personally, i donāt think itās the ābestā story (h2016 takes that for me) but h3 certainly has some interesting and surprisingly insightful moments that are undercut by that lack of breathing space you mention; that is a totally on the money observation.
i wouldnāt normally ask for more cut-scene time, especially in hitman, but it wouldāve really helped here. i feel like they were hamstrung by how they set out the presentation in h2016.
whether it was down to the way things have been done before or some kind of technical limitation, they carried that formula on. while it worked with h2016ās fragmentary, mystery-spy-thriller vibe, i found it worked against h3ās attempt at delving deeper into the character and relationships they wanted to explore (not that i think they should delve into that for hitman, but stillā¦).
couldnāt agree more.
as iāve always said, hitmanās most important and interesting narratives are those of the targets, not 47, so a game that bundles together a bunch of levels - a greatest āhitsā package, if you will - would be satisfying on its own merits, i reckon.
itās also why i think contracts is arguably one of the most satisfying hitman games in terms of narrative (alongside blood money, though for very different reasons). outside of the bookends, contracts doesnāt interfere with the game, provides a suitably existential and moody overarching narrative, and a great excuse to hop around different maps.
i think the biggest issue comes from trying to treat 47 as a straight protagonist. i think he works better as a mystery; a modern grim reaper as envisioned by david lynch (though thatād never sell). i dunno, every time he āevolvesā or we learn more about him undermines his ineffable qualities for me.
ā¦and you are spot on about the cliches. woa is narratively an amalgamation of every hitman trope: manipulative client, evil organisation, and ica betrayal. while they do need to move away from these, i do think h2016 delivered those story beats really well with great acting and atmosphere (though neither sequel was able to match it).
outside of cutscenes, hitman has a really interesting narrative delivery system that only video games can do (or maybe some unusual guerrilla street theatre, i guess). a levelās story - if done right - can only be fully pieced together from multiple playthroughs and exploring the full array of possibilities presented by each map.
(theyāve opened this up even more with the new blending-in conversations)
the only mission i can think of that really embraces the potential of that is haven island, where each playthrough uncovers new information that reframes or outright contradicts what youāve previously learned.
if they can somehow leverage this into the overarching plot (or simply use it to support it), i think it could be really interesting. it sounds implausibly difficult on paper, but blood money kind of does this with how caineās explanation of each level contradicts what happens when the player gets involved.
hitman has so much narrative potential⦠if only theyād stop focusing on trying to make 47 a characterā¦