Quality of Life Suggestions for Hitman 3

Some background info: I mastered all the locations of Hitman 1 to level 20 back in 2017, and now mastered Miami in September 2026. That means I am fairly familiar with the game’s core mechanics, but I’m just learning the maps of Hitman 2 and 3.

Here are my suggestions.

Make it easier to understand in advance whether the area I’m about to step into is restricted/hostile territory (for my current disguise):

Right now, I have to actually step in a location for a yellow text to show up that lets me know whether I’m allowed to be there or not. For large areas, it’s ok, but for small rooms with NPCs right next to me, I will not have much reaction time, thereby losing the SA rank. As a workaround, I have to save every time I’m about to enter a new room, which breaks immersion; or sneak around when the area was never restricted in the first place.

My suggestion would be to maybe change the border color of the walls on the minimap / make the borders light up / fill in the background color for each disguise.

The current map


Suggestion 1


Suggestion 2

Suggestion 3

Make it easier to move between tabs for console players: I am playing on PlayStation, and if I want to check my Challenges, let’s say, I have to press the touchpad, then press the R1 button 5 times in a row to go to the page I want. Since I like to do all the challenges, I have to press R1 many, many times in 1 playthrough.

My suggestion would be to either make it so that I can press the L1 button to go to the end of the list, or implement an optional cursor system so that I can move the L stick to navigate instead, similar to Ghost Recon Breakpoint or Assassin’s Creed Mirage. This would be useful in the main menu as well, of course.

Make it easier to track which disguises I am missing for the Chameleon challenges: right now, I can see a number, like 9/18, but I don’t really know which ones are missing.

My suggestion would be to list down the disguises I still need for the challenge to be complete instead of just a numerical value.

Accessibility suggestion: Allow more options for text size: Some of the text right now seem a bit small, especially the Intel page for targets, or when a challenge completion notification pops up.

My suggestion would be to allow changing the size of these texts, the same way I can change the "interaction prompt size" from Options > Interactions> Interaction prompt size.

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I think the way it currently is is more fun (call me a masochist if you like :sweat_smile:). Like an Easter Egg/treasure hunt. It makes you stop and think/consider the different NPCs on a map. Yes, it might be frustrating for a while, but it’s that more satisfying when you figure it out.

When you’re presented with a list, you feel compelled to rush through it rather than passively complete it.

There’s also the scenario where one might need a few to complete the “list” then just haphazardly get every disguise with no regard to intended gameplay.

Finally, there are NPC/disguise lists online. One can view those to help narrow down which disguise they might need to get.

Perhaps with your idea, there could be a list in-game, but spoiler it for those who’d rather find them in a natural way.

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I do like this idea. There already is a “redacted” challenge description system in the game already, and similarly to how Xbox handles achievement lists (secret achievement descriptions such as spoiler related achievements are labeled as "unlock to learn more about this achievement), you can do something similar for the Chameleon Challenge.

I would like to add that you should only be given the choice to see a checklist of what disguises you’ve equipped peviously (in the description of the challenge) after completing the mission once, however.

After completing the mission, the player can choose to reveal the “redacted checklist” for the Chameleon Challenge. You can also reveal and hide it as you please. The “redacted” challenge is just the default challenge description while the “unredacted” challenge checklist is revealed if you choose to reveal it.

That way, it’s a compromise between players who want a checklist in-game like the request from @Silverballs in this thread, while also providing the “masochism” that players like you @Tetrafish_21 like.

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I actually made a topic with various qol/balance changes I’d like to see, but I’ll mention the one qol change that would improve the game a lot for me. What I’d like to be able to do is to make Interact (Default key E) and Use Item (Default key G) a combined keybind. I can understand some people like having them separate, but for me, it makes the game slightly less enjoyable to play. On controller these two share one key and it works great.

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I’d like it if they implemented the remade briefing they did for the Director to replace the old one and fixed the typos in the target names

One more thing: consider adding a fast forward/NPC movement speed-up option (for players who like to see what happens if they fail on purpose/players who forgot to save).

For example, I got curious and decided to destroy Jorge Franco’s flower not once but 3 times to see what he will do after saying “this is the last time.” The conclusion wasn’t special, but I did have to watch him limp around twice for an anticlimactic ending (for those curious but not willing to endure the same experiment: the first 2 times, his lab workers will radio him immediately saying the flower is dead and then wonder if they’ll also be shot dead; for the last time, the workers will get tired of it and let Jorge deal with it himself. Ironically, Jorge is too senile to even notice that the flowers have been destroyed for the 3rd time and will say that everything is fine (which is part of his loop if you DON’T tamper with the flowers).

But anyway, I felt quite sleepy by the end of this experiment and spent a lot of time on it too.

On the other hand, Rico Delgado will actually blow 47’s disguise and ask all the guards nearby to shoot him if he is disobeyed 3 times, while Robert Knox will try to escape via helicopter and trigger a dialog from Diana herself if he is allowed to live after blowing up his daughter’s car in Miami.

In most other games other than let’s say Heavy Rain/Detroit: Become Human, if you don’t do what an NPC asks you to do, they’ll just wait and the game will not proceed further until you take action. However, I can see that this game’s developers and writers have put quite a lot of effort into almost all interactions with targets that reward you for not pulling the trigger as soon as everyone is looking away. I feel that it could create lots of content on social media like YouTube or something, but since time is limited, I find it depressing for NPCs to walk for minutes when I could just pull the trigger and move on. I am interested in the hidden dialog and interactions, but I am not interested in tailing them for a long time (consider that every assassination challenge will have an extended dialog if you choose to just wait and see what happens).

My suggestion would be to somehow speed up NPC movement speeds (which should return to normal when they start speaking), perhaps by linking it with the Instinct button in some way.

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I would also appreciate if I could see the starting location and the agency drop off location on the map before starting a mission, because for some maps, the descriptions and photos don’t stand out too much (especially the agency pickups are really confusing). Colorado’s starting locations, for example, look almost identical from the pictures.

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