Posted 17 June 2012 - 12:44 PM
Also, we have to bear in mind two points:
We've never really had any clue how 47 has felt. Just his external reactions, mostly. He's very professional, and we know capable of emotion based on his turn at the start of Hitman 2, and his pets over the years. Remember when Diana tells him Vittorio is dead? He seems to just accept it, and get on with his life. We have no idea what was going on in his head. He could have been angry, upset or worse - but his training forces him to move on, deal with it, and not betray any hint of emotion. Clearly Diana's percieved 'betrayal' at the end of Blood Money has shaken him up something proper. Perhaps to those he meets he's still the calm, emotionless engine of death he always was, but since he's narrating in first person this time, we get deep inside his own mind - learn about his feelings, his vices, his troubles. It's essential to make him into a character who can carry a first person narrative (suspect writing quality aside), otherwise it'd just be a list of actions.
Secondly, it seems with Absolution IO are intent on humanising the character in the game too. Regardless of whether I think this is a good decision, it would certainly be in keeping with Absolution for the tie in material to take this route. Perhaps it'll bridge the gap that I suspect is coming between the old 47 and the modern 47 (what with this 'new creative direction').
I'm not confident that the new, more human, direction is the right one for the character, personally. For me, the characters and stories in Hitman are the targets and settings - 47 is an intruder in someone elses world (even though the games don't always support that feeling, taken in broad observation). But, since this is their experiment, I'm happy to roll with it. If, with a full novel and a videogame supporting it, it turns out to succeed - fine. If it doesn't, then there's major cause for concern. But I can't tell until I've read the book and played the game.