M for Mature
With the release of “Marrakesh,” half of the currently scheduled Hitman content is now out. I enjoyed the previous two episodes, but haven’t really been impressed yet. It was all technically solid, but lacked the punch to really draw me in. I’ve outlined what I was hoping for in my previous reviews (link here), but to briefly recap I feel like the game lacks identity and flavor. These games have always been about pitch black comedy and creative killings, and while Hitman has so far definitely delivered on being a great sandbox, it’s lost some of the polish in the process.
I also predicted that as the episodes came out, they would probably address these problems to some degree. Episodic releases are tricky, since games require a difficulty curve to stay interesting. When all you have is a trickle of content every month or so, it’s hard to judge each individual piece as part of a whole and not its own isolated package. I expected that with time the guided “opportunities” would be more vague and less immediately lethal, and that the larger and more open level design would necessitate more creative thinking.
“Marrakesh” kind of proves me half right. It’s a step in the right direction to be sure, but doesn’t go quite as far as I want it to. I say this keeping in mind that there are still three episodes left. If the build stays this slow, it either won’t reach the peak it needs to get to or do so jarringly quick.
What the episode nailed was establishing its own tone. It wasn’t the iconic “Hitman” gruesomely quirky, but rather went its own direction by being considerably more grounded and serious. Typically, assassinations were always more obtuse in effect and scale. Sure, nuclear launch codes would be exchanged and international drug cartels disrupted, but all of that was narrative fluff behind garroting a couple dudes in a few rooms. No matter what was at stake in the story, the reality of the level was a few guards, a target that needed murdering, and a few flavor events in between.
Episode 3 drops you off in the middle of a brewing revolution about to boil over. Swedish banker Claus Strandberg stands convicted of murder, but during transit was freed by a group of unknown gunman and now sits safely in the Swedish Consulate. The breakout, meant to appear to be foreign orchestrated, was actually the work of General Reza Zaydan. An associate of Claus, Reza hopes to use the event to stir distrust in the current president, and give justification for a military coup. You must eliminate both targets to quell the unrest and bring stability back to the country.
For a game that generally has you assassinating colorful characters in charge of various shadow governments or linchpins in grand conspiracies, seeing Hitman take notes from the Arab Spring is surprising. Targets tend to be flavored with a pinch of goofy, but there’s very little to laugh at between the tortured prisoners held in the General’s camp stationed in an abandoned school and the distant, aloof calm of the Swedish consulate. This is the blackest I’ve seen a “Hitman” game, bordering on almost losing its comedy. It’s a tight line to walk, but one that it did so well. It doesn’t try to replicate the charming elements of previous games, but creates its own tone that is just as compelling. It was a bold move that made the episode better than the sum of its parts.
However, the actual assassinations were too strict. The map itself is very large, but the targets are constrained to two tight and very well guarded areas. Most of “Marrakesh” revolves around figuring out how to get in. Once inside, the job is basically done. Getting them alone is pretty easy even without scripted events, and even if you don’t hide the body the two locations are separate enough that the alarms don’t really affect one another.
The “opportunities” have changed as I predicted, but I’m on the fence as to how much I like it. They are now less specific, guiding you towards key locations/events without giving you all the steps. Most of time, you’ll go towards an opportunity only to find that you can’t get through the door. This is where the creative thinking should come in. Unfortunately, the solutions are often very linear. Getting into a club, wear a waiter uniform. After finding a key, climb down a pipe to get to the door. There are certainly more obtuse ways to do it, but the obvious solution is too immediately useful to pass up. I appreciate not being given all the steps, but I wanted that to be because of freedom in completion.
I think that there is still a bit to go in making this a great game, but I’m pleased with the steps they have taken. I just wish that these bright bits didn’t shine a light on the flaws in the rest of the system. The next step is going to be crucial, as we’re rapidly approaching the point where the identity of Hitman will be established. Don’t take this as doomsaying, as I’m actually quite hopeful. The way that this innovated was good, and the level of improvement it brought over “Sapienza” as bigger than the one “Sapienza” brought over the “Intro Pack.” I hope they keep this curve of build, raising the bar even more in the next episode. With 6 episodes, they really don’t have any room to stumble, and Hitman hasen’t really hit its stride yet. It’s been jogging up to a run, and hopefully will finish with a solid pace.
Categorized:Reviews