not weird at all.
the only narrative element of hitman i value is that of the targets and in-level stories. getting to explore and interact with a living diorama is a great system for delivering narratives that sort of reminds me of promenade theatre a bit. i adore it. i do, however, think this competition will be a little one-sided.
the five fathers are - more or less - caricatures/archetypes lifted straight from films and literature - the mad scientist, fu manchu, tony montana, etc. - without going much further. that’s not a criticism as such, that was the appeal: we got to play out those kinds of hitman movie fantasies in a way we never had before.
however, if we’re talking about characters with good motivations, back story, characters, etc. i think the woa trilogy is far more robust and accomplished on that front. pre-woa there’s hardly anything comparable to, say, jared let—-jordan cross’ psychodrama, the mythological war between the major player’s in mumbai, the layers of betrayal in last resort, etc.
the later games demonstrably allow for more intricate interactions, whether it’s events between npcs or between the player and npcs, and this subsequently makes the woa targets - on the whole - feel more layered and fleshed out compared to earlier games. it’s simply down to the tech being better and io having learned better ways to leverage it. plus, they have more accomplished writers and more ways to show that writing off.
i’m not trying to be mean here or anything