Following the success of Lara Croft GO, Agent 47 looks to follow suit in Hitman GO: Definitive Edition. Does the same style fit the assassin?
It seems that Square Enix Montreal was given an excellent franchise (Hitman) and the task to innovate a digital board game that was accessible to both the mobile market and the portable console market as well as eventually, home consoles. The success of the spin off franchise speaks for itself judging by its developers ability to invest into porting the game to multiple eco-systems.
But the question is, how does it fare for those who are a little more serious about their gaming? I was given the choice to review the game on either the Vita or the PS4 and I opted for the portable version in order to fill those little time gaps when travelling or idling. In essence I wanted to enjoy it in its home environment.
As the game is originally intended to be a mobile experience, its menu style borrows many features from other mobile games, the levels are split into many boards which are set in specific environments and have accompanying visuals and sound. Each of these levels contain a number of sub levels and agent 47 must progress through them all in order to complete a board. Boards are unlocked by playing the game and achieving the objectives. Objectives vary from level to level but mostly consist of; completing the level within a set amount of moves, collecting a briefcase and completing the level.
As you make your way through the game, more and more challenges are introduced, presenting more challenges to Agent 47. As I previously mentioned, the game is turn based which means every time you move across the board, the AI move across their patrol paths if they have been given them. You can defeat the AI by moving to their spot in any direction aside from the direction they are facing. If you do attempt to move towards the direction they are facing, or if they move towards you, you lose and must restart the level.
A number of tools become available as you find your way through the game that can distract the AI from their patrol paths such as an object that can be thrown in close vicinity to lure away the guards, or a trap door that can transport you from one spot to another.
Something I found the game severely lacking in was music, although the ambience they have provided goes really well with the game, I feel that they could have had a little more music but again I respect their decision not to invest into the music (how often do you listen to the Angry Birds soundtrack?) As the game is meant to be played in short bursts and is not a test a of hand eye co-ordination.
The visuals are really well done and do not seem to be suffering from any issues even on the Vita, the game looks crisp clean and tidy and the touchscreen menu retains its functionality on the portable.
All in all, it is a good way to fill some time gaps in your day, especially when you unlock the latter boards that are based on previous Hitman games.
The Hitman franchise is known for its complex web of systems, especially when it comes to the freedom you have in planning your assassination; however in spite of this it looks like they were able to condense that for the smaller screen emphasising on the old ethos of "easy to play, but difficult to master".
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