Hitman: Sapienza Review

It’s been six weeks and a hair since Hitman: Intro Pack launched, aspiring to take a leaf from Telltale Games’ book with an episodic release format. Doubling down on the series’ trademark replayability, it seems that this game’s success would hinge on the quality of future content. If Hitman: Sapienza is anything to go on, fans can rest easy for now; Hitman is in very good hands.

Sapienza brings Hitman’s second major map and story mission, set in the eponymous Italian town. Your mark this time is noted bioengineer Silvia Caruso, a troubled genius that’s developing a deadly virus that can target specific people across the world- something of a killer app in the assassination game. His phobia of travel means that he doesn’t want to leave his luxuriant mansion, which is handily kitted out with an underground laboratory. You’re also to take out Caruso’s Head of Laboratory, Francesca De Santos, who is very capable of taking over if (when) Caruso leaves the picture. Finally, you must destroy the virus sample in the laboratory.

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As with Paris, it’s a joy to carry out the mission a number of times. There’s more to each of your targets than you’re initially aware of, and integrating your intel into assassination approaches is still tremendous fun. I was a little bit disappointed when the most obviously laid-out paths for each mark involved poisoning, but repeat playthroughs revealed some delightfully outlandish executions that topped my standing favourite kill from this game so far (that would be tipping the wife onto her husband in Paris).

The real star, though, is the map itself. Like Paris, Sapienza centres around a very classy mansion, although this map still manages to feel distinct. The streets surrounding the estate feel alive and fleshed-out, with a surprising amount of enterable buildings. Sun-bleached yellow cobbles, colourful cafes and butcher shops bustle with activity, and the backdrop of Mediterranean cliffs and sea sets a totally different tone to the mansion setting.

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I remain gobsmacked at the scale and complexity of Sapienza. Even though the crowds are thinner than last time’s Herculean effort, there are still scores of NPCs to outsmart, outmanoeuvre, and impersonate. The mansion is smaller than Paris’ too, but the streets and caves around and under the place lends a serpentine, multilayered feel that showcases the game’s continual utilisation of current-gen technology.

There are some issues with dumbass AI, though. NPCs largely react relatively intelligently to situations, with a believable spread of alert through guards and nice touches like civilians alerting guards to illegal activity, and guards carrying found weapons to lockup. But NPC behaviour is far from perfect, since I encountered a few situations where guards tried to apprehend me whilst facing the wrong way, as well as some doofy pathing. Since the whole fantasy of the game revolves around outsmarting people, that effect is diminished when those people don’t act in a believable fashion.

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Outside of Sapienza’s story mission, there’s still a wealth of side-content in the form of Escalations and Contracts. Escalations have you carrying out a series of assassinations with similar objectives- like the use of explosions to take out the mark- that get progressively more difficult. Altering your approach when stipulations like “no non-target casualties” are added to the mix makes for interesting variation.

The real meat when it comes to side content is in the Contracts mode, though. It’s good to see that the community has continued to produce a plethora of quality scenarios to play through. For those that don’t know, Contracts allows players to specify chosen NPCs in a level to be killed, as well as limitations like required weapons or disguises. Crucially, IO Interactive continues to curate and promote the best examples of player-made content, ensuring a stream of fresh content each time you log onto the game.

It seems like IO is settling into a good rhythm for now. I’m excited to see where they take the series, although I hope Episode 3 steps back from the mansion setting before it becomes a crutch. Since it’ll be set in Marrakesh, I’m hoping to see more of the streets that are so well realised in this episode. IO and Square Enix have had a hard time convincing people of the viability of their release schedule, but it seems to me that a modular Hitman might shape up to be the best choice for the series right now. Good work, IO.


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