Follow TV Tropes

Following

History Hitman3 / Hitman3Freelancer

Go To

OR

Added: 1426

Changed: 1031

Is there an issue? Send a MessageReason:
None


[[folder:A - Z]]

to:

[[folder:A - Z]]G]]



** Killing civilians in the [=CTT=] is something that was arguably incentivised due to the relaxing of Silent Assassin and optional objectives that incentivised a loud approach; now there is a small 50 Merces punishment for killing civilians so as to not encourage players to go on rampages.

to:

** Killing civilians in the [=CTT=] is something that was arguably incentivised due to the relaxing of Silent Assassin and optional objectives that incentivised a loud approach; now there is a small 50 Merces punishment for killing civilians so as to not encourage players to go on rampages.rampages, or to at least keep the collateral damage to a minimum - and you nonetheless suffer no such penalty for taking out a guard.



** Any silenced firearm is tremendously useful, even the low-grade [=HWK21 Covert=] (the gun 47 makes in Carpathian mountains which is a paint can atop the muzzle of a regular [=HWK=] pistol) is useful for shooting out camera's at least, while silenced shotguns work as opening doors silently without needing a lockpick.

to:

** Any silenced firearm is tremendously useful, even the low-grade [=HWK21 Covert=] (the gun 47 makes in Carpathian mountains which is a paint can atop the muzzle of a regular [=HWK=] pistol) is useful for shooting out camera's at least, while silenced shotguns work as opening doors silently without needing a lockpick. Assassins always carry one if you're short, though of course the trick is finding a way to take it from them...



* ColorCodedItemTiers: Certain weapons and items have one of four tiers attached; Common, Rare, Epic, Legendary. which serve to allow you to bring them back to the safehouse, and, in general, correlate how useful they are to the player.

to:

* ColorCodedItemTiers: Certain weapons and items have one of four tiers attached; Common, Rare, Epic, Legendary. Legendary - any of which serve serves to allow you to bring them back to the safehouse, and, in general, correlate how useful they are to the player.



** More subtly, the location of various items and weapons that would normally be guaranteed to show up in given locations, or sometimes even on specific NPCs, are not necessarily going to be present - or might be present but somewhere else - or may have been replaced with another item. You have no way of knowing where and when this could have been applied during any given go at a map, so keep an eye out for those spare wrenches... Or just take the easy way out and buy/find Freelancer Tools that serve their purpose for a token amount of Mercers and a little bit of Gear Limit.



** Early on, you can barely bring anything onto a mission with you, but your Gear Limit gradually increases as you level up, allowing you to take an ever-larger variety of useful tools and weapons with you to a map. Just be advised that the more weaponry you bring, the more you stand to lose (Non-collector's Freelancer Tools are lost regardless if you flub a campaign in any fashion that isn't death, so go nuts with those).



** None of the showdown suspects objects to 47 shoving a camera in their face, despite looking incredibly stupid in reality. Of course, averting this trope would make finding targets harder in an already hard mode. The closest the game comes to averting this is in alerted missions and alerted showdowns (and in the latter, not all potential targets are enforcers), but they are suspicious of 47 irrespective of the camera.

to:

** None of the showdown suspects objects to 47 shoving a camera in their face, face and doing donuts around their daily walk to blatantly check them from all angles, despite looking incredibly stupid and absurdly suspicious or creepy in reality. Of course, averting this trope would make finding targets harder in an already hard mode. mode, especially when some traits are VERY hard to check or confirm otherwise. The closest the game comes to averting this is in alerted missions and alerted showdowns (and in the latter, not all potential targets are enforcers), but they are if they're suspicious of 47 47, it's completely irrespective of the camera.



* IFoughtTheLawAndTheLawWon: If you go openly loud, then the local law enforcement/guards will bring you down rather quickly; Assassins are also deadly in their own right if you come across them in showdown missions.

to:

* IFoughtTheLawAndTheLawWon: If Yes, many objectives will require you to go loud, but if you go TOO openly loud, loud or do so without a plan in mind, then the local law enforcement/guards will bring you down rather quickly; Assassins are also deadly in their own right if you come across them in showdown missions.missions, though at least they also need to be alerted before they start taking action against you.
* InterfaceSpoiler: A minor one. If you notice that an item in the field, stash, or whatever has a Gear Limit rating, but no rarity label (meaning it cannot be brought back to the safehouse), then while you can't bring it back to the safehouse FROM the field, there's eventually going to be a way that you can find the item in question at your safehouse to bring INTO the field once you've unlocked the right masteries.



* LoopholeAbuse: If you have any of the "Poison Target" objectives, you are able to identify targets in showdowns, as the completion state is applied immediately after poisoning them, not after the showdown is done. And ''any'' poison (unless specified by the objective) qualifies here. Handy for thinning the herd or making sure the person you suspect is actually the target.
* {{Macrogame}}: Weapons that are on your wall downstairs carry into any run; the sole exception being Freelancer tools, which still carry over into other runs, but disappear if you fail a campaign -- "Collector Edition" tools are the exception to ''this'' rule, but can cost up to ten times more than the weapon is normally worth. Mastery is also carried over, as is XP earned, as that contributes to safehouse mastery, which unlocks suits and decor and safehouse rooms.

to:

* LoopholeAbuse: If you have any of the "Poison Target" objectives, you are able to identify targets in showdowns, as the completion state is applied immediately after poisoning them, not after the showdown is done. And ''any'' poison (unless specified by the objective) qualifies here. Handy for thinning the herd or making sure the person you suspect is actually the target.
target, as the objective isn't counted as complete if you've nailed the wrong guy.
* {{Macrogame}}: Weapons that are on your wall downstairs carry into any run; the sole exception being Freelancer tools, which still carry over into other runs, but disappear if you fail a campaign -- "Collector Edition" tools are the exception to ''this'' rule, but can cost up to ten times more than the weapon is normally worth. Mastery is also carried over, as is XP earned, as that contributes to safehouse mastery, which unlocks suits and decor and suits, decor, safehouse rooms.rooms, and items inside those safehouse rooms that can be used in the field.



* MooksButNoBosses: In keeping with the rest of the "World of Assassination" trilogy, there are no boss fights or tougher-than-normal assassination targets, unlike the earlier games in the series. However, unlike the previous two "World of Assassination" games, the assassins are a bit harder to take down and do hit harder. The Showdowns could be considered bosses in some respects, but the game still prefers you to go for a stealthy approach.

to:

* MooksButNoBosses: In keeping with the rest of the "World of Assassination" trilogy, there are no boss fights or tougher-than-normal assassination targets, unlike the earlier games in the series. However, unlike the previous two "World of Assassination" games, the assassins are a bit harder to take down and do hit harder. The Showdowns could be considered bosses in some respects, but the game still prefers you to go for at least attempt a stealthy approach.approach, as going too loud too early may spook them into trying to flee the map.



* NoGearLevel: You start off by having very little to take in, but the more you play, the more you can take in, provided you have unlocked enough gear weight to take weapons.

to:

* NoGearLevel: You start off by having very little a VERY low Gear Limit that you can use to take in, in tools and weapons, but the more you play, the more you can take in, provided you have unlocked enough gear weight you're still within the limit to take weapons.whatever array of weapons and tools you want to use.

Added: 27

Changed: 395

Removed: 323

Is there an issue? Send a MessageReason:
None


* TheComputerIsACheatingBastard:
** Several quirks of Silent Assassin from the base game are not carried over to this mode; you cannot be spotted by the target, otherwise the objective is ruined, and that leaves out several assassination methods like throwing targets off of buildings (as the targets gradually spots you throughout, failing the objective).

to:

* TheComputerIsACheatingBastard:
**
TheComputerIsACheatingBastard: Several quirks of Silent Assassin from the base game are not carried over to this mode; you cannot be spotted by the target, otherwise the objective is ruined, and that leaves out several assassination methods like shooting a target with a silenced pistol as they see you do so, or throwing targets off of buildings (as the targets gradually spots you throughout, failing the objective).



** You can find the paper the Constant is reading at the end of Carpathian Mountains on 47's bed, which shows The Institute for Human Betterment[[labelnote:*]]Represented by the Satu Mare asylum from ''Codename 47'' for some strange reason[[/note]] and one of scientists from that level.

to:

** You can find the paper the Constant is reading at the end of Carpathian Mountains on 47's bed, which shows The Institute for Human Betterment[[labelnote:*]]Represented by the Satu Mare asylum from ''Codename 47'' for some strange reason[[/note]] reason[[/labelnote]] and one of scientists from that level.



[[/folder]]

[[folder:H - Z]]



* InUniverseSountrack: One of the first unlocks for the safehouse is a music player that lets you listen to almost ''any'' song in the game; everything from the official [=OST's=] for ''2016'', ''2'', and ''3'', the varying classical pieces heard in the game (including Ave Maria), as well as "Exotic" music, comprising of the side tracks heard on radio's, sung by singers (and talking fish), and other unsorted music tracks.

to:

* InUniverseSountrack: InUniverseSoundtrack: One of the first unlocks for the safehouse is a music player that lets you listen to almost ''any'' song in the game; everything from the official [=OST's=] for ''2016'', ''2'', and ''3'', the varying classical pieces heard in the game (including Ave Maria), as well as "Exotic" music, comprising of the side tracks heard on radio's, sung by singers (and talking fish), and other unsorted music tracks.

Added: 1103

Changed: 1186

Is there an issue? Send a MessageReason:
None


* ArtImitatesArt: The [[CaninesGamblingInACardGame "Rats Playing Poker" art piece]] that can be unlocked for the safehouse is based on an EasterEgg the player can find in "Curtains Down" from ''Blood Money'', in which rats can be seen playing poker... which itself is in reference to the art piece Art/DogsPlayingPoker. All this means that "Rats Playing Poker" is parodying an art piece, also being based on an easter egg which was ''also'' referencing the same art piece.

to:

* ArtImitatesArt: The [[CaninesGamblingInACardGame "Rats Playing Poker" art piece]] that can be unlocked for the safehouse is based on an EasterEgg the player can find in "Curtains Down" from ''Blood Money'', Money'' in which rats can be seen playing poker... poker, which here has been painted in the style of ''Art/DogsPlayingPoker''. The EasterEgg itself is was already in reference to the art piece Art/DogsPlayingPoker. All this means that "Rats Playing Poker" is parodying an art piece, also being based on an easter egg which was ''also'' referencing the very same art piece.work of art, making it come full circle.



* CharacterTics: Suspects in showdown levels have at least two habits and quirks. Identifying the syndicate leader involves discovering which suspect displays both behavioral clues.

to:

* CallBack: Several pieces of music in the "Exotic" album collection are lifted from various levels, such as the jaunty music from Farah's bar from "Shadows in the Water", the three tracks sung by the singer from "Landslide", and "Ritorn a me" from the projector in World of Tomorrow, among others. There's even more obscure tracks, such as the talking fish music from Helen's home from "Another Life" and the strange hip hop radio music heard in Marrakesh's markets.
* CharacterTics: Suspects in showdown levels have at least two habits and quirks. Identifying the syndicate leader involves discovering which suspect displays both behavioral behavioural clues.



** Several newspapers can be found in the office of the safehouse, which reference past games and events, including the newspaper of Joseph "Swing King" Clarence and Vinnie Sinistra from ''Blood Money'', as well as a newspaper detailing the Haven Island resort. The former is also on the cover of another magazine in 47's room.
** You can find the paper The Constant is reading at the end of Carpathian Mountains on 47's bed, which shows The Institute for Human Betterment and one of scientists from that level.

to:

** Several newspapers can be found in the office of the safehouse, which reference past games and events, including the newspaper of Joseph "Swing King" Clarence and Vinnie Sinistra from ''Blood Money'', as well as a newspaper detailing the Haven Island resort. The former is also on the cover of another magazine in 47's room and in a specific cosmetic for the living room.
** You can find the paper The the Constant is reading at the end of Carpathian Mountains on 47's bed, which shows The Institute for Human Betterment Betterment[[labelnote:*]]Represented by the Satu Mare asylum from ''Codename 47'' for some strange reason[[/note]] and one of scientists from that level.



** In New York, you are free to rob the vault for items, and the developers went back and added 11,000 Merces for you to snag, 5,000 of which is in loose coins and 6,000 by pulling out the data core.

to:

** In New York, you are free to rob the vault for items, and the developers went back and added up to 11,000 Merces for you to snag, around 5,000 of which is in loose coins and approximately 6,000 of which can be gotten by pulling out the data core.



* DiegeticSoundtrackUsage: The music for ''Hitman (2016)'', ''Hitman 2'' and ''Hitman 3'' are unlockable albums for you to play on the music player. Interestingly, the ''Hitman (2016)'' soundtrack is actually called that in-game, rather than the StoppedNumberingSequels name of ''HITMAN'' the game is officially known as.



* FishingMinigame: In the safehouse, 47 can partake in a spot of fishing, and doing so allows the player to catch regular fish, starfish [[FishingForSole and a driftwood log]]. This can also be done indefinitely, and none of the caught items contribute to the players' imposed gear weight limit for going into missions. [[spoiler:You can also [[CookingMechanics gut the regular fish with a grape knife in the kitchen and extract some sedative poison from it]]]].

to:

* FishingMinigame: In the safehouse, 47 can partake in a spot of fishing, and doing so allows the player to catch regular fish, starfish starfish, [[FishingForSole and a driftwood log]]. log, fishing line, and a rusty crowbar]]. This can also be done indefinitely, and none of the caught items contribute also stack, with the former three items not contributing to the players' imposed gear weight limit for going into missions. [[spoiler:You can also [[CookingMechanics gut the regular fish with a grape knife in the kitchen and extract some sedative poison from it]]]].it which also does not affect gear weight]]]].



* InUniverseSountrack: One of the first unlocks for the safehouse is a music player that lets you listen to almost ''any'' song in the game; everything from the official [=OST's=] for ''2016'', ''2'', and ''3'', the varying classical pieces heard in the game (including Ave Maria), as well as "Exotic" music, comprising of the side tracks heard on radio's, sung by singers (and talking fish), and other unsorted music tracks.



** There's a painting you can unlock at one of the mastery levels that is in reference to the "rats playing poker" Easter Egg from "Curtains Down".
** The aforementioned newspapers showing headlines about Swing King and Vinnie Sinistra.

to:

** There's a painting you can unlock at one of the mastery levels that is in reference to the "rats playing poker" Easter Egg from "Curtains Down".
Down" in the style of ''Art/DogsPlayingPoker''.
** The aforementioned newspapers and magazines showing headlines about Swing King and Vinnie Sinistra.



** One of 47's cosmetics for his bedroom is a yellow bird in a rounded cage; in reference to the bird he keeps (and sadly, has to kill to keep his cover) throughout that game.



* StockMarketGame: You can unlock the Vault in your safehouse, which allows you to check the stock market once per day, netting you several thousand Merces, or losing the same amount of Merces, depending on your luck.

to:

* StockMarketGame: You can unlock the Vault in your safehouse, which allows you to check the stock market once per day, market, netting you several thousand Merces, or Merces (or losing the same amount of Merces, amount), depending on your luck.luck and timing it seems.
Is there an issue? Send a MessageReason:
None


** The levels in the game are reused from the base missions, complete with most of the targets and events that only make sense to have happened from before Freelancer takes place. There are a few minor altercations - Berlin and Mendoza don't feature some of their targets (the ICA hit squad for the former, and Diana and Tamara Vidal in the latter), and Grey's exit in Ambrose Island has been removed.

to:

** The levels in the game are reused from the base missions, complete with most of the targets and events that only make sense to have happened from before Freelancer takes place. There are a few minor altercations alterations - Berlin and Mendoza don't feature some of their targets (the ICA hit squad for the former, and Diana and Tamara Vidal in the latter), and Grey's exit in Ambrose Island has been removed.



* {{ShoutOut}}: The challenge "Fly you fools!" asks you to complete ten timed objectives, and the challenge name is in reference to the first Lord of the Rings film, where Gandalf orders the hobbits to flee Moria and the caves as quickly as possible.

to:

* {{ShoutOut}}: ShoutOut: The challenge "Fly you fools!" asks you to complete ten timed objectives, and the challenge name is in reference to the first Lord ''Lord of the Rings Rings'' film, where Gandalf orders the hobbits to flee Moria and the caves as quickly as possible.

Added: 654

Changed: 263

Is there an issue? Send a MessageReason:
None


* BaldOfEvil: One of the possible identity clues for the syndicate leaders is that they're bald or have a shaved head.



* BreakingOldTrends: Hooo boy, where to start...

to:

* BreakingOldTrends: Hooo boy, where to start...BreakingOldTrends:



* CharacterTics: Suspects in showdown levels have at least two habits and quirks. Identifying the syndicate leader involves discovering which suspect displays both behavioral clues.
** Allergic suspects often have coughing fits.
** Bookworm suspects may read a magazine or newspaper during their route.
** Dehydrated suspects will frequently drink from water bottles or other drinks.
** Foodie suspects tend to eat from plates of food.
** Smoking suspects tend to smoke more often.
** Sweet Tooth suspects occasionally eat a chocolate bar.



** The levels in the game are essentially reused from the base missions, complete with most of the targets and events that only make sense to have happened from before Freelancer takes place.

to:

** The levels in the game are essentially reused from the base missions, complete with most of the targets and events that only make sense to have happened from before Freelancer takes place.place. There are a few minor altercations - Berlin and Mendoza don't feature some of their targets (the ICA hit squad for the former, and Diana and Tamara Vidal in the latter), and Grey's exit in Ambrose Island has been removed.



* NewWorkRecycledGraphics: Much of the safehouse is using assets from Berlin (the tree's and rocks in particular), although the safehouse itself is uniquely modelled, while unlockable music tracks for the music player are borrowed from the past games. Averted with the unlockable weapons, the DLC, and level music, as those were made for this game mode outright.

to:

* NewWorkRecycledGraphics: Much of the safehouse is using assets from Berlin (the tree's trees and rocks in particular), although the safehouse itself is uniquely modelled, while unlockable music tracks for the music player are borrowed from the past games. Averted with the unlockable weapons, the DLC, and level music, as those were made for this game mode outright.

Added: 462

Changed: 230

Is there an issue? Send a MessageReason:
None


* FishingMinigame: In the safehouse, 47 can partake in a spot of fishing, and doing so allows the player to catch regular fish, starfish [[FishingForSole and a driftwood log]]. This can also be done indefinitely, and none of the caught items contribute to the players' imposed gear weight limit for going into missions. [[spoiler:You can also [[CookingMechanics gut the regular fish with a grape knife in the kitchen and extract some sedative poison from it]]]].



** None of the showdown suspects objects to 47 shoving a camera in their face, despite looking incredibly stupid in reality. Of course, averting this trope would make finding targets harder in an already hard mode.

to:

** None of the showdown suspects objects to 47 shoving a camera in their face, despite looking incredibly stupid in reality. Of course, averting this trope would make finding targets harder in an already hard mode. The closest the game comes to averting this is in alerted missions and alerted showdowns (and in the latter, not all potential targets are enforcers), but they are suspicious of 47 irrespective of the camera.



* HyperspaceArsenal: Suppliers can hold up to 8 items to sell, and a briefcase will appear out of thin air for any of the larger weapons, regardless of what they're wearing, especially amusing on Haven Island where several of the possible suppliers are wearing nothing but a [[VictoriasSecretCompartment bikini]] or [[AssShove swimming trunks]].

to:

* HyperspaceArsenal: {{Hammerspace}}: Suppliers have can hold up to 8 items to sell, and a briefcase will appear out of thin air for any of the larger weapons, regardless of what they're wearing, especially amusing on Haven Island where several of the possible suppliers are wearing nothing but a [[VictoriasSecretCompartment bikini]] or [[AssShove swimming trunks]].

Changed: 1

Removed: 867

Is there an issue? Send a MessageReason:
None


** Dartmoor has security cameras here -- something even the base game on Master Mode doesn't do -- but no way of deleting security footage, meaning getting caught on camera ruins any objective that asks you to not get spotted.



* DamnYouMuscleMemory: Any player expecting the game mode to play at all similarly to the base game is going to get a massive shock to their gameplay senses. While Silent Assassin is still in the mode, it's relegated to a side objective, several aspects of the game require more quick thinking, and going openly loud is a viable option here, heck, it's all but '''required''' in many cases. The game still prefers you to keep things quiet as a whole, but the loosening of the top rating means that many player behaviours (such as hiding bodies, avoid getting caught trespassing in a restricted area or destroying security footage) isn't strictly necessary in most cases.

to:

* DamnYouMuscleMemory: Any player expecting the game mode to play at all similarly to the base game is going to get a massive shock to their gameplay senses. While Silent Assassin is still in the mode, it's relegated to a side objective, several aspects of the game require more quick thinking, and going openly loud is a viable option here, heck, it's all but '''required''' in many cases. The game still prefers you to keep things quiet as a whole, but the loosening of the top rating means that many player behaviours (such as hiding bodies, avoid getting caught trespassing in a restricted area area, or destroying security footage) isn't strictly necessary in most cases.



* UnwinnableByMistake: Playing in Dartmoor and getting any objective that asks the player to not get recorded by camera's ("Leave No Witnesses", "Silent Assassin", "Silent Assassin -- Suit Only") means you ''have'' to avoid security cameras entirely. This is because of a developer oversight; the devs did not add a surveillance recorder that can be destroyed or turned off, meaning deleting the footage is impossible and ruins any chance of completing those objectives, and you can lose up to 3,000 Merces if you're not careful. This is made even harder as security camera's are not present in any difficulty for the level in the base game.
Is there an issue? Send a MessageReason:
None


* AdaptationalVillainy: Due to all of the non-showdown targets being randomized NPC's who already exist in the main game's levels, this trope can often be in effect when a Syndicate Member turns out to be an average civilian, some random waiter or even outright benevolent characters like the Priest in Sapienza.

to:

* AdaptationalVillainy: Due to all of the non-showdown targets being randomized NPC's who already exist in the main game's levels, this trope can often be in effect when a Syndicate Member turns out to be an average civilian, some random waiter or even outright benevolent characters like the Priest in Sapienza.Father Francesco.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheKeyIsBehindTheLock: You can get early access to 47's bedroom (normally locked until Mastery 31) as the bathroom next door opens up around ten Mastery levels earlier (which also grants access to the ladder leading from the basement to to the bedroom).

Added: 245

Changed: 26

Is there an issue? Send a MessageReason:
None


* AchievementMockery: The Gauze Suit, unlocked by completing the "I'm Back" Challenge, however the challenges' description is redacted, hiding the nature of the challenge. To get it, you must [[spoiler:die during a campaign for the first time]].



** The Gauze Suit is unlocked by completing the "I'm Back" Challenge, in that you [[spoiler:get injured or die during a campaign]].

to:

** The Gauze Suit is unlocked by completing the "I'm Back" Challenge, in that you [[spoiler:get injured or die [[spoiler:die for the first time during a campaign]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AdaptationalVillainy: Due to all of the non-showdown targets being randomized NPC's who already exist in the main game's levels, this trope can often be in effect when a Syndicate Member turns out to be an average civilian, some random waiter or even outright benevolent characters like the Priest in Sapienza.

Added: 4995

Changed: 2138

Is there an issue? Send a MessageReason:
None


* AdamSmithHatesYourGuts: All the weapons from dealers are sold at the same price regardless of who you purchase them from. The only really ridiculously expensive items are the "Collector Edition" freelancer tools, which easily cost 25,000 Merces or more.

to:

* AdamSmithHatesYourGuts: All the weapons from dealers are sold at the same price regardless of who you purchase them from. The only really ridiculously expensive items are the "Collector Edition" freelancer Freelancer tools, which easily cost 25,000 Merces or more.up to ten times more than the regular Freelancer tools, but persist through campaigns.



* AnInteriorDesignerIsYou: The safehouse can be customised to have paintings, different cars, changes to the upstairs rooms.

to:

* AnInteriorDesignerIsYou: The safehouse can be customised to have paintings, different cars, changes to the upstairs rooms.rooms, different motivational posters, and loads more.



** Going into a mission with one large weapon will have 47 carry a briefcase containing it to avoid suspicion if he starts in an area with a lot of civilians or guards. However, there is currently no contingency in place for bringing ''two'' large weapons into a level, as only one of them with go in a briefcase; the other will be on your back, and that may pose a problem. The game does warn you about this if you go near an exit point in your safehouse, however.

to:

** Going into a mission with one large weapon will have 47 carry a briefcase containing it to avoid suspicion if he starts in an area with a lot of civilians or guards. However, there is currently no contingency in place for bringing ''two'' large weapons into a level, as only one of them with go in a briefcase; the other will be on your back, and that may pose a problem. The game does warn you about this in a loading tip and if you go near an exit point in your safehouse, however.



** Guns that you earn via mastery or DLC can still be lost if you leave them in the field or fail a campaign. However, you are able to buy them back from a courier of this happens.

to:

** Guns that you earn via mastery or DLC can still be lost if you leave them in the field or fail a campaign. However, you campaign, but are able to buy them back from a courier of if this happens.



* ArtificialBrilliance: As per usual, IOI has improved the notoriously bad AI that plagued the older games:
** As per the main game, if 47 is found trespassing, he will be escorted out, except in certain situations.[[note]]He is visibly armed, is wearing a forbidden disguise, or the area is labelled "Hostile" on the mini map[[/note]]. Unless you have any objective that does not allow you to get spotted ("Silent Assassin". for example), this will not count against you either, unlike in the base game.

to:

* ArtificialBrilliance: As per usual, IOI has improved the notoriously bad AI that plagued the older games:
ArtificialBrilliance:
** As per the main game, if 47 is found trespassing, he will be escorted out, except in certain situations.[[note]]He is visibly armed, is wearing a forbidden disguise, or the area is labelled "Hostile" on the mini map[[/note]]. Unless you have any objective that does not allow you to get spotted ("Silent Assassin". Assassin", for example), this will not count against you either, unlike in the base game.game where doing such actions would ruin the above rating.



* AscendedMeme: Some of the motivational posters have various memetic phrases written on them:
** "Nobody will notice if there's nobody ''to'' notice" (A memetic adage that posits that [[MetaphoricallyTrue if there's nobody left alive, then nobody saw you commit murder]])
** "Do '''[=YOU=]''' need the bathroom?" ("[[https://youtu.be/J8rJ1TOREj0?t=2 I need to use the bathroom]]" is a long-running meme dating back to ''Codename 47'' where 47 asks that question in a rather stilted voice, and the odd delivery and line became a meme on that basis).
** "Names are for Friends, so I don't need one" (A popular line said by 47 in ''Blood Money'' before knocking out a thug in "Death of a Showman" and comes off as a BadassBoast fans often quote).
** "Allan please add details, '''HERE!'''" (a blank poster with a post-it note of the infamous quote that was [[LeftItIn left in]] in ''Blood Money'' on a lobster crate description; fans and devs ran with the mistake and quote it all the time).
** "Why take the elevator, when you can climb?" (a FandomNod first heard in Dubai about the trilogy's lack of elevators, with the only options being stairs or climbing).



* BadLuckMitigationMechanic: Failing a campaign does not remove the "Collectors Edition" tier of Freelancer tools from the safehouse, unlike the regular variants which are. Similarly, any weapons you've collected will also remain in the safehouse.

to:

* BadLuckMitigationMechanic: BadLuckMitigationMechanic:
**
Failing a campaign does not remove the "Collectors Edition" tier of Freelancer tools from the safehouse, unlike the regular variants which are. do get removed. Similarly, any weapons you've collected will also remain in the safehouse.safehouse.
** Failing a campaign also gives you about [=1/10th=] Merces back that you can find in front of the hospital bed in the safehouse as consolation.



* ContinuingIsPainful: Present and accounted for. Failing any showdown forces you to restart from the beginning, you lose half the Merces in your inventory, and any weapons you were carrying (as well as all regular Freelancer tools) are removed.

to:

* TheComputerIsACheatingBastard:
** Several quirks of Silent Assassin from the base game are not carried over to this mode; you cannot be spotted by the target, otherwise the objective is ruined, and that leaves out several assassination methods like throwing targets off of buildings (as the targets gradually spots you throughout, failing the objective).
** Dartmoor has security cameras here -- something even the base game on Master Mode doesn't do -- but no way of deleting security footage, meaning getting caught on camera ruins any objective that asks you to not get spotted.
* ContinuingIsPainful: Present and accounted for. Failing any showdown forces you to restart from the beginning, you lose half the Merces in your inventory, and any weapons you were carrying (as well as all regular Freelancer tools) are removed.



* CrowbarCombatant: Many of the levels have crowbars to forcefully open doors with, as well as to to knock someone out in a pinch. You can also unlock one as a freelancer tool.

to:

* CrowbarCombatant: Many of the levels have crowbars to forcefully open doors with, most often rusted variants of the original, as well as to to knock someone out in a pinch. You can also unlock one as a freelancer tool.tool.
* DamnYouMuscleMemory: Any player expecting the game mode to play at all similarly to the base game is going to get a massive shock to their gameplay senses. While Silent Assassin is still in the mode, it's relegated to a side objective, several aspects of the game require more quick thinking, and going openly loud is a viable option here, heck, it's all but '''required''' in many cases. The game still prefers you to keep things quiet as a whole, but the loosening of the top rating means that many player behaviours (such as hiding bodies, avoid getting caught trespassing in a restricted area or destroying security footage) isn't strictly necessary in most cases.



** The levels in the game are essentially reused from the base missions, complete with most of the targets and events that only make sense from before Freelancers' events.
* HarderThanHard: There is a "Hardcore" mode, which you unlock by completing a campaign for the first time. Every location is alerted, and many adjustments have been made in-game to make things trickier (such as forcing you to complete every objective).

to:

** The levels in the game are essentially reused from the base missions, complete with most of the targets and events that only make sense to have happened from before Freelancers' events.
Freelancer takes place.
* GenreShift: From a strictly StealthBasedGame to a Roguelike, of all things.
* HarderThanHard: There is a "Hardcore" mode, which you unlock by completing a campaign for the first time. Every location is alerted, and many adjustments have been made in-game to make things trickier (such as forcing you to complete every the prestige objective).



* {{Macrogame}}: Weapons that are on your wall downstairs carry into any run; the sole exception being Freelancer tools, which still carry over into other runs, but disappear if you fail a campaign -- "Collector Edition" tools are the exception to ''this'' rule, but can cost up to ten times more than the weapon is normally worth. Mastery is also carried over, as is XP earned, as that contributes to safehouse mastery, which unlocks suits and decor and safehouse rooms.



* NewWorkRecycledGraphics: Much of the safehouse is using assets from Berlin (the tree's and rocks in particular), although the safehouse itself is uniquely modelled. Averted with the unlockable weapons, DLC, and music, as those were made for the game mode outright.

to:

* NeedleInAStackOfNeedles: Showdowns ask you to find the right target in a pool of up to nine suspects, all with different looks, tells, activities and routines, not to mention their lookouts and assassins following them.
* NewWorkRecycledGraphics: Much of the safehouse is using assets from Berlin (the tree's and rocks in particular), although the safehouse itself is uniquely modelled. modelled, while unlockable music tracks for the music player are borrowed from the past games. Averted with the unlockable weapons, the DLC, and level music, as those were made for the this game mode outright.



** The "Do not change out of your disguise" objective is misleading; what it's actually asking you to do is to do a "Suit Only" run. You load into a level without being able to go undercover, and therefore cannot enter disguised.

to:

** The "Do not change out of your disguise" objective is misleading; what it's actually asking you to do is to do a "Suit Only" run. You load into a level without being able to go undercover, and therefore cannot enter disguised.can only be disguised as yourself, losing the implication that you can spawn in as, say, a chef, and must keep the disguise on.



* NostalgiaFilter: Many of the safehouse decorations reference ''Hitman: Blood Money'':

to:

* NostalgiaFilter: Many of the Several safehouse decorations reference ''Hitman: Blood Money'':



** The "Allan please add details here!" joke makes an appearance as post-it note replacing a poster meant to be there.
* NothingIsTheSameAnymore: For the first time in the series, the ICA is no longer around, being dismantled after the events of the main campaign. 47 and Diana go into missions with no stashes, no outside help, and it's up to you to kill the target in the campaign. During the [=CTT=], [[https://www.hitmanforum.com/t/freelancer-pre-release-discussion/13232/2742 the briefing implied the ICA was still around or being rebooted]], but a later [[https://www.youtube.com/watch?v=uuqqkpzV7lQ Youtube upload of the briefing to IOI's channel]] has removed all traces of such suggestions (likely as it would undermine the campaigns' ending).

to:

** The "Allan please add details here!" joke makes an appearance as a post-it note replacing a poster that is meant to be there.
* NothingIsTheSameAnymore: For the first time in the series, the ICA is no longer around, being dismantled after the events of the main campaign. 47 and Diana go into missions with no stashes, no outside help, and it's up to you to kill the target in the campaign. During the [=CTT=], [[https://www.hitmanforum.com/t/freelancer-pre-release-discussion/13232/2742 the briefing implied the ICA was still around or being rebooted]], but a later but [[https://www.youtube.com/watch?v=uuqqkpzV7lQ Youtube upload of the briefing to IOI's channel]] version in-game]] on release has removed all traces of such suggestions (likely as it would undermine the campaigns' undermined ''[=Hitman 3's=]'' ending).



* PragmaticVillainy: 47 is treated as NominalHero here; the syndicates are essentially cults, childs traffiking operations, terrorism networks, and many other groups, all of which that have members all over the globe, and he's only taking them down because he's getting paid to.

to:

* PowerGlows: The crates you find in the level hum and also glow a turquoise color, and provide powerful, if not useful, tools and weapons.
* PragmaticVillainy: 47 is treated as a NominalHero here; the syndicates are essentially cults, childs traffiking child trafficking operations, terrorism networks, and many other groups, all of which that have members all over the globe, and he's only taking them down because he's getting paid to.



* StockMarketGame: You can unlock the Vault in your safehouse, which allows you to check the stock market once per day, netting you several thousand Merces, or losing the same amount of Merces, depending on your luck.
* SuperheroTrophyShelf: Completing certain challenges nets you a metal trophy on the shelf in the upstairs of the safehouse, and a possible spawn point when you load into the safehouse is 47 staring at them.
* TimedMission: Several prestige objectives exist to make you RaceAgainstTheClock; "Timed - Get Disguises" (Get disguises every 20 or so seconds) and "Timed - Time Trial" (kill the target(s) in a set amount of time) to name a few.



* UnwinnableByMistake: Playing in Dartmoor and getting any objective that asks the player to not get recorded by camera's ("Leave No Witnesses", "Silent Assassin", "Silent Assassin -- Suit Only") means you ''have'' to avoid security cameras entirely. This is because of a developer oversight; the devs did not add a surveillance unit to destroy or turn off, meaning deleting the footage is impossible and ruins any chance of completing those objectives, and you can lose up to 3,000 Merces if you're not careful, made even harder as even veteran players will get caught out as security camera's are not present in the base game of Dartmoor.
* TooAwesomeToUse: Weapons that you can bring back to the safehouse can come off as this. For example, silenced weapons can often be a tricky prospect to take in, as if you fail a mission, you've essentially lost a valuable piece of kit, especially in the early-game where getting Merces and weapons is a case of managing your wallet thriftily. Even "Collectors Edition" Freelancer weapons (which cost a lot of Merces to buy to begin with) get lost if you fail, meaning in some ways it perverses the incentive to use them at all, ditto for the weapons you unlock through mastery or get via [=DLC=].

to:

* UnwinnableByMistake: Playing in Dartmoor and getting any objective that asks the player to not get recorded by camera's ("Leave No Witnesses", "Silent Assassin", "Silent Assassin -- Suit Only") means you ''have'' to avoid security cameras entirely. This is because of a developer oversight; the devs did not add a surveillance unit to destroy recorder that can be destroyed or turn turned off, meaning deleting the footage is impossible and ruins any chance of completing those objectives, and you can lose up to 3,000 Merces if you're not careful, careful. This is made even harder as even veteran players will get caught out as security camera's are not present in any difficulty for the level in the base game of Dartmoor.
game.
* TooAwesomeToUse: Weapons that you can bring back to the safehouse with you can come off as this. For example, silenced weapons can often be a tricky prospect to take in, as if you fail a mission, you've essentially lost a valuable piece of kit, especially in the early-game [[EarlyGameHell early-game]] where getting Merces and weapons is a case of managing your wallet thriftily. Even "Collectors Edition" Freelancer weapons (which cost a lot of Merces to buy to begin with) get lost if you fail, meaning in some ways it perverses the incentive to use them at all, ditto for the weapons you unlock through mastery or get via [=DLC=].
Is there an issue? Send a MessageReason:
None


* ArtImitatingArt: The [[CaninesGamblingInACardGame "Rats Playing Poker" art piece]] that can be unlocked for the safehouse is based on an EasterEgg the player can find in "Curtains Down" from ''Blood Money'', in which rats can be seen playing poker... which itself is in reference to the art piece Art/DogsPlayingPoker. All this means that "Rats Playing Poker" is parodying an art piece, also being based on an easter egg which was ''also'' referencing the same art piece.

to:

* ArtImitatingArt: ArtImitatesArt: The [[CaninesGamblingInACardGame "Rats Playing Poker" art piece]] that can be unlocked for the safehouse is based on an EasterEgg the player can find in "Curtains Down" from ''Blood Money'', in which rats can be seen playing poker... which itself is in reference to the art piece Art/DogsPlayingPoker. All this means that "Rats Playing Poker" is parodying an art piece, also being based on an easter egg which was ''also'' referencing the same art piece.

Added: 473

Changed: 964

Is there an issue? Send a MessageReason:
None


** As per the main game, if 47 is found trespassing, he will be escorted out, except in certain situations.[[note]]He is visibly armed, is wearing a forbidden disguise, or the area is labelled "Hostile" on the minimap[[/note]]. Unless you have any of the "Silent Assassin" prestige objectives, this will not count against you either, unlike in the base game.

to:

** As per the main game, if 47 is found trespassing, he will be escorted out, except in certain situations.[[note]]He is visibly armed, is wearing a forbidden disguise, or the area is labelled "Hostile" on the minimap[[/note]]. mini map[[/note]]. Unless you have any of the "Silent Assassin" prestige objectives, objective that does not allow you to get spotted ("Silent Assassin". for example), this will not count against you either, unlike in the base game.



* ArtImitatingArt: The [[CaninesGamblingInACardGame "Rats Playing Poker" art piece]] that can be unlocked for the safehouse is based on an EasterEgg the player can find in "Curtains Down" from ''Blood Money'', in which rats can be seen playing poker... which itself is in reference to the art piece Art/DogsPlayingPoker. All this means that "Rats Playing Poker" is parodying an art piece, also being based on an easter egg which was ''also'' referencing the same art piece.



* MeaningfulName: The currency "Merces", is Latin for a bunch of money-related words like "Reward" or "Salary", and is indeed the root word for modern words such as "Commerce". Appropriate, given what it's used for in-game. Notably, this was one of two words that was on the [=ICA's=] logo; "Merces Letifier" (often translated as "Lethal Trade").

to:

* MeaningfulName: The currency "Merces", is Latin for a bunch of money-related words like "Reward" or "Salary", and is indeed the root word found in Latin-based languages when it comes to shopping; "Com'''merce'''" for modern words such as "Commerce".example. Appropriate, given what it's used for in-game. Notably, this was one of two words that was on the [=ICA's=] logo; "Merces Letifier" (often translated as "Lethal Trade").



* ReplayValue: The levels essentially require the player to be aware of various level tricks and good assassination spots on a map, meaning learning the level is vital to this mode.

to:

* ReplayValue: Like with the main game, there's a lot of it due to the randomised targets and objectives, making each run relatively unique. The levels essentially require mode also assumes the player to be aware of various level tricks and good assassination spots on a any given map, meaning learning the level is also vital to this mode.



* UnwinnableByMistake: Getting the "Leave no witnesses" objective in Dartmoor essentially asks you to avoid security cameras entirely, as due to an oversight when adding cameras to the map (the map was edited to add them as the base games' level does not feature them, even on Master Mode), there are no security boxes, meaning deleting the footage is impossible.

to:

* UnwinnableByMistake: Getting the "Leave no witnesses" objective Playing in Dartmoor essentially and getting any objective that asks the player to not get recorded by camera's ("Leave No Witnesses", "Silent Assassin", "Silent Assassin -- Suit Only") means you ''have'' to avoid security cameras entirely, as due to an oversight when adding cameras to entirely. This is because of a developer oversight; the map (the map was edited to devs did not add them as the base games' level does not feature them, even on Master Mode), there are no security boxes, a surveillance unit to destroy or turn off, meaning deleting the footage is impossible.impossible and ruins any chance of completing those objectives, and you can lose up to 3,000 Merces if you're not careful, made even harder as even veteran players will get caught out as security camera's are not present in the base game of Dartmoor.

Added: 1475

Changed: 865

Removed: 363

Is there an issue? Send a MessageReason:
added more tropes and folders.


!! Spoilers for ''VideoGame/Hitman3'' are unmarked here, so be warned! Spoilers for past games like ''VideoGame/Hitman2016'' and ''VideoGame/Hitman2'', as well as for ComicBook/Agent47BirthOfTheHitman are also unmarked.

to:

!! Spoilers for ''VideoGame/Hitman3'' are unmarked here, so be warned! Spoilers for past games like ''VideoGame/Hitman2016'' and ''VideoGame/Hitman2'', as well as for ComicBook/Agent47BirthOfTheHitman ''ComicBook/Agent47BirthOfTheHitman'' are also unmarked.



!! Freelancer mode provides trope examples of:
[[foldercontrol]]

[[folder:A - Z]]



** The reward crate Diana gives you, despite the name, will always spawn regardless of if you failed or completed a mission, likely to give players a head start on a new run.

to:

** The reward crate Diana gives you, despite the name, you will always spawn regardless of if you failed or completed a mission, likely to give players a head start on a new run.run or the following mission.



** Once you begin a showdown or a syndicate hit, you cannot back out, and quitting via the menu is considered failure. However, if you're disconnected from the internet or crash, you can start the level again without penalty. The devs even mention that using the tried-and-true Alt+F4 exploit was deliberately kept in.

to:

** Once you begin a showdown or a syndicate hit, you cannot back out, and quitting via the menu is considered failure. However, if you're disconnected from the internet or crash, you can start the level again without penalty. The devs even mention that using the tried-and-true Alt+F4 exploit was deliberately kept in.in, in part because of the technical issues they had trying to make it ''not'' work.



* ArtificialAtmosphericActions: The couriers and merchants all do this to look busy when someone other than 47 is watching them. You can also invoke this in the safehouse by shining shoes or drinking wine.

to:

** Crates only give you items you don't already own, and in the same vein, Suppliers only sell items you don't already own.
** Guns that you earn via mastery or DLC can still be lost if you leave them in the field or fail a campaign. However, you are able to buy them back from a courier of this happens.
* ArtificialAtmosphericActions: The couriers and merchants suppliers all do this to look busy when someone other than 47 is watching them. You can also invoke this in the safehouse by shining shoes or drinking wine.



* BadassInANiceSuit:
** The Suit Only prestige objectives involve completing an entire mission in your suit. There are two variations: Suit Only (complete the mission without changing out of your suit), and Silent Assassin, Suit Only (complete a mission without changing out of your suit, and do not get spotted).

to:

* BadassInANiceSuit:
**
BadassInANiceSuit: The Suit Only prestige objectives involve confusingly-named "Do not change your disguise" objective involves completing an entire the mission in your suit. There are two variations: Suit Only (complete is also the mission without changing out of your suit), and Silent "Silent Assassin, Suit Only (complete a Only" prestige objective, which asks you to complete the mission without changing out of your suit, and do not get spotted).spotted.



* BlingBlingBang: Many of the customised weapons for the mode, such as the Assassins' [=HWK21=] Pistol, or the unlockable "Ornamental" line of weapons you gain from safehouse mastery.



* ColorCodedItemTiers: Certain weapons and items have one of four tiers attached; Common, Rare, Epic, Legendary. which serve to allow you to bring them back to the safehouse, and, in general, correlate how useful they are to the player.



* HarderThanHard: There is a "Hardcore" mode, which you unlock by completing a campaign in full for the first time. Every location is alerted, and many adjustments have been made in-game to make things trickier (such as forcing you to complete every objective).
* HyperspaceArsenal: Merchants can hold up to 8 items to sell, and a briefcase will appear out of thin air for any of the larger weapons, regardless of what they're wearing, especially amusing on Haven Island where several of the possible Merchants are wearing nothing but a [[VictoriasSecretCompartment bikini]] or [[AssShove swimming trunks]].

to:

* HarderThanHard: There is a "Hardcore" mode, which you unlock by completing a campaign in full for the first time. Every location is alerted, and many adjustments have been made in-game to make things trickier (such as forcing you to complete every objective).
* HyperspaceArsenal: Merchants Suppliers can hold up to 8 items to sell, and a briefcase will appear out of thin air for any of the larger weapons, regardless of what they're wearing, especially amusing on Haven Island where several of the possible Merchants suppliers are wearing nothing but a [[VictoriasSecretCompartment bikini]] or [[AssShove swimming trunks]].



* {{Leitmotif}}: Snippets of "A World of Assassination" and "Mission Accomplished" can be heard in the loading screens between missions.
* LoopholeAbuse: If you have any of the "Poison Target" objectives, you are able to identify targets in showdowns, as the completion state is applied immediately, not after the mission. And ''any'' poison (unless specified by the objective) qualifies here. Handy for thinning the herd or making sure the person you suspect is actually the target.

to:

* {{Leitmotif}}: Snippets of "A World of Assassination" and "Mission Accomplished" can be heard in the loading screens between missions.
missions. A remixed portion of "Untouchable", the same that plays during 47's dream sequence in Carpathian Mountains, also plays if you complete a campaign.
* LoopholeAbuse: If you have any of the "Poison Target" objectives, you are able to identify targets in showdowns, as the completion state is applied immediately, immediately after poisoning them, not after the mission.showdown is done. And ''any'' poison (unless specified by the objective) qualifies here. Handy for thinning the herd or making sure the person you suspect is actually the target.



* MeaningfulName: The currency "Merces", is Latin for a bunch of money-related words like "Reward" or "Salary", and is indeed the root word for modern words such as "Commerce". Appropriate, given what it's used for in-game. Notably, this was one of two words that was on the [=ICA's=] logo; Merces Letifier (often translated as "Lethal Trade").

to:

* MeaningfulName: The currency "Merces", is Latin for a bunch of money-related words like "Reward" or "Salary", and is indeed the root word for modern words such as "Commerce". Appropriate, given what it's used for in-game. Notably, this was one of two words that was on the [=ICA's=] logo; Merces Letifier "Merces Letifier" (often translated as "Lethal Trade").



* NoSell: Lookouts know everyone in the level, so you cannot fool them.


Added DiffLines:

* NonIndicativeName:
** The prestige objective "Katana Kill" is not limited to Katana's, other Japanese swords and knives like the Masumune or Tanto can be used instead.
** The reward crate, paradoxically, will '''always''' spawn regardless of if you failed or completed any mission.
** The "Do not change out of your disguise" objective is misleading; what it's actually asking you to do is to do a "Suit Only" run. You load into a level without being able to go undercover, and therefore cannot enter disguised.
* NoSell: Lookouts know everyone in the level, so you cannot fool them.


Added DiffLines:

[[/folder]]

Added: 2510

Changed: 326

Is there an issue? Send a MessageReason:
None


** The "Katana Kill" prestige objective, despite the name, does not require a katana to complete, other Japanese swords and knives, such as the Masumune or Tanto, also qualify in completing the objective.
** Going into a mission with one large weapon will have 47 carry a briefcase containing it to avoid suspicion if he starts in an area with a lot of civilians or guards. However, there is currently no contingency in place for bringing ''two'' large weapons into a level, as only one of them with go in a briefcase; the other will be on your back, and that may pose a problem. The game does warn you about this if you go near an exit point in your safehouse, however.



** One of the main complaints of the [=CTT=] was that Merces, the in-game economy currency, was too hard to earn, despiute the avenues presented to the player. On release, the amounts earned when picking up Merces were changed to be 100 times bigger! (5 Merces became 500 Merces).

to:

** One of the main complaints of the [=CTT=] was that Merces, the in-game economy currency, was too hard to earn, despiute despite the avenues presented to the player. On release, the amounts earned when picking up Merces were changed to be 100 times bigger! (5 Merces became 500 Merces).



* DownloadableContent: Two DLC packs were released when Freelancer went live, ostensibly weapon and theming packs for your safehouse. The "Street Art" pack, which decorates weapons with graffiti and adds some artistic decorations to your home, while the "Makeshift" pack adds StylisticSuck weapons, similar to that of the ''Sloth'' [=7DS=] pack (old, delapidated and look like they're about to fall apart), with the decorations also going for a more rustic look, and many of the pieces of furniture being made out of junkyard materials.



* HarderThanHard: There is a "Hardcore" mode, which you unlock by completing a campaign in full for the first time. Every location is alerted, and many adjustments have been made in-game to make things trickier.
* HyperspaceArsenal: The couriers can hold up to 8 items to sell, regardless of what they're wearing, and a briefcase will appear out of thin air for any of the larger weapons.

to:

* HarderThanHard: There is a "Hardcore" mode, which you unlock by completing a campaign in full for the first time. Every location is alerted, and many adjustments have been made in-game to make things trickier.
trickier (such as forcing you to complete every objective).
* HyperspaceArsenal: The couriers Merchants can hold up to 8 items to sell, regardless of what they're wearing, and a briefcase will appear out of thin air for any of the larger weapons.weapons, regardless of what they're wearing, especially amusing on Haven Island where several of the possible Merchants are wearing nothing but a [[VictoriasSecretCompartment bikini]] or [[AssShove swimming trunks]].



* MeaningfulName: The currency "Merces", is Latin for a bunch of money-related words like "Reward" or "Salary", and is indeed the root word for modern words such as "Commerce". Appropriate, given what it's used for in-game. Notably, this was one of two words that was on the [=ICA's=] logo; Merces Letifier (often translated as "Lethal Trade").



* NewWorkRecycledGraphics: Much of the safehouse is using assets from Berlin (the tree's and rocks in particular), although the safehouse itself is uniquely modelled. Averted with the unlockable weapons and music, as those were made for the game mode.

to:

* NewWorkRecycledGraphics: Much of the safehouse is using assets from Berlin (the tree's and rocks in particular), although the safehouse itself is uniquely modelled. Averted with the unlockable weapons weapons, DLC, and music, as those were made for the game mode.mode outright.



* {{ShoutOut}}: The challenge "Fly you fools!" asks you to comlete ten timed objectives, and the challenge name is in reference to the first Lord of the Rings film, where Gandalf orders the hobbits to flee Moria and the caves as quickly as possible.

to:

* {{ShoutOut}}: The challenge "Fly you fools!" asks you to comlete complete ten timed objectives, and the challenge name is in reference to the first Lord of the Rings film, where Gandalf orders the hobbits to flee Moria and the caves as quickly as possible.


Added DiffLines:

* UnwinnableByMistake: Getting the "Leave no witnesses" objective in Dartmoor essentially asks you to avoid security cameras entirely, as due to an oversight when adding cameras to the map (the map was edited to add them as the base games' level does not feature them, even on Master Mode), there are no security boxes, meaning deleting the footage is impossible.
* TooAwesomeToUse: Weapons that you can bring back to the safehouse can come off as this. For example, silenced weapons can often be a tricky prospect to take in, as if you fail a mission, you've essentially lost a valuable piece of kit, especially in the early-game where getting Merces and weapons is a case of managing your wallet thriftily. Even "Collectors Edition" Freelancer weapons (which cost a lot of Merces to buy to begin with) get lost if you fail, meaning in some ways it perverses the incentive to use them at all, ditto for the weapons you unlock through mastery or get via [=DLC=].
Is there an issue? Send a MessageReason:
None

Added: 842

Changed: 713

Is there an issue? Send a MessageReason:
None



''Hitman 3's'' Freelancer mode breaks the mould of regular Hitman gameplay so much that it's functionally a seperate game in its own right. Therefore, it was only fair we gave it its own subpage.

to:

\n[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/freelancer_white_font_promo.jpg]]

''Hitman 3's'' Freelancer mode breaks the mould of regular Hitman gameplay so much that it's functionally a seperate separate game in its own right. Therefore, it was only fair we gave it its own subpage.
subpage and tropes to go along with it.



* DevelopersForesight: In New York, you are free to rob the vault for items, and the developers went back and added 11,000 Merces for you to snag, 5,000 of which is in loose coins and 6,000 by pulling out the data core.

to:

* DevelopersForesight: DevelopersForesight:
**
In New York, you are free to rob the vault for items, and the developers went back and added 11,000 Merces for you to snag, 5,000 of which is in loose coins and 6,000 by pulling out the data core.core.
** If you start in the default non-story starting point for Chongqing, the game delays the conversation you have with the woman that normally occurs until Diana has finished speaking to you.


Added DiffLines:

* HarderThanHard: There is a "Hardcore" mode, which you unlock by completing a campaign in full for the first time. Every location is alerted, and many adjustments have been made in-game to make things trickier.


Added DiffLines:

* YouHaveResearchedBreathing: The safehouse's upper floors, specific rooms, decor, and even ''the outside'' require unlocking by earning mastery, despite the fact that 47 appears to have already been in some of the locked rooms to begin with.

Added: 3085

Changed: 2733

Removed: 237

Is there an issue? Send a MessageReason:
None


* AdamSmithHatesYourGuts: All the weapons from dealers are sold at the same price regardless of who you purchase them from. The only really ridiculously expensive items are the "Collector Edition" freelancer tools, which easily cost 25,000 Merces or more.



** To ease the frustration of failing, you are able to permanently keep "Collectors Edition" tier of weapons when you fail a campaign, which will not be removed from your safehouse, unless they're on your person when you fail.

to:

** To ease the frustration of failing, you are able to permanently keep "Collectors Edition" tier of weapons Freelancer tools when you fail a campaign, which which, unlike the regular variants, will not be removed from your safehouse, unless they're on your person when you fail.



* BadLuckMitigationMechanic: Failing a campaign does not remove the "Collectors Edition" tier of Freelancer tools from the safehouse, unlike the regular variants which are. Similarly, any weapons you've collected will also remain in the safehouse.



** Items disappearing from your safehouse after failing a campaign was a sticking point by players as it felt too punishing; this was changed so that, while weapons are still removed from the safehouse as before, a new tier of weapons called "Collectors Editions" were created to soften the blow, so as to get the player in a better spot when they start again.

to:

** Items Weapons disappearing from your safehouse after failing a campaign was a sticking point by players as it felt too punishing; punishing (and was also inconsistently applied during the [=CTT=]); this was changed so that, while that weapons are still not removed from the safehouse as before, if you fail, only Freelancer tools are. The developers also created a new tier of weapons Freelancer tools called "Collectors Editions" were Editions", specifically created to soften the blow, blow of failing as, unless you were carrying them, will not be removed from the safehouse, so as to get the player in a better spot starting point when they start again.



** The Oil canister is quite easy to use, and so long as you know the routine of the target and have a vantage point, you are able to get a pretty clean fire-related kill.

to:

** The Oil canister is quite easy to use, and so long as you know the routine of the target and have a vantage point, gun or gadget than can create a spark, you are able to get a pretty clean fire-related kill.



* BreakableWeapons: Similar to Carpathian Mountains, many instances of regular crowbars have been removed and replaced with rusted variants instead. This has not been consistently applied game-wide however; crowbars in New York are not rusted, but the ones in Berlin are, for example.



** This is the first time since ''Silent Assassin'' where 47 has his own PlayerHeadquarters, instead this time it's a full-blown safehouse instead of a shed with guns on the wall.

to:

** This is the first time since ''Silent Assassin'' ''Blood Money'' where 47 has his own PlayerHeadquarters, instead this time it's a full-blown safehouse instead of what looks like a shed basement with guns on the wall.



* ContinuityNod: Several newspapers can be found in the office of the safehouse, which reference past games and events, including the newspaper of Joseph "Swing King" Clarence and Vinnie Sinistra from ''Blood Money'', as well as a newspaper detailing the Haven Island resort.

to:

* ContinuityNod: ContinuingIsPainful: Present and accounted for. Failing any showdown forces you to restart from the beginning, you lose half the Merces in your inventory, and any weapons you were carrying (as well as all regular Freelancer tools) are removed.
* ContinuityNod:
**
Several newspapers can be found in the office of the safehouse, which reference past games and events, including the newspaper of Joseph "Swing King" Clarence and Vinnie Sinistra from ''Blood Money'', as well as a newspaper detailing the Haven Island resort.resort. The former is also on the cover of another magazine in 47's room.
** You can find the paper The Constant is reading at the end of Carpathian Mountains on 47's bed, which shows The Institute for Human Betterment and one of scientists from that level.



* DistinctionWithoutADifference: Many of the variants of weapons are just copies of base-game weapons (even supposedly high-grade weapons like the [=HWK21=] Assassin Pistol is functionally identical to the [=ICA19=]).
* EarlyGameHell: The first campaign can feel like a [[TheKeyIsBehindTheLock key-behind-lock]] situation as completing side objectives to earn Merces requires better gear that you need Merces to buy. Even the reward crate isn't guaranteed to give you anything that's necessarily helpful for the missions you have available. Once you do get past that early stumbling block however, acquiring what you want when you want it rapidly gets more plausible. Even flubbing a campaign and losing everything in your stockpile stops stinging so much when the half your Merces you get to keep is enough to clean out a supplier and get back on task.

to:

* DevelopersForesight: In New York, you are free to rob the vault for items, and the developers went back and added 11,000 Merces for you to snag, 5,000 of which is in loose coins and 6,000 by pulling out the data core.
* DistinctionWithoutADifference: Many of the variants of weapons are just copies of base-game weapons (even supposedly high-grade weapons like the Assassin's [=HWK21=] Assassin Pistol is functionally identical to the [=ICA19=]).
* EarlyGameHell: The first campaign few campaigns can feel like a [[TheKeyIsBehindTheLock key-behind-lock]] situation as completing side objectives to earn Merces requires better gear that you need Merces to buy. Even the reward crate isn't guaranteed to give you anything that's necessarily helpful for the missions you have available. Once you do get past that early stumbling block however, acquiring what you want when you want it rapidly gets more plausible. plausible and accessible. Even flubbing a campaign and losing everything in all your stockpile Freelancer tools stops stinging so much when the half your Merces you get to keep is enough to clean out a supplier and get back on task.task. "Collector Edition" freelancer tools also do not get removed if you fail a campaign (unless you carry them on a mission), meaning that even that downside can be mitigated eventually.



* LoopholeAbuse: If you have any of the "Poison Target" objectives, you are able to identify targets in showdowns, as the completion state is applied immediately, not after the mission. And ''any'' poison (unless specified by the objective) qualifies here. Handy for thinning the herd or making sure the person you suspect is actually the target.



* NostalgiaFilter: Many of the safehouse decorations qualify, some of which reference ''Blood Money'':
** There's a painting you can unlock at one of the mastery levels that is in reference to the "rats playing poker" Easter Egg from.

to:

* NostalgiaFilter: Many of the safehouse decorations qualify, some of which reference ''Blood ''Hitman: Blood Money'':
** There's a painting you can unlock at one of the mastery levels that is in reference to the "rats playing poker" Easter Egg from.from "Curtains Down".



** The "Allan please add details here!" joke (a post-it note replacing a poster meant to be there).
* NothingIsTheSameAnymore: For the first time in the series, the ICA is no longer around, being dismantled after the events of the main campaign. The [=CTT=] briefing implied the ICA was being rebooted, but a later upload has removed all traces of such suggestions (likely as it would undermine the campaigns' ending). 47 and Diana go into missions with no stashes, no outside help, and it's up to you to kill the target in the campaign.

to:

** The "Allan please add details here!" joke (a makes an appearance as post-it note replacing a poster meant to be there).
there.
* NothingIsTheSameAnymore: For the first time in the series, the ICA is no longer around, being dismantled after the events of the main campaign. The [=CTT=] briefing implied the ICA was being rebooted, but a later upload has removed all traces of such suggestions (likely as it would undermine the campaigns' ending). 47 and Diana go into missions with no stashes, no outside help, and it's up to you to kill the target in the campaign. During the [=CTT=], [[https://www.hitmanforum.com/t/freelancer-pre-release-discussion/13232/2742 the briefing implied the ICA was still around or being rebooted]], but a later [[https://www.youtube.com/watch?v=uuqqkpzV7lQ Youtube upload of the briefing to IOI's channel]] has removed all traces of such suggestions (likely as it would undermine the campaigns' ending).



* {{Permadeath}}: Present and accounted for. Failing any showdown forces you to restart from the beginning, you lose half the Merces in your inventory, and any weapons you were carrying and/or had collected in your safehouse are removed.



* ReplayValue: Something the levels essentially require is for the player to be aware of various level tricks and spots on a map, meaning some level of this from the base game is required.

to:

* RandomEvent: The objectives are assigned this way. While most contracts you take have a set set of objectives, you don't know when they pop up. Prestige Objectives also work the same way.
* ReplayValue: Something the The levels essentially require is for the player to be aware of various level tricks and good assassination spots on a map, meaning some learning the level of is vital to this from the base game is required.mode.


Added DiffLines:

* {{ShoutOut}}: The challenge "Fly you fools!" asks you to comlete ten timed objectives, and the challenge name is in reference to the first Lord of the Rings film, where Gandalf orders the hobbits to flee Moria and the caves as quickly as possible.
* UnstableEquilibrium: Failing a syndicate mission makes the rest alerted, meaning ''all'' targets become super enforcers and see through any disguise you put on.

Added: 629

Changed: 288

Removed: 246

Is there an issue? Send a MessageReason:
None


** Unlike in ''2016'' or ''2'', the game no longer requires players to do the "Silent Assassin" or "Sniper Assassin" challenges once per difficulty; doing a Silent Assassin run any difficulty will net the achievement and challenge for that level.



* BreadEggsBreadedEggs: Some of the objectives can come off as this if you have the right equipment. For example, if the player has a silenced sniper rifle and the mission asks the player to use a sniper rifle to kill three guards, while also asking for the player to use a silenced sniper rifle to kill a target, the player doesn't need to own two separate rifles to beat the two challenges.



** This is the first time in the franchise where 47 and Diana do not work for, nor try to get back, the ICA (the closest prior was in ''Absolution'', where 47 is ousted and Diana in hiding due to Travis' fixation on Victoria, and even Agent Smiths' contract in ''Blood Money'', while freelance, served to bring the ICA back), this is 47 and Diana taking on contracts as freelance assassins, with none of the [=ICA's=] resources to help them.
** Silent Assassin, while still in this mode as a prestige objective, is not the best rating to get anymore due to the rogue-esque game mode (For the curious, Traceless ICA assassin is the highest the rating will go now).

to:

** This is the first time in the franchise where 47 and Diana do not work for, nor try to get back, revive, the ICA (the closest prior was in ''Absolution'', where 47 is ousted and Diana in hiding due to Travis' fixation on Victoria, and even Agent Smiths' contract in ''Blood Money'', while freelance, served to bring the ICA back), this is 47 and Diana taking on contracts as freelance assassins, with none of the [=ICA's=] resources to help them.
** This is the first time since ''Silent Assassin'' where 47 has his own PlayerHeadquarters, instead this time it's a full-blown safehouse instead of a shed with guns on the wall.
**
Silent Assassin, while still in this mode as a semi-common prestige objective, is not the best rating to get anymore due to the rogue-esque roguelike-esque game mode (For the curious, Traceless ICA assassin is the highest the rating will go now).

Added: 561

Changed: 324

Is there an issue? Send a MessageReason:
None


* EarlyGameHell: The first campaign can feel like a key-behind-lock situation as completing side objectives to earn mersas requires better gear you need mersas to buy. Even the reward crate isn't guaranteed to give you anything that's necessarily helpful for the missions you have available. Once you do get past that early stumbling block, acquiring what you want when you want it rapidly gets more plausible. Even flubbing a campaign and losing everything in your stockpile stops stinging so much when the half your mersas you get to keep is enough to clean out a supplier and get back on task.
* GameplayAndStorySegregation: None of the showdown suspects objects to 47 shoving a camera in their face, despite looking incredibly stupid in reality. Of course, averting this trope would make finding targets harder in an already hard mode.

to:

* EarlyGameHell: The first campaign can feel like a key-behind-lock [[TheKeyIsBehindTheLock key-behind-lock]] situation as completing side objectives to earn mersas Merces requires better gear that you need mersas Merces to buy. Even the reward crate isn't guaranteed to give you anything that's necessarily helpful for the missions you have available. Once you do get past that early stumbling block, block however, acquiring what you want when you want it rapidly gets more plausible. Even flubbing a campaign and losing everything in your stockpile stops stinging so much when the half your mersas Merces you get to keep is enough to clean out a supplier and get back on task.
* GameplayAndStorySegregation: GameplayAndStorySegregation:
**
None of the showdown suspects objects to 47 shoving a camera in their face, despite looking incredibly stupid in reality. Of course, averting this trope would make finding targets harder in an already hard mode.mode.
** The levels in the game are essentially reused from the base missions, complete with most of the targets and events that only make sense from before Freelancers' events.
* HyperspaceArsenal: The couriers can hold up to 8 items to sell, regardless of what they're wearing, and a briefcase will appear out of thin air for any of the larger weapons.



* SceneryPorn: The safehouse has a gorgeous environment, with a large lake and a forest surrounding the house, and it all looks really nice to look at.

to:

* SceneryPorn: The safehouse has a gorgeous environment, with a large lake and a forest surrounding the house, a calm and it all looks really nice serene environment for 47 to look at.relax.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ComplacentGamingSyndrome: Freelancer was designed to encourage players to explore the game more rigorously. With the randomized targets, relegation of Silent Assassin to a side objective, and many, many possible side objectives that require going loud, players are heavily incentivized to try new ways to interact with the game that the main campaigns would otherwise punish.


Added DiffLines:

* EarlyGameHell: The first campaign can feel like a key-behind-lock situation as completing side objectives to earn mersas requires better gear you need mersas to buy. Even the reward crate isn't guaranteed to give you anything that's necessarily helpful for the missions you have available. Once you do get past that early stumbling block, acquiring what you want when you want it rapidly gets more plausible. Even flubbing a campaign and losing everything in your stockpile stops stinging so much when the half your mersas you get to keep is enough to clean out a supplier and get back on task.
Is there an issue? Send a MessageReason:
None


[[VideoGame/Hitman3 Return to the main Hitman 3 page here.]]

'''Hitman 3's''' Freelancer breaks the mould of regular Hitman gameplay so much that it's functionally a seperate game in its own right. Therefore, it was only fair we gave it its own subpage.

!! Spoilers for ''VideoGame/Hitman 3'' are unmarked here, so be warned! Spoilers for ComicBook/Agent47BirthOfTheHitman, ''VideoGame/Hitman2016'' and ''VideoGame/Hitman2'' are also unmarked.

to:

[[VideoGame/Hitman3 -->'''[[VideoGame/Hitman3 Return to the main Hitman 3 page here.]]

'''Hitman 3's'''
]]'''

''Hitman 3's''
Freelancer mode breaks the mould of regular Hitman gameplay so much that it's functionally a seperate game in its own right. Therefore, it was only fair we gave it its own subpage.

!! Spoilers for ''VideoGame/Hitman 3'' ''VideoGame/Hitman3'' are unmarked here, so be warned! Spoilers for ComicBook/Agent47BirthOfTheHitman, past games like ''VideoGame/Hitman2016'' and ''VideoGame/Hitman2'' ''VideoGame/Hitman2'', as well as for ComicBook/Agent47BirthOfTheHitman are also unmarked.

Added: 884

Changed: 491

Is there an issue? Send a MessageReason:
None


Tropes pertaining to ''VideoGame/Hitman3'' and its Freelancer game mode; a mode that breaks the mould of regular Hitman gameplay so much that it's functionally a seperate game in its own right, and we had to give it its own subpage.

!!Note: ALL Hitman 3 and prior game spoilers are unmarked here!

to:

Tropes pertaining [[VideoGame/Hitman3 Return to ''VideoGame/Hitman3'' and its the main Hitman 3 page here.]]

'''Hitman 3's'''
Freelancer game mode; a mode that breaks the mould of regular Hitman gameplay so much that it's functionally a seperate game in its own right, and right. Therefore, it was only fair we had to give gave it its own subpage.

!!Note: ALL Hitman 3 and prior game spoilers !! Spoilers for ''VideoGame/Hitman 3'' are unmarked here!here, so be warned! Spoilers for ComicBook/Agent47BirthOfTheHitman, ''VideoGame/Hitman2016'' and ''VideoGame/Hitman2'' are also unmarked.



* ComplexityAddiction: It is possible, although unlikely to happen each time due to the [=RNG=], to try and go for every single side objective and complete your prestige objective, which can be quite complex, and oftentimes counterintuitive to regular hitman gameplay.

to:

* ComplexityAddiction: It is possible, although unlikely to happen each time due to the [=RNG=], [=RNG=] in place, to try and go for every single side objective and complete objective, not to mention completing your prestige objective, objective on top of that too, which can be quite complex, and oftentimes counterintuitive to do, especially if the player is used to regular hitman gameplay.gameplay.
* ContinuityNod: Several newspapers can be found in the office of the safehouse, which reference past games and events, including the newspaper of Joseph "Swing King" Clarence and Vinnie Sinistra from ''Blood Money'', as well as a newspaper detailing the Haven Island resort.


Added DiffLines:

* NostalgiaFilter: Many of the safehouse decorations qualify, some of which reference ''Blood Money'':
** There's a painting you can unlock at one of the mastery levels that is in reference to the "rats playing poker" Easter Egg from.
** The aforementioned newspapers showing headlines about Swing King and Vinnie Sinistra.
** The "Allan please add details here!" joke (a post-it note replacing a poster meant to be there).

Added: 905

Changed: 56

Is there an issue? Send a MessageReason:
None


Tropes pertaining to ''VideoGame/Hitman3'' and its Freelancer game mode; a mode that breaks the mould of regular Hitman gameplay so much that we had to give it its own subpage.

to:

Tropes pertaining to ''VideoGame/Hitman3'' and its Freelancer game mode; a mode that breaks the mould of regular Hitman gameplay so much that it's functionally a seperate game in its own right, and we had to give it its own subpage.


Added DiffLines:

* BreakingOldTrends: Hooo boy, where to start...
** This is the first time in the franchise where 47 and Diana do not work for, nor try to get back, the ICA (the closest prior was in ''Absolution'', where 47 is ousted and Diana in hiding due to Travis' fixation on Victoria, and even Agent Smiths' contract in ''Blood Money'', while freelance, served to bring the ICA back), this is 47 and Diana taking on contracts as freelance assassins, with none of the [=ICA's=] resources to help them.
** Silent Assassin, while still in this mode as a prestige objective, is not the best rating to get anymore due to the rogue-esque game mode (For the curious, Traceless ICA assassin is the highest the rating will go now).
** This is the first time the games have had a loadout system that the player cannot directly influence from the start; you ''have'' to find the items first, be it through crates or in the field.

Added: 63

Changed: 21

Is there an issue? Send a MessageReason:
None


Tropes pertaining to ''VideoGame/Hitman3'' and its Freelancer game mode; a mode that breaks the mould so much from regular Hitman gameplay that we had to give it its own page.

to:

Tropes pertaining to ''VideoGame/Hitman3'' and its Freelancer game mode; a mode that breaks the mould so much from of regular Hitman gameplay so much that we had to give it its own page.subpage.

!!Note: ALL Hitman 3 and prior game spoilers are unmarked here!

Added: 1202

Changed: 881

Removed: 251

Is there an issue? Send a MessageReason:
None


* AndYourRewardIsClothes: Doing specific challenges unlocks new suits for you to wear in the base game and in Freelancer:
** The Gauze Suit is unlocked by completing the "I'm Back" Challenge, in that you [[spoiler:get injured or die during a campaign]]



* AndYourRewardIsClothes: The inventory system from the base game is a part of the safehouse now, and by default, 47 will wear his signature suit unless you choose otherwise. You do have to unlock the room to let you do this, however, but it is the first unlock for the game mode.

to:

* AndYourRewardIsClothes: The inventory system from the base game is a part of the safehouse now, and by default, 47 will wear his signature suit unless you choose otherwise. You do have to unlock the room to let you do this, however, but it is the first unlock for the game mode. Doing specific challenges, and gaining freelancer mastery unlocks new suits for you to wear in the base game and in Freelancer:
** The Gauze Suit is unlocked by completing the "I'm Back" Challenge, in that you [[spoiler:get injured or die during a campaign]].
** Getting to Level 36 mastery unlocks "The Golden Contender Suit", an outfit that consists of 47 wearing cargo pants, green shirt, and a green-gold jacket.
** Getting to Level 65 mastery unlocks "The Ancestral Hunter Suit", a green tweed jacket, trousers and flatcap, dark grey vest and red patterned tie.
** Getting to Level 100 mastery unlocks "The Master Freelancer Suit", a getup that has 47 in a hoodie, wearing black gloves, a low-cut shirt and a necklace, rather reminiscent of the hackers in Colorado.
* AndYourRewardIsInteriorDecorating: Almost every two mastery levels unlocks some kind of room or safehouse customisation feature to further personify your crib.
* AnInteriorDesignerIsYou: The safehouse can be customised to have paintings, different cars, changes to the upstairs rooms.



** One of the main complaints of the [=CTT=] was that merces, the in-game economy currency, was too hard to earn, despiute the avenues presented to the player. On release, the amounts earned when picking up merces were changed to be 100 times bigger! (5 merces became 500 merces).

to:

** One of the main complaints of the [=CTT=] was that merces, Merces, the in-game economy currency, was too hard to earn, despiute the avenues presented to the player. On release, the amounts earned when picking up merces Merces were changed to be 100 times bigger! (5 merces Merces became 500 merces).Merces).



** A very strange design choice in the [=CTT=] was that the merces gotten from completing a mission or showdown was done so via the optional objectives, on release, this was changed so that the player actually gets merces for completing the mission. The developers also noted that showdown mission have a higher payout as they noticed players didn't earn as many merces from completing the other objectives (likely due to the risk factor in doing so).

to:

** A very strange design choice in the [=CTT=] was that the merces Merces gotten from completing a mission or showdown was done so via the optional objectives, on release, this was changed so that the player actually gets merces Merces for completing the mission. The developers also noted that showdown mission have a higher payout as they noticed players didn't earn as many merces Merces from completing the other objectives (likely due to the risk factor in doing so).



** It is no longer possible to use body containers to verify if a suspect is the target, and the developers added a merces punishment for eliminating a suspect that isn’t the target to disincentivize the strategy of killing all possible suspects.
** Killing civilians in the [=CTT=] is something that was arguably incentivised due to the relaxing of Silent Assassin and optional objectives that incetivised a loud approach; now there is a small merces punishment for killing civilians so as to not encourage players to go on rampages.
* A big complaint in the [=CTT=] was that the number of suspects was found to be too overwhelming the further you went into your run, this has been toned down.
* The stashes that are found in the levels have been tweaked so that they contain more valuable gear; to balance this out, there are now fewer stashes.

to:

** It is no longer possible to use body containers to verify if a suspect is the target, and the developers added a merces Merces punishment for eliminating a suspect that isn’t wasn't the target to disincentivize the strategy of killing all possible suspects.
target.
** Killing civilians in the [=CTT=] is something that was arguably incentivised due to the relaxing of Silent Assassin and optional objectives that incetivised incentivised a loud approach; now there is a small merces 50 Merces punishment for killing civilians so as to not encourage players to go on rampages.
* ** A big complaint in the [=CTT=] was that the number of suspects was found to be too overwhelming the further you went into your run, this has been toned down.
* ** The stashes that are found in the levels have been tweaked so that they contain more valuable gear; to balance this out, there are now fewer stashes.



** Any silenced firearm is tremendously useful, even the low-grade [=HWK21 Covert=] (the gun 47 makes in Carpathian mountians which is a paintcan atop the muzzle of a regular [=HWK=] pistol) is useful for shooting out camera's at least, while silenced shotguns work as opening doors silently without needing a lockpick.
* ColdSniper: Sniper rifles are often encouraged to be used, and there are several side objectives in the missions that ask you to kill guards with them for merces.

to:

** Any silenced firearm is tremendously useful, even the low-grade [=HWK21 Covert=] (the gun 47 makes in Carpathian mountians mountains which is a paintcan paint can atop the muzzle of a regular [=HWK=] pistol) is useful for shooting out camera's at least, while silenced shotguns work as opening doors silently without needing a lockpick.
* ColdSniper: Sniper rifles are often encouraged to be used, and there are several side objectives in the missions that ask you to kill guards with them for merces.Merces.



* IFoughtTheLawAndTheLawWon: If you go openly loud, then the local law enforcement/guards will bring you down rather quickly on anything. Assassins are also deadly in their own right if you come across them in showdown missions.
* LeaveNoSurvivors: While it is just as possible to do as the main game, the developers added a 50 merce deduction penalty for killing civilians so you don't run around salting the earth of anyone who has seen you, and an exploit during the [=CTT=] was killing everyone that'd be of any trouble to you with no co9nsequences.

to:

* IFoughtTheLawAndTheLawWon: If you go openly loud, then the local law enforcement/guards will bring you down rather quickly on anything. quickly; Assassins are also deadly in their own right if you come across them in showdown missions.
* LeaveNoSurvivors: While it is just as possible to do as the main game, the developers added a 50 merce Merce deduction penalty for killing civilians so you don't run around salting the earth of anyone who has seen you, and an exploit during the [=CTT=] was killing everyone that'd be of any trouble to you with no co9nsequences.consequences.



* NoGearLevel: You start off by having very little to take in, but the more you play, the more you can take in, provided you have unlocked wnough gear weight to take weapons.

to:

* NoGearLevel: You start off by having very little to take in, but the more you play, the more you can take in, provided you have unlocked wnough enough gear weight to take weapons.



* Permadeath: Present and accounted for. Failing any showdown forces you to restart from the beginning, you lose half the mercers in your inventory, and any weapons you were carrying and/or had collected in your safehouse are removed.
* PragmaticVillainy: 47 is treated as NominalHero here; the syndicates are essentially cults, terrorism networks, and many other groups that have members all over the globe, and he's only taking them down because he's getting paid to.

to:

* Permadeath: PlayerHeadquarters: The safehouse acts like one, complete with secret entrances to the bunker where you make plans and kit yourself out for missions.
* {{Permadeath}}:
Present and accounted for. Failing any showdown forces you to restart from the beginning, you lose half the mercers Merces in your inventory, and any weapons you were carrying and/or had collected in your safehouse are removed.
* PragmaticVillainy: 47 is treated as NominalHero here; the syndicates are essentially cults, childs traffiking operations, terrorism networks, and many other groups groups, all of which that have members all over the globe, and he's only taking them down because he's getting paid to.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
new page specifically for Freelancer.

Added DiffLines:

Tropes pertaining to ''VideoGame/Hitman3'' and its Freelancer game mode; a mode that breaks the mould so much from regular Hitman gameplay that we had to give it its own page.
----
* AmbiguousTimePeriod: While the developers confirmed that it takes place after the main campaign, it's unknown how long ago it was since those events took place.
* AndYourRewardIsClothes: Doing specific challenges unlocks new suits for you to wear in the base game and in Freelancer:
** The Gauze Suit is unlocked by completing the "I'm Back" Challenge, in that you [[spoiler:get injured or die during a campaign]]
* AKA47: As with the main game, no weapon in-game shares its name with its real-world counterpart, although in this case, most weapons are actually meant to be customised to look different from any real world counterpart anyway.
* AndYourRewardIsClothes: The inventory system from the base game is a part of the safehouse now, and by default, 47 will wear his signature suit unless you choose otherwise. You do have to unlock the room to let you do this, however, but it is the first unlock for the game mode.
* AntiFrustrationFeatures:
** Silent Assassin is relegated to a prestige objective here; it's not the be-all-end-all rating now. This allows players much more freedom in approach, instead of sticking to a loadout designed to get the above rating.
** The reward crate Diana gives you, despite the name, will always spawn regardless of if you failed or completed a mission, likely to give players a head start on a new run.
** The reward crate Diana gives you contains "Freelancer Tools", bespoke tools that have more utility and versatility in the game than what you pick up in the game.
** [=NPC's=] are not suspicious of you waving a camera in their face in showdown missions.
** Unlike in ''2016'' or ''2'', the game no longer requires players to do the "Silent Assassin" or "Sniper Assassin" challenges once per difficulty; doing a Silent Assassin run any difficulty will net the achievement and challenge for that level.
** Once you begin a showdown or a syndicate hit, you cannot back out, and quitting via the menu is considered failure. However, if you're disconnected from the internet or crash, you can start the level again without penalty. The devs even mention that using the tried-and-true Alt+F4 exploit was deliberately kept in.
** To ease the frustration of failing, you are able to permanently keep "Collectors Edition" tier of weapons when you fail a campaign, which will not be removed from your safehouse, unless they're on your person when you fail.
* ArtificialAtmosphericActions: The couriers and merchants all do this to look busy when someone other than 47 is watching them. You can also invoke this in the safehouse by shining shoes or drinking wine.
* ArtificialBrilliance: As per usual, IOI has improved the notoriously bad AI that plagued the older games:
** As per the main game, if 47 is found trespassing, he will be escorted out, except in certain situations.[[note]]He is visibly armed, is wearing a forbidden disguise, or the area is labelled "Hostile" on the minimap[[/note]]. Unless you have any of the "Silent Assassin" prestige objectives, this will not count against you either, unlike in the base game.
** In any of the hits, if the alarm is triggered, or you are outed, the target(s) will be escorted to their exit point. This will take a while to commence however, so the player can better deal with the rising situation.
* AreaOfEffect: The Oil canisters work like this; with 47 able to dump an oil puddle in a specific place and light it up by shooting at it.
* BadassInANiceSuit:
** The Suit Only prestige objectives involve completing an entire mission in your suit. There are two variations: Suit Only (complete the mission without changing out of your suit), and Silent Assassin, Suit Only (complete a mission without changing out of your suit, and do not get spotted).
* BalanceBuff: Between the Closed Technical Test (or "CTT" for short), [[https://www.ioi.dk/hitman-freelancer-from-ctt-to-launch/ there were several changes made to the balance of Freelancer]]:
** One of the main complaints of the [=CTT=] was that merces, the in-game economy currency, was too hard to earn, despiute the avenues presented to the player. On release, the amounts earned when picking up merces were changed to be 100 times bigger! (5 merces became 500 merces).
** Items disappearing from your safehouse after failing a campaign was a sticking point by players as it felt too punishing; this was changed so that, while weapons are still removed from the safehouse as before, a new tier of weapons called "Collectors Editions" were created to soften the blow, so as to get the player in a better spot when they start again.
** A very strange design choice in the [=CTT=] was that the merces gotten from completing a mission or showdown was done so via the optional objectives, on release, this was changed so that the player actually gets merces for completing the mission. The developers also noted that showdown mission have a higher payout as they noticed players didn't earn as many merces from completing the other objectives (likely due to the risk factor in doing so).
** In the [=CTT=], players failing showdown missions (and therefore Campaigns) by being spotted by Underground Lookouts felt very unfair as they informed all potential targets immediately. Now, there's a specific animation for them doing so, making being outed much less of an issue.
** It is no longer possible to use body containers to verify if a suspect is the target, and the developers added a merces punishment for eliminating a suspect that isn’t the target to disincentivize the strategy of killing all possible suspects.
** Killing civilians in the [=CTT=] is something that was arguably incentivised due to the relaxing of Silent Assassin and optional objectives that incetivised a loud approach; now there is a small merces punishment for killing civilians so as to not encourage players to go on rampages.
* A big complaint in the [=CTT=] was that the number of suspects was found to be too overwhelming the further you went into your run, this has been toned down.
* The stashes that are found in the levels have been tweaked so that they contain more valuable gear; to balance this out, there are now fewer stashes.
* BoringYetPractical: Quite a few:
** The Oil canister is quite easy to use, and so long as you know the routine of the target and have a vantage point, you are able to get a pretty clean fire-related kill.
** Any silenced firearm is tremendously useful, even the low-grade [=HWK21 Covert=] (the gun 47 makes in Carpathian mountians which is a paintcan atop the muzzle of a regular [=HWK=] pistol) is useful for shooting out camera's at least, while silenced shotguns work as opening doors silently without needing a lockpick.
* ColdSniper: Sniper rifles are often encouraged to be used, and there are several side objectives in the missions that ask you to kill guards with them for merces.
* ComplexityAddiction: It is possible, although unlikely to happen each time due to the [=RNG=], to try and go for every single side objective and complete your prestige objective, which can be quite complex, and oftentimes counterintuitive to regular hitman gameplay.
* CrowbarCombatant: Many of the levels have crowbars to forcefully open doors with, as well as to to knock someone out in a pinch. You can also unlock one as a freelancer tool.
* DistinctionWithoutADifference: Many of the variants of weapons are just copies of base-game weapons (even supposedly high-grade weapons like the [=HWK21=] Assassin Pistol is functionally identical to the [=ICA19=]).
* GameplayAndStorySegregation: None of the showdown suspects objects to 47 shoving a camera in their face, despite looking incredibly stupid in reality. Of course, averting this trope would make finding targets harder in an already hard mode.
* IFoughtTheLawAndTheLawWon: If you go openly loud, then the local law enforcement/guards will bring you down rather quickly on anything. Assassins are also deadly in their own right if you come across them in showdown missions.
* LeaveNoSurvivors: While it is just as possible to do as the main game, the developers added a 50 merce deduction penalty for killing civilians so you don't run around salting the earth of anyone who has seen you, and an exploit during the [=CTT=] was killing everyone that'd be of any trouble to you with no co9nsequences.
* {{Leitmotif}}: Snippets of "A World of Assassination" and "Mission Accomplished" can be heard in the loading screens between missions.
* MakeItLookLikeAnAccident: Just like in previous games, this is a viable way of eliminating the target(s). Even if the body is discovered when the target gets killed in an accident or with poison, it doesn't count against the "Bodies Found" section in the post-mission scoring.
* MasterOfDisguise: As per usual, disguising as someone to get close to your mark helps. Unlike in the base game however, you cannot choose where you start, meaning starting undercover is not possible.
* ModelMuseum: The safehouse lets you inspect weapons you have collected, allowing you to see their weapon specifications and information while spinning the gun around.
* MooksButNoBosses: In keeping with the rest of the "World of Assassination" trilogy, there are no boss fights or tougher-than-normal assassination targets, unlike the earlier games in the series. However, unlike the previous two "World of Assassination" games, the assassins are a bit harder to take down and do hit harder. The Showdowns could be considered bosses in some respects, but the game still prefers you to go for a stealthy approach.
* NewWorkRecycledGraphics: Much of the safehouse is using assets from Berlin (the tree's and rocks in particular), although the safehouse itself is uniquely modelled. Averted with the unlockable weapons and music, as those were made for the game mode.
* NintendoHard: Showdowns are very tricky; there are Lookouts that are more attentive to what you wear, assassins that follow suspects, the suspects themselves have a variety of meetings, and much of the gameplay here is to find out who is the real target.
* NoSell: Lookouts know everyone in the level, so you cannot fool them.
* NoGearLevel: You start off by having very little to take in, but the more you play, the more you can take in, provided you have unlocked wnough gear weight to take weapons.
* NothingIsTheSameAnymore: For the first time in the series, the ICA is no longer around, being dismantled after the events of the main campaign. The [=CTT=] briefing implied the ICA was being rebooted, but a later upload has removed all traces of such suggestions (likely as it would undermine the campaigns' ending). 47 and Diana go into missions with no stashes, no outside help, and it's up to you to kill the target in the campaign.
* OnlySixFaces: Averted for showdown missions; much of the gameplay is finding the target that has unique looks and tells (what they look like and what they do respectively), meaning their appearance is made in such a way so suspects have different defining features.
* Permadeath: Present and accounted for. Failing any showdown forces you to restart from the beginning, you lose half the mercers in your inventory, and any weapons you were carrying and/or had collected in your safehouse are removed.
* PragmaticVillainy: 47 is treated as NominalHero here; the syndicates are essentially cults, terrorism networks, and many other groups that have members all over the globe, and he's only taking them down because he's getting paid to.
* ReplayValue: Something the levels essentially require is for the player to be aware of various level tricks and spots on a map, meaning some level of this from the base game is required.
* SaveGameLimits: There is no saving in the mode; exiting out from the menus is considered failure of that mission. The only way to "save" is at the safehouse, which acts as a stopping point before the next mission, much like other RogueLike games.
* SceneryPorn: The safehouse has a gorgeous environment, with a large lake and a forest surrounding the house, and it all looks really nice to look at.
----

Top