Hitman: Absolution It’s as much a puzzle game as it is an action title, as you explore each environment figuring out where you can go, what you can do, what accidents you can cause, and where you can hide the bodies. It’s one of the few games where restarting a level when you make a mistake makes sense — the most satisfying moments in Hitman: Absolution are found amidst a perfectly orchestrated series of events that result in the demise of your targets.
Hitman: Absolution is composed of longer levels broken into smaller sandboxes (though there are larger environments scattered throughout the game). These require you to find a way forward, often while eliminating targets along the way.
There’s a constant sense of forward progress to Hitman: Absolution that the series hasn’t seen in years. The need for stealth is still present — directly engaging groups of enemies might go well initially, but you’ll be screwed proper if they call in backup and surround you. But it’s much more point A to point B than it has been since Hitman 2: Silent Assassin. This makes sense, since it marks the return of a narrative purpose for Agent 47’s activities.
Hitman: Absolution picks up some fuzzy amount of time after the end of Hitman: Blood Money. After catching a contract to eliminate an old acquaintance, 47 is caught up in a bizarre conspiracy involving the shadowy Agency that previously employed him, a South Dakota organized crime family, and a girl with a secret that both sides want. He’ll need to kill a bizarre array of criminals, scientists, drug lords, and rival contract killers in his journey to set things right — or at least, as right as an assassin conceivably could.
Hitman: Absolution is a much more active game than past installments, and IO has given you the tools to do work within that environment. 47’s basic skill set should be familiar to fans of the series. A fiber-wire garrote can still be used for silent kills — though the process has been vastly simplified — and the iconic “silverballer” pistols are still present.