Azhdarchid

Topology of Hitman levels

All levels1 in the World of Assassination Trilogy fall roughly into one of three categories I've just made up.

Onion

Pictured: Sapienza.2

What defines the topology of a Hitman level is mainly two things:

  1. How the level divides into zones with different security conditions, mainly defined by which areas can be traversed openly with which disguises
  2. How those zones relate to one another spatially.

In an onion, the player starts on the outside looking in and gradually peels each layer to get to the high-security central area. The central 'fortress' features numerous ways in, encouraging the player to poke and prod at the edges.

Ur-example: Sapienza, of course, with its progression from the city streets, to the mansion grounds, to the ultra-secure underground lab.

Best example: Mendoza, more on the strength of its intricate storytelling than anything. In an appropriate series-ending showstopper, it features an extended scripted sequence with four NPCs – a target, 47's secret compatriot, and two characters that may or may not be replaced by 47 in disguise – and multiple possible outcomes.

Most deviant specimen: Dartmoor. One of two levels in the trilogy where 47's suit is not a valid disguise anywhere. It still features a concentric progression of zones: The mansion exterior, then the first floor, then the top floor and the target's office.

Other examples: Mendoza.

Festival

Pictured: Bangkok

The default construction for a Hitman level: The player is on the inside looking out, in a crowded public event that is surrounded by a connected 'backstage'. By inviting the player to cross back through the central public area in different disguises, these levels suggest different opportunities to the player as they explore.

Ur-example: Paris; the fashion show is a central spine that touches all of the different secure areas: The palace basement, the backstage of the fashion show, and the upstairs auction area.

Best example: Berlin. Huge, complex, and the setting of one of the most tense setpieces in the trilogy.

Most deviant example: New York. The only level in the trilogy that takes place entirely indoors, with a small public area crowded with enforcers; once 47 commits to infiltrating the backstage, he isn't really fully safe in most of the level.

Other examples: Bangkok, Hokkaido, Isle of Sgáil, Dubai.

Archipelago

Pictured: Marrakesh

A public area connects several independent fortresses, each one with its own system of disguises and security. Usually, each fortress has its own target.

Ur-example: Marrakesh sets out all the ingredients that would be seen again in other iterations: Two targets ensconced into their respectives fortresses, a secret connection between them, and the ability to draw them out of their hidey holes to avoid having to infiltrate one or both locations.

Best example: Chongqing, with its brilliant verticality and unimpeachable vibes.

Most deviant example: Whittleton Creek; six little mini-fortresses, each one based on the same cookie-cutter suburban house floorplan but populated with completely different security conditions ranging from a public mini-festival, to totally empty, to a claustrophobic rat's nest of enforcers.

Other examples: Haven Island, Ambrose Island, Santa Fortuna, Colorado, Mumbai.

  1. Excluding nonstandard tutorial or story sequence levels: ICA Facility, Hawke's Bay, Carpathian Mountains.

  2. All maps here taken from hitmaps.com.

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