Boy, this place is pretty heated. Better not stay in here too long lest I get cooked.
So, I think the idea and mechanics of the Electrocution Phone and the “morality” shall we say, of removing it, have been muddied due to Hitman’s dedication to a single-player package being used as a multiplayer format.
There’s no one clear answer that can please everyone.
But I think, in essence though, why IOI removed it in the first place comes down to 3 points:
- Leaderboards, Competition and Speedrunning.
- The way it trivialises Accident kills.
- Renders many “electrocution” complications far too easy in Contracts.
Given that much of the game’s “competitive/multiplayer” nature is reliant on a very specific Silent Assassin bonus, offering an item that makes one kill extremely easy and a “freebie” to players, totally changes the game’s meta. If, we can call Hitman a game with an established competitive ‘meta’.
It’s so easy and quick to use, that if you’re not using it when you can, you’d be left in the dust of other players’ scores. It also requires no premature setup, which leads me to…
The fact that it trivialises Electrocution kills and Accident kills in general. Nearly all accident kills require some form of preparation, or the use of “Assassin Math” as I’d like to coin it.
- Electric kills need a puddle and a taser.
- Explosion needs a propane tank and an explosion, taser or a gunshot
- Falling kills need a valid railing
- Falling Object kills need specific placement of NPCs under things
- Drowning needs an emetically poisoned NPC and toilets
So many of these need specific situations, illegal actions, and one-attempt scenarios to pull off successfully, to be able to walk away scot free. It’s meant to be challenging to the average player.
But the electrocution phone renders the Electrocution kill extremely easy. Not only is it a portable puddle and taser, but its completely legal and offers as many attempts as you’re able to. NPC didn’t notice it? Pick it up and try again. It only shocks one NPC and doesn’t run the risk of killing a Non-target in the area.
My third point relates to what @Urben mentioned earlier. It makes Contract creation difficult, especially when dealing with Electrocution and Accident kills.
If you’ve spent a great deal of time figuring out the perfect lure spot to a puddle, or sneaky accident that’s very specific to your contract’s challenge or even tone you’re going for, to see it so easily bypassed by a powerful item is disheartening – especially if there’s little way to restrict it.
So, I can’t say if it was fair or not to remove it or keep it, but I hope we can find a compromise in Freelancer. It would fit perfectly there, especially with other items like the Jerry Can (that may or may not require illegal actions alongside it too).
This specifically is what we should have gotten if the EP wasn’t removed.
And I do hope we can get some improvement with it in the future. Allowing us to restrict player loadouts or starting points or further specify kills would lend great depth in how I would want to create a contract.
I think in that case, since those aren’t straight-up “mechanics” of the game, and more bugs in IOI’s wobbly NPC simulation, that they are well within their right to remove or “fix” issues like that.
Bugs like that, the gun lure, or the “tranq glitch” aren’t exactly common knowledge, and usually require some level of skill to pull off. I kinda frown on things like that being used as legit methods in contract creation, since they’re not supposed to happen in the first place.