CARPATHIAN MOUNTAINS, Romania (Mission #6) - Location Discussion

I don’t doubt that they wanted this level to be memorable but in my opinion it failed. Even as itself this train level wasn’t fun for me, and as I said it was way too easy for a level where you have to kill the most important target of the trilogy.
And for example the train level from Splinter Cell Pandora Tomorrow is shorter than this one but was way more interesting to play and way more memorable. A lot of players still remember it and the game is almost 20 years old.
Whereas this train level in Hitman 3, I honestly just want to forget it considering how it disappointed me…

And sure, a lot of players don’t know the asylum. But then why saying that the train is in Romania ? You gotta admit that they gave us false hopes by saying that.

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Replaying this level in deluxe escalation I had fun with it and I’m more convinced that if only this level can change something has potential to be different… you can do the train a normal one with civilians and change completely the feel of the level or I wish at least this level were only the first part of final mission and then there’s the asylum ending map.

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The problem isn’t the level, which is a fun and cool stealth focused mission. The problem is there should have been 6 sandboxes plus this mission. But hey, that’s easy to say when you’re not funding the game.

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Technically, we - gamers - are funding the game by buying it

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I like it in the sense of an epilogue to the whole trilogy.

The trilogy properly starts with 47 in a tuxedo interrupting Pam Kingsley’s report, and the it ends with 47 in a tuxedo interrupting Pam Kingsley’s report. Shame we didn’t get 6 proper levels but H2 did the same thing with Hawke’s Bay (without DLC) so this isn’t new.

5 is the new 6.

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well the lady in Paris isn’t Pam (she’s the reporter from Marrakesh), but i get what you mean. it’s very poetic, they knew what they were doing :grinning_face_with_smiling_eyes:

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To be honest, I think we gamers are underestimating the funding it needs to get 6 full-fledged maps. H1 only had this because of the large funding of Square Enix.

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Sorry, my Marrakesh bias made me forget there are reporters in the game that aren’t my glorious Marrakesh NPC.

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I still prefer Hawke’s bay over the current train level. At least the house had various ways of infiltration and didn’t feel so linear. It was also the first level of H2, not the last. So the smaller/simpler scale feel of the map was more acceptable to me as a glorified tutorial.

Like someone else mentioned earlier, killing the constant felt quite underwhelming for the final target of the trilogy.

I like the idea of a moving train. It’s indeed new to Hitman. It still could’ve been made into a proper 6th mission and the asylum as a prologue. You’d start at the train station with maybe an objective and then board a 2 story commercial train filled with civilians. End the trilogy in the asylum with a really memorable death for the constant. The asylum didn’t need to be bigger than the final test of H1.

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I feel that Hawke’s Bay was designed for players with the free starter pack in mind. It’s a sort of mini sandbox. The weapons in the panic room mean that you have various different tools readily available to you so that you have a taste of the many methods if assassination in the game.

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It’s a small detail and I definitely don’t feel IO should go back and change this, but man, IO missed a chance to have the white void return during the intro sequence.

I mean idk, maybe those scenes woulda looked weird in a blinding white & maybe they should remain in the past, but modern day fog effects woulda looked craaaaaaazy.

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It would’ve driven home how near death he was.

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The white void with current WoA bloom lighting = :scream:

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The white void is me leaving the Marrakesh parking garage.

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Unpopular opinion, but I liked the level. It didn’t bother me at all that there were only 5 mastery levels for Carpathia and I didn’t feel like it was nothing more than an epilogue. The game has 6 maps - one of them is just linear and shorter. I honestly don’t feel ripped off and I don’t begrudge the developer for not including a more fully fleshed out map as I don’t have a problem with it as it is.

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Anybody else pull multiple guards out of the same window and have them remain hanging there with there feet still caught in the window?

Just noticed the record for this level on ps4 is set in VR. 2:17 SA.

I thought it would take considerably longer in VR.

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Reminders that punching is way easier in VR.

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Honestly, I am in the camp that have wanted a train-based Hitman level for years, which is why this was such a letdown, there’s so much opportunity for a great sandbox wasted.

On a regular train, with a variety of means of approaching your targets, such a mission setup basically comes pre-prepared, you just need to add the assets and the scripting to realise that ready-made conceptual vision.
It has so many opportunities for things like time-limited windows of opportunity as the train pulls in to different stations and certain passengers board or depart.

Your basic suit start is in a third class coach blending in at a seat. You have unlockable start locations and disguises working in a mail car, as a cook in the dining car, providing trolley service in the lower class cars, up in first class serving refreshments, or up at the top of the mastery unlocks, undercover as the conductor, normally a disguise which takes a bit of work as he’s walking around in full view most of the time, but worth it as he will get suspicious if you don’t show the correct ticket for where you are and call security, and can walk around the train freely.

Plenty opportunities for stashes for smuggled gear, in a package in the mail car, in a luggage rack, in a refreshment trolley, etc.

Nice tactical approaches available. Need to get to first class? Send an emetic up the train in a drink from the dining car, let a first passenger get sick and come to the nearest toilet where they drop their ticket, etc. Silent Assassin? You’ll need to work for it as the train has cameras at every door, so you need to destroy that evidence before getting off.

The opportunities for mission stories are great too. Maybe at one point a passenger close to your target gets sick and staff ask over the PA system if there’s a doctor on the train. One of the passengers is a doctor, so if you can get close and grab that disguise before he gets there, you can go in his place. Maybe there’s an argument going on over a passenger’s improperly stowed bicycle (which you can later also steal as part of an exit on it if you got the lock code during the mission) and 47 can learn that with the right staff disguise he can call one of the targets to that part of the train to come and do something about theirs.

There’s so much we expected a train mission COULD be. That’s why we’re as disappointed with what we got.
Yes, it’s a callback to classic Hitman finales, and sure, maybe it sets up prior form for a Bond game, to show that IOI can do this sort of thing as well as the sneaky deceptive stuff. But it will always feel like a wasted opportunity to really shine.

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I 100% agree with your take on a “proper” Hitman train mission. I’m part of the same camp of fans who want it, believe it would work, and hope that we will eventually get it in the future (hopefully in the same batch as an airport and ski resort level).

However, this particular level - like so much in H3 - is done in a way to serve the story’s purposes, for better or worse. Does it work? I think it does. Could it have been done even better (while still retaining its A to B Path structure)? I think it could have.

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