So, for anyone not familiar with the concept, I’ve been doing these threads since HITMAN2016, and have just started with HITMAN 3. Check out “Improving On top of the World” if you haven’t already.
The idea is basic: to come up with suggestions that would improve a certain level in terms of missions stories, dialog, and gameplay dynamics.
What’s not included here is large changes to gameplay, like adding blood trails, or massive restructuring of the levels.
I am fully aware of the fact that all of these changes likely wouldn’t be in the levels “if only the devs had thought of them”. I assume it’s all about resources and time in the end. Doesn’t stop me from speculating in what could’ve been with a bit more time/resources.
Means Motive and Opportunity Flexibility
I love this opportunity, but if you know me, you already know where I’m going with this.
It should be possible for Phineas Witmer to solve the Dartmoor murder case.
Phineas Witmer is a classic detective, and while he detects a lot, maybe it’s not enough.
Of course, witmer would not fully solve the case on his own. In order for him to do that, you would need to help him find notes/diaries by handing them to him and/or placing the notes/diaries in appropriate spots he passes (like the Laundry Business Documents in Mumbai).
In Mumbai you can dress up as the Foreman and meet with Vanya Shah, but you can also make the Foreman meet her by placing the laundry business documents in a place he’ll find them.
You could do it in other ways if you wanted of course… I also imagine a scenario where Witmer, as a part of his route, will go to Fernsby’s office and loudly proclaim ”Locked!” and then try to peek inside before leaving. The player could break open the doors or pick the lock, which would allow Witmer to enter the office the next time he passes and find the clues that incriminate Fernsby.
Perfectly set up. Witmer cannot find the evidence to incriminate Fernsby since the door is locked. But break it open… ?
In essence, the player would be able to feed Witmer the evidence they want him to find in order to get him to accuse Fernsby, Emma, or Zachary.
Means Motive and Opportunity, the Kill
The way this mission story ends when you accuse Emma or Fernsby is quite iffy. Alexa tells you that you can see yourself out, but for some reason you can just freely follow her out on to the balcony and throw her off the side.
The area beyond the guards really should be a trespassing area, so that you cannot simply walk passed them for a kill.
The area in front of me should be trespassing, but it isn’t.
Obviously this wouldn’t raise the difficulty much as I’m sure you could just sneak through one of the side doors, but I feel the kill wouldn’t feel even half as unearned or dumb.
It’s the Constant… He…!
I don’t like that all exits except for the motobike lacks the story related call from Grey. Are all other exits not really valid or simply not possible canon? I would prefer, to as large an extent as possible, for all playthroughs to feel valid.
As you approach the motorbike exit Grey’s warning can be heard, but not with any other exit. Why?
Just add Grey’s call for all exits.
Not allowing the player to disguise as the butler is a mistake in my opinion.
Of course, I almost all of the regular indoor staff knows Fernsby, and would be Enforcers, but I can easily imagine that Alexa’s guards are recent hires (due to her current situation), and the lawyer certainly wouldn’t know.
No disguise option. Why?
I imagine you could meet Witmer as Fernsby and lead him off somewhere secluded to get his disguise (though you couldn’t play the mission story with Fernsby incapacitated).
Rafters Sniper Perch
This level is missing at least one sniper perch.
From a distance this ruined structure (church?) really looks like it might be one. Just add a ladder and some rafters you can move about on. This could also be a good angle to shoot birds nests from.
The Milton-Fitzpatrick Tokens
Rebecca and Fernsby both carry tokens that grant access to a deposit box with a copy of the Arthur Edwards file we’re all looking for.
These two, in a sense, are also targets, but need to be taken out in a non-lethal way.
The level has been helpful enough to place two accident-knockouts on the map (banana and rake), but I think we could’ve been given a few more options here. In particular I feel like the characters could’ve been given a more interesting routes that allows for the player to incapacitate them in fun ways.
While Rebecca can be dealt with cleanly in a few ways that are fun, they’re basically all located in the Trophy Room. Fernsby isn’t a lot better.
Enforcer For No Reason
I’m gonna end this on a small, petty point, but… why is this guard an Enforcer? I would enjoy approaching the gates as 47 and getting the ol’ ”Sorry sir, this is private property.” Doesn’t really seem to serve any purpose either.
So… Good suggestions? Maybe you have some of your own? Discuss! (or don’t)