The Arthin Occultation would definitely not be in my Top 18, and for every really bad escalation that’s missing there are 2-3 okay/good escalations they also didn’t bring back, The Susumu Obsession and The Asya Attunement being my favorite of the cut ones.
Well it’s not like IO are really against fetch quests, there are plenty of other challenges included in the game which are basically just fetch quests, especially the Discovery challenges (Take Ambrose’s challenges: Find the hook, Find the 4 diary entries, Find a molotov, Find a bone lockpick, Find a durian). At least with the cut challenges that were fetch quests most of the time there was something else involved too: Find a specific disguise and then pick up the items, use the item you find on someone, infiltrate a trespassing zone to find the item, etc.
A good thing they’re not against fetch quest challenges too, given my upcoming challenge “The Great Thief” involves fetching the Golden shotgun and then killing Athena with it. Though once again, that’s more involved than just a fetch quest, in the same vein as eliminating The Maelstrom in a fall while disguised as the holy man or eliminating someone with the iron maiden while disguised as a butler, yet those challenges got cut out.
I agree that the C47 challenge pack feels more substantial (especially with the challenges referencing the classic missions), but the Cloud 9 challenge pack was super simple. They cut out a challenge like Pacify 5 people with muffins in Whittleton Creek, but were fine with adding Pacify 1 target with a briefcase while disguised as a server (a challenge I literally got on accident after they added it).
Yeah they probably did have their reasons, but boy I’ve never figured out a single logical reason (or even multiple) for why the majority of these challenges got cut but other similar ones were kept. They required contracts? No, there are still challenges included which need contracts or are much easier with contracts. Quality Assurance? Maybe for a handful but 95+% of the cut challenges were fine/good, on the same level as many of the challenges they kept, not Sister Yulduz levels of hard. Too grindy/long to complete, like the Isle of Sgail challenges they cut in Hitman 2? Maybe, but then they were willing to add challenges in Freelancer which take 500+ hours of playtime to complete, long after the mode starts to feel repetitive, and over 200 times the amount of playtime any of the other grinding challenges would take to do.
My best guess is that with Hitman 3’s much lower budget, they didn’t have the money or time to make sure all the legacy challenges were properly implemented. Then again, that raises the question of why they never re-added them again post launch, like they did in Hitman 2.
Anyway, what this all boils down to is that this legacy stuff is what I’d rather see them bring back instead of the same exact legacy Elusive Targets for the umpteenth time; almost all of them have been freely playable in the Arcade (with some restrictions) for years now. I’m sure the brand new upcoming ET will be at least decent to play and probably make some good changes to whatever map it’s on, but it still will suffer from all the problems with the design of ETs. Getting the legacy content back before support on the game ends is the aspect of Hitman 3 I’m most passionate about, a close second being Hokkaido’s map finally getting fixed. This is what I am willing to write whole essay posts on.