I am quietly confident that there was a contingent of people who would have been demanding the asylum level even if the mountains had been unrelated - its inevitable that people will invent their own ideas on how things should have gone. That is, after all, why fan fiction is a thing.
Long before we had the teasers of the Carpathian mountains, there were people proposing the asylum in the “ideas for levels” threads.
At least one streamer I follow cheered and declared “I love this game!” when she was discovered she was on a train, and I’ve seen people expressing similar awe on the forum, so it’s fair to say that it had the intended surprise effect on a fair sized demographic. That’s a good outcome, the best you can do is please some of the people some of the time.
I personally knew about the train in advance because as the chief moderator and administrator of this place, i can’t exactly avoid spoilers - however I appreciated the artistry of setup - how you start in the narrow, sterile confines that seem claustrophic - like one might imagine Ortmeyer had built under his asylum. How the first voices you here are Ether scientists continuing Ortmeyer’s work.
Then boom: I’m on a motherfucking train. Genius.
The thing with the “hopes of an asylum” is, aside from the fact there had already been three asylum levels in Hitman thusfar (The Setup & Meet Your Brother in C47, Asylum Escape in Contracts) and frankly none of them were on anyone’s top list of anything.
Very little in the asylum concept would work well with the Hitman trilogy because it’d basically limit you to sneaking around in a mostly empty building trying to find your way to the climax - so basically the train but slower and less dramatic. Whoo! This is probably why IO Interactive opted not to do it.
Imaginary levels are always “perfect” because they never have to live up to reality - they never have to address real design issues and they never have to hold up to playtesting. Just like every other imaginary major game shift.
At a casual examination, your major challenges:
- Why the fuck would the Constant be in the ruined remains of the asylum that’d been looted many times over by many, including Ether?
- How do you make it interesting with no patients, no doctors, no leftovers of 47’s time there?
- What aesthetic are you supposed to give it since it’s an asylum from the 60s, but it got trashed by 47 and nobody builds them like that anymore? Realistically it’d just be an Ether lab and we already had one of those in The World of Tomorrow.
- How do you fill the map with all the stories, opportunities, etc when the whole point of the level is just to get to the Constant and there’s very little story left to tell?
Also like… Absolution literally introduced the system of letting you know that there were opportunities and multiple ways of doing levels though mini achievements so… maybe less hyperbole and more actual review of the information.
There’s only like 40 posts in that thread and only about twenty feature tiers, so that’s basically the opinions of a handful of people, many of whom had directly oppositional opinions on many levels.
If you just want to keep posting that you don’t like the level, I invite you to do so elsewhere - the forum is for civilized conversation, not the same phrase re-posted over and over in the hopes it’ll generate more people insulting a particular level for not being something you imagined.