Yes. So here are my thoughts:
A sniper mode isn’t necessarily a problem but in that case, sniping in the base game should just be more viable. No more homing in on our location unless we fire in the same area multiple times (?). Then players can make sniping contracts that feel similar – I know there already sniping contracts but they can still be bogged down by how finnicky the sniping system can be.
Alternatively, if they want to have an official Sniper mode – it shouldn’t have dedicated maps. That was such a waste of resources for such little replayability (plus the nunber of targets was annoying). Instead, they should look at the Colorado Patient Zero sniper map – all they did there was have 4 targets, added a riddle-like component inspired by St. Petersburg Stakeout, & dropped you into an area far outside the usual boundaries. That was perfect. I loved that so much more. If the Bonus Episodes, which were arguably deeper drops of content didn’t need dedicated unique levels, then sniper maps definitely don’t need that. With this in mind, one level could be like PZ Colorado/St. Petersburg where most of the targets are unknown & Diana provides you Intel as you progress to narrow it down; another could have the targets known but it’s a lot harder to get them alone without sniping them publicly, etc.
Imagine if they had done this using either Legacy or H2 maps:
Paris or Santa Fortuna instead of Himmelstein: Both have perfect Himmelstein-esque mansions/buildings that would easily have served the purpose of the wedding setting – a Parisian wedding in the gazebo behind a beautiful palace or a nice wedding in a mansion surrounded by a push jungle.
Mumbai instead of Hantu Port: Across the river on the roof of a building, where you can snipe down into the constructoon area around Rangan Tower plus the areas by the water.
Isle of Sgail instead of Siberia: Admittedly, of the three, Siberia has the most unique atmosphere. That said, as I’ve said before, I would have loved for them to find a way to make a real mission utilizing the setting – I’ve heard there were technical reasons for not allowing that but they could have found ways around that. For instance, I heard that NPCs can’t use certain types of buttons/switches so areas that shouldn’t accessible to inmates could involve some sort of system like that. Either way, Isle of Sgail would likely be the best replacement – if not because it’s similar, then at least because it seems like a cool envirinment to snipe at – perhaps you’re on the tallest part of a large cargo ship a fair distance away from the island.
Not much to say really. While the concept of multiplayer in Htman is intriguing, I also just don’t think it needs it. Not every game needs multiplayer, but sometimes it can handled really well & interestingly.
Splinter Cell had two amazing ideas: Spies vs Mercs, pitted asymmetrical teams against one another – physically weaker spies in third person with greater knowledge of their surroundings & greater traversal options vs heavily armed mercs in first person who could be snuck up on; the co-op introduced in Chaos Theory was also brilliant – two agents that must work together by performing cooperative maneuvers (lifting each other up to higher areas, throwing each other across gaps, jamming cameras to let the other through who in turn does the same for the other player), etc.
Unfortunately, Ghost Mode just wasn’t very interesting, at least to me, and certainly not even implemented as well as it could have possibly been. While it has its fans & people are bummed/upset that Mumbai won’t get the mode, it didn’t seem to ever really resonate with the majority of people. I’d say that maybe that’s just me but considering it wasn’t prioritized & a small minority seem to play it, I would wager I’m at least somewhat correct in that assertion.
To me, the idea of going around killing randomized targets arcade-style while a ghostly vision of another 47 does the same just doesn’t sound very cool. I truly don’t think Hitman needs a multiplayer mode but if it did, we should exist in the same realm & I’d rather a cooperative mode: two players working together to perform a hit. Why would you need two? Good question; like Chaos Theory, certain mechanics would need to be tweaked to encourage things only attainable with a partner. For instance in CT single player – when you jam a camera, it jams for a certain amount of time to let you get by. In CT coop, it jams only for however long the jammer is pointed at it meaning you need to trade off with the other player. Plus, coop maps were made from the ground up with coop mode in mind.
The only thing I can think of is limiting the loadouts & having more situations where you interact with the target. One player lures the target to an area, the other drops a chandelier or rigs a thing to explode or electrocute or whatever. All these opportunities would have to only be possible from afar meaning you can’t possibly do it alone since you can’t be in two places at once. But again, why can’t the player who lures the target to a secluded area just strangle them? You’d have to be creative by making it so they’re ALWAYS being watched & the only areas you lead them to have numerous guards. That means you can’t kill them without basically being gunned down, so the other player must snipe them or find a way to make it an accident since both players need to survive otherwise they fail.
Still, while the idea of assassinating targets either cooperatively or competitively sounds cool on paper, I’m not sure it’s really necessary for Hitman. That said, an alternative, easier coop would be something inspired by Party Hard coop. You & another assassin are dropped into a map & have to clear out as many NPCs as possible. Technically doable by yourself but could lead to a lot of fun with two people who can play it both cooperatively OR competitively by turning on a shared single kill counter or separate kill counters. Is that in the spirit of the usual Hitman level? No, but as I said, a multiplayer mode truly in the spirit of usual Hitman would likely require levels specifically made for it and as we’ve established, taking resources away from what Hitman excels at has thus far led to disappointing modes/minor, minor content.
Instead, imo, they should focus the majority of their time, energy, & resources toward making more full maps. Imagine if we could have gotten a third, full map in the Expansion Pass had they not bothered with Himmelstein, Hantu Port, & Siberia, the Special Assignments, Elusive Targets, escalations, or any of those tiny things. I would much rather more of the amazing base game via full new maps & less superfluous, shallow content – this includes things like the abundance of Escalations & Challenge Packs added to existing levels which don’t take much but do still take away SOME amount of time/resources from a hypothetical new map. For example, anything we would have unlocked via challenge pack on an old level in Season 1 or 2, save it as an unlockable for a full new level instead.