Freelancer - Pre-Release Discussion

I’m really excited for Freelancer, especially after the video that was released today (October 27, 2022).

One thing I noticed in the trailer is Freelacer has a Mastery Level 100. I wonder if there will be new unlocks for BOTH the main game and Freelancer included in that Mastery. I’m guessing most (if not all) of those Mastery Levels are going to be decorations for the Safehouse. I am personally hoping for at least a few main game unlocks though.

Another thing I am hoping for is new Achievements/Trophies for the Freelancer Game Mode. I’m personally hoping for at least 5, but I’m fine with any amount.

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Ooh, this mode is looking really good! Can’t wait (and believe) that this is gonna be free.

Yes, you can make the case that it’s basically another “escalation mode”, but that’s avoiding the major changes and additions to IOI’s tried formula here.
Very hyped for it now. Though I do still have some (rhetorical) questions.

The Campaign system looks very cool, but also long. Not sure what you’d get for beating an entire one, but kind of being “locked” to an 18-mission challenge looks daunting, especially for something like the Sick Games one shown, where there’ll be random challenges every mission. Maybe I’ve got it wrong, but it looks that way. Each one will have 4 Big Targets.
I was expecting maybe each “campaign” has different amounts of missions. But the established way seems much harder?

I wonder if Merces can let you buy different looks for your safehouse, or if it’s strictly used for Missions. It sounds like the latter. In that case, that might mean constant Mastery Progression (safehouse Progress + unlocks) – it won’t be reset on a fail – that’s cool, but isn’t that kind of against the main draw of Freelancer, and the main “obstacle”, the Roguelike style?

The return of the three-choice crate from Ghost Mode is neat. It looks like a nice buffer to get a (always consumable?) item for free to give a slight edge if need be.

The change to a spooky red lighting when activating the Leader mission is very cool. I can see this tying into a certain musical leak a few weeks ago :shushing_face: I unfortunately listened to, but sounds dope. :open_mouth:

If every Showdown Mission is a “find the real target in a sea of lookalikes”, I fear it might get old, but maybe there is some fun challenge in each one. Maybe it plays better when you’re actually the one doing the investigating, not being walked through a video.

I like how there seems to be a wide range of mission success, fail, or “return to safehouse” cinematics to bookend missions. I was hoping for that.

The Merces system is neat, but I think its presentation needs some tweaking. Just make each “Merces point” Equal 1000 Merces or something. Make it look cool, expensive, like 47 is working for Premium Payments, as such an experienced assassin would. Something about the “You get 5 more M$!” or 10, 15, whatever, looks kind of anti-climactic for the Freelancer Assassin vibe they’re going for here.
And how much is one Merces? What even is a Merces? :joy:

The “lose half of your Merces” scares me, gives me NFS Heat flashbacks, with how much I’d get busted in that and lose so much of my hard-earned money. But such is the challenge of a rogue-like I guess. I did see a “Exit Mission (Objectives not Completed)” icon in the map – maybe that’s one way to leave, or change Campaigns without a penalty of money or items?

Chicken Fingers are majorly crossed that I can get an invite to the Freelancer Test. Would love to see this in action, and try out a lot of this myself, as some of the video was still a little confusing. Also would love to provide a bit of Feedback where necessary, to make it feel just right in the progression department.

And overall, despite this long list of questions and worries(-ish?), I am very excited for this. It looks like the perfect encapsulation of the WOA gameplay style, and something that should provide lots of extra hours of fun. The fact that it’ll be in its own Mastery, Progression, Level, and Save File system is especially cool.

And oh boy I have a lot to read


Oh yeah and there was a blog post too! :sweat_smile:

Closed Technical Test does not include all features from the mode that you’ll play in January 2023. We’ve purposefully toned down or entirely removed certain elements
Equally, we know that some of you will absolutely rinse the mode during these days and we don’t want you to burn out either

Firstly, the CTT will only feature 9 locations from the World of Assassination (i.e locations from HITMAN 1-3). The full release will include support for 19 locations (with only ICA Facility, Hawke’s Bay and Carpathian Mountains not supported in the full release).

The lack of Hawke’s Bay is unfortunate, but I guess there’s just too few NPCs and it would be too much work to make it a lively, challenging mission for the “find the lookalike” Syndicate mission.

From 1pm UTC on 3rd November to 4pm UTC on 7th November, you’ll be able to freely play and share any gameplay from the CTT. Take and share screenshots on Twitter, stream gameplay on Twitch or whatever you want. No restrictions, maximum enjoyment.

This is very interesting, and especially smart from IOI. There’s no way they could 100% contain this test from leaking, so they’re taking the same approack as the Ghost Mode Alpha back in the day I think: where people were allowed to record and show images of their gameplay, giving us plenty of content and glimpses at the mode before launch.

Very glad they actually released an Open Invite. Signed up for the test, and I hope to make it in!
:crossed_fingers: :kissing_smiling_eyes: :crossed_fingers:

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Something i missed
Can i choose what maps to play start and finish? Can i start Dubai and finish with Sapienza?

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It’s hard to tell what this is. When I first saw it, I thought as you do, that the whole campaign is 4 bosses that we take on one after another with additional maps for each set. But after thinking it over and what they said about new difficulties and objectives when playing again, I actually think what we are a looking at are levels of difficulty. I think the demonstration shown in the video was the easy round, and that I’d you play that particular campaign again, you can now play a harder version that adds another nap, and thus another target to overcome before the showdown, to increase the difficulty, along with whatever additional challenges are added. This probably also is meant to give us the chance to pick a different map to confront the same Leader on to mix it up.

One thing I wonder, if my theory is correct, I’d if that means that once you complete a campaign once, does that lock that campaign in, so to speak, with the type of crime it’s shown to have? The type of crime seems to be randomly generated, as some of them (and we see new ones in the video!) don’t seem to match what the title of the Leader implies. So I’m wondering if you can shuffle through the campaigns over and over and it will switch the type of crime and titles and symbols of the campaigns until you get a combination you like (like having the Investor be Financial Crime instead of Sick Games as shown in the video) and then once you beat it and go back for a more difficult play, perhaps that “locks” the campaign into that type of crime instead of shuffling it again. Kinda hope so, because it would be weird taking on a campaign labeled The Chemist and the syndicate is about Espionage.

Yes, that’s one of the big things IOI anted us to know when it was first announced. You choose the order of the maps you play.

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My guess is that it’s a monetary unit worth slightly less than a Mercedes.

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I expect the answer to be no, to make the campaign generator have more available combinations to work with at all times.

Ugh this gave me flashbacks to Diana in 47’s ear being confused about identifying the Maelstrom lmao

I am worried about this specific identifying aspect in the Showdown Mission as well, hopefully it doesn’t get old. And what exactly happens if you misidentify them?

Also, it’s kind of cool to see how they applied what they learned from the 7 Deadly Sins - it feels reminiscent of finding the real admirer in the Lust escalation.

Though, on another topic… does anyone wish they’d give 47 some semblance of facial expressions in this? I’m not asking for anything insane, but even when he was injured he looked mentally checked out. Maybe it’s not final. They are capable of giving him facial animations to reflect pain because it happens in H3 when he takes a lot of damage. It seems awkward.
image

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i love that detail of 47 be wounded

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The challenges look optional though. At one point in the video you can see the one disguise objective being marked as failed (and it also has a counter now!). Plus they each have a indicator of how much of a bonus they give, which would make less sense if they were mandatory anyway.

My first impression was that each campaign gets random bonus challenges, but the campaign type influences what kind of challenges can be rolled.

Also I’m hoping there will be a spectrum of different campaign lengths, so the roguelike aspect gets a player-controlled difficulty level. Because as you said, 18 missions in a row is daunting.

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Untrue. I’ve seen in-game footage of our boy looking frightened, puzzled, resigned and all sorts of other emotions.

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My main wonder about the showdown mechanic is that for this gamemode there doesn’t seem to be normal silent assassin restrictions on, so what’s stopping us from just… killing all the suspects instead of just one in the showdown. Maybe there’s some kind of penalty for civilian kills (but none for guard kills as it seems?). Also the possibility of how this interacts with body containers (wondering if there’s a fugitive like situation where you can drag the suspects to a closet or bin to see whether they are the true target or not)

I like how there’s incentives to kill guards (or perhaps just certain kinds of guards) in certain ways as well to really give that impression of normal contract killing instead of the usual ultra perfect secret assassin stuff we are used to.

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And also because previous games had facial expressions.

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I think that ties into locations being ‘alerted’. If you mess something up and kill the wrong suspect in one location, then when you get to the next location then the syndicate are aware you’re coming and so guards are on alert etc. Like in the video, they’ve completed the 1st location, then moving onto the 2nd location of the campaign it is flagged as an alerted territory.

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Also there were a few weapons on the walls that look new or not part of our normal inventory that would probably be good to add the screenshots for here.

Obviously there were the typical guard guns that were there on the wall (including the unsilenced snowy hwk pistol, that will likely need to be bought). I saw the Mendoza sniper up there and I think the outline for the burial dagger as well, for example

However I also saw the concrete bunny pistol on the wall, a new pistol that was accidentally publicly leaked temporarily to Xbox players a while ago along with an “ornamental” SMG, and seems like a completely new pistol we can get in the mode.

I haven’t looked to closely at the rest, but if anybody has screenshots for them there might be some other weapons people might notice.

I’m personally hoping it’s really either the A or B option with what you’ve listed there.

I think it would so much more of a cool concept if Freelancer is taking place after the events of Hitman 3 and this is 47’s way of filling out his time before the events of the next game.

Hopefully IOI will confirm this for us soon enough whether this is during Hitman 3 or after the story has concluded.

I actually looked over the video once more, and I think I got it right (sort of) that each Syndicate file is One Campaign, and they each have “different amounts of missions”, though the amount is dictated by what stage of your “Freelancer Run” you’re on.

It seems that “Freelancer Run” Progress works like this: (WITH SOME SPECULATION)

  • You’re given a table of 8 randomly-generated Syndicates, or “Campaigns”, with different locations and objectives.

  • One Campaign can have from 3-6 missions in total, depending on the difficulty level of your position in the Freelancer Run. The difficulty increases for your (remaining?) campaigns after every completed Syndicate Showdown mission.

  • Each Syndicate counts as one “section” of a Freelancer Run. This means you can choose whether to save Easier or Harder Objective Syndicates in the “easy” 3-mission tier, or “harder” 6-mission tier.

  • Each Syndicate has a Leader to assassinate to progress your Freelancer Run progress, and a slate of “Potential Objectives”, probably ‘optional’ objectives that reward you with more (or less) Merces on a completed contract. They are “vulnerabilities” in targets to look out for when preparing for a mission.


  • If you fail a mission during progress of one of your Campaigns, that Campaign progress is reset to zero. You lose half your acquired Merces, all of your items and weapons you brought to your latest mission.
    BUT, only the progress on your active Campaign is lost. You still retain progress in the overall Freelancer Run.

    • You only get one chance to do this however. When your campaign is reset, the missions become more difficult. Territories are “alerted” (more enforcers?). If you fail again, your run will end (?)
  • There is also another way to fail a Freelancer Run. This is by failing a Syndicate Showdown Mission – by either dying or letting the Target escape (or something else) – this will completely reset your Freelancer Run progress: ALL of your Merces, ALL of your items and weapons will be taken away from you. (It seems like Mastery Safehouse – and the Suit system it is tied to – will stay with you.)

  • To complete a campaign, you must finish the Showdown mission. This is where you will kill the Leader of your chosen Syndicate/Campaign, after which point your progress in the Run will be saved, if you fail a normal mission later – think: Who Wants to Be a Millionaire’s Safety Net system.

  • After you complete your campaign, you must choose your next campaign – maybe, based on the remaining 7 files on the table?


What intrigues me is the Merces and Mission System.

It looks like to me that each normal mission will have a set amount of Targets – maybe it’s “Kill X from a pool of Y” like Berlin, maybe it’s not and they aren’t revealing the names and identities of the randomly generated NPCs, anyway, this is how it looks: Here you can see a potential 1 or 2-target system


Some Missions (or Syndicate Leaders?) have names like Bone Breaker? (The Investor footage only showed “Pursue The Leader” in the footage, but I don’t know why this footage shows “Bone Breaker” maybe it’s something else?

Screenshot 2022-10-27 163834

The Merces, objectives, the “Vulnerabilities” system probably works like this:

  • You are given a random 3 objectives (at least in Sick Games contracts) that you may? complete by the end of the contract. These can be special kill conditions or complications that must remain fulfilled.

  • Completing these objectives (or keeping them fulfilled) rewards you with more Merces to use to unlock items.

  • If you fail a condition, it will subtract that amount from your total Merces earned from the mission. This means that if you fail all of them and end with Zero, you can complete the mission and progress your campaign, but you will receive no Merces from the deal.



    (Objectives failed: 2 (-15 Merces total) // completed: 1 (10 Merces Payout)

  • But, do not fear. There are ways to acquire money more easily, with some Couriers (Merces Holders) and Safes (I think they hold Merces?) scatterred across the map. They may be random, some missions may not have any/very few, but they are “easier ways” to acquire it. It just needs you to Assasinate an optional NPC, or break into a Safe – with the risk of being spotted and ruining your current disguise, or section of the map you inhabit.


That’s basically what I think on how the system works. I was a bit confused by the addition of Couriers for Merces payout at first, but I think I figured out that they work as a “fallback” if you don’t complete the special objectives of your Syndicate contract. I think they’re optional, but come at a Merces price.

If I got anywhere close to 75% of that right, please invite me to the Tech Test @Travis_IOI haha :stuck_out_tongue_winking_eye:

It’s interesting to note how the Syndicate Page Info has changed from the January 2021 reveal to Today. There doesn’t seem to be a seciton that states what the Final Payout will be, difficulty, or amount of Targets you will face (or potential objectives), but that might be due to the “Sick Games” type of Syndicate.


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That’s very true. Like, they say “don’t shoot the messenger” but I guess that doesn’t apply when 47 kills his courier. It seemed to give XP too when he did so in the video. I hope that the old “drag the target near a crate to identify them” trick doesn’t apply here either, like you mentioned. Would take the fun out of it

haha, if only :joy:

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Electrocution phone?

tumblr_nxfmanMLYY1qd4xnro6_250

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They’ve mentioned that you can fail showdowns if the target escapes. Maybe killing one suspect can cause the others flee the level.

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Also how are briefcases going to interact with this mode? I didn’t see a spot for them in the basement, so how is that going to interact with what we can do? Do we unlock them just like everything else, do we just start with being able to choose our normal assortment of briefcases (just like our suits) without any effort required?

Also I’m assuming we can horde multiple consumables (like consumed poison, for example). As it would be pretty annoying if we could have only one poison vial in our safehouse inventory at all times.