Follow TV Tropes

Following

History Hitman3 / Hitman3Freelancer

Go To

OR

Is there an issue? Send a MessageReason:
None


* AndYourRewardIsInteriorDecorating: Almost every two mastery levels unlocks some kind of room or safehouse customisation feature to further personify your crib.

to:

* AndYourRewardIsInteriorDecorating: Almost every two mastery levels unlocks some kind of room or safehouse customisation feature to further personify your crib. There are also DLC's ("Street Art", "Makeshift", and "The Undying" packs) that can be purchased to give you more options.



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

to:

** The supply crate Diana gives you will always spawn regardless of if you failed or completed a mission, likely to give players a head start on a new run or the following mission.
** The supply crate and reward crate Diana gives you contains
mission. They also only contain "Freelancer Tools", bespoke tools that have more utility and versatility in the game than what you can normally pick up up.
** The player is able to reset their campaign at any time
in case they don't want to deal with any alerted levels the game.player may have spawned, or have locations they are otherwise no longer able to prepare for. It is however still considered failure of the campaign, so all the downsides are still present (losing half the total Merces earned, all freelancer tools are removed etc, again with exception of the Collector Edition Freelancer Tools).



** Bringing freelancer tools into regular missions is usually a risk/reward endeavour -- You risk losing them if you die, but the reward is that they are immensely helpful in various ways. However, failing a "High Alert" level or Syndicate showdown in any capacity removes everything on your person, as well as all the regular freelancer tools back at the safehouse, so for those missions, unless it's a perishable item (like the explosives, gas devices, electronic key hackers) the opposite is true; there's no downside in bringing as many freelancer tools in with you until you reach the gear cap, as if you fail, you'll lose those items regardless of if you took them or not, so you may as well go all-out.

to:

** Bringing freelancer tools Freelancer Tools into regular missions is usually a risk/reward endeavour -- You risk losing them if you die, but the reward in doing so is that they are become immensely helpful in various ways. However, failing a "High Alert" level or Syndicate showdown in any ''any'' capacity removes everything on your person, as well as all the regular freelancer tools Freelancer Tools back at the safehouse, so for those missions, unless it's a perishable item (like the explosives, gas devices, or electronic key hackers) the opposite is true; there's no downside in bringing in as many freelancer tools in with you Freelancer Tools into a level until you reach the gear cap, as if you fail, fail the mission, you'll lose those items regardless of if you took them or not, so you may as well go all-out.



* VirtualPaperDoll: One of the few persistent unlocks that's been carried over from the main game is your suit inventory, which is also accessed in the safehouse's wardrobes' mirrors. It's also akin to a dress up game as you can actually view your clothing selection in real time, instead of relying on a static inventory image. It's also the only thing you can leave in the field and never lose if you change out of your suit and into a disguise.
* TooAwesomeToUse: Many of the more aesthetically pleasing weapons, or even the higher rarity weapons, particularly 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 or two, especially in the [[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, perverting incentives to use them at all, ditto for the weapons you unlock through mastery or get via [=DLC=] as those have ''extra'' perceived value to the player (earned via mastery, and bought with real money respectively).

to:

* VirtualPaperDoll: One of the few persistent unlocks that's been carried over from the main game is your suit inventory, which is also accessed in the safehouse's wardrobes' mirrors. safehouses' wardrobe. It's also akin to a dress up game as you can actually view your clothing selection in real time, time instead of relying on a static inventory image. It's also the only thing you can leave in the field and never lose if you change out of your suit and into a disguise.
* TooAwesomeToUse: Many of the more aesthetically pleasing weapons, or even the higher tier rarity weapons, particularly weapons (particularly silenced weapons, guns), can often be a tricky prospect to take in, as if you fail a mission, you've essentially lost a valuable piece of kit or two, especially in the [[EarlyGameHell early-game]] where getting Merces and weapons is a case of managing your wallet thriftily. Even "Collectors Edition" Freelancer weapons Tools (which cost a lot of Merces to buy to begin with) get lost if you fail, perverting incentives to use them at all, those too, ditto for the weapons you unlock through mastery or get via [=DLC=] as those have ''extra'' perceived value to for the player (earned via mastery, and bought with real money respectively).
Is there an issue? Send a MessageReason:
None


** None of the showdown suspects objects to 47 shoving a camera in their face, doing donuts around their daily walk to check them out from all angles, despite how this would be incredibly suspicious or creepy in reality. Of course, averting this trope would make finding targets harder in an already hard mode, especially when some traits are very hard to check or confirm otherwise (Earrings can just be on one ear, necessitating checking both ears, for example). The closest the game comes to averting this is in alerted levels (and in showdowns, not all potential targets are necessarily absolutely going to be enforcers), but they're suspicious of 47's presence, not because of the camera.

to:

** None of the showdown suspects objects object to the player making 47 shoving shove a camera in their face, doing or do donuts around their daily them as they walk to check them out from all different angles, despite how this would be incredibly ''incredibly'' suspicious or and creepy in reality. Of course, averting this trope would make finding targets harder in an already hard mode, especially when some traits are very hard to check or confirm otherwise (Earrings can just be on one ear, Tattoo's can only be on one arm, necessitating checking both ears, ears and appendages, for example). The closest the game comes to averting this is in alerted levels (and in showdowns, Showdowns, not all potential targets are necessarily absolutely going to be enforcers), but they're suspicious of 47's presence, not because of the camera.

Added: 274

Changed: 2

Is there an issue? Send a MessageReason:
None


* 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.

to:

* 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 dilapidated 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.materials.
* DungeonShop: On each level, there is a supplier who will sell you any item they have available. While their selection is random per level, there ''is'' consistency in what you can get (Two large weapons, one - two pistols, two freelancer tools, two - three melee weapons).

Changed: 919

Removed: 217

Is there an issue? Send a MessageReason:
merged the two paragraphs, as it was kind of repeating itself. I'm also quite sure "Agent 47" itself is never said in dialogue.


* ContinuitySnarl: Diana still calls the player "47", despite the fact that, at the end of ''3'', he makes a big deal of how he outright wants to be named something else. This was likely kept in the game for the sake of GameplayAndStorySegregation -- it's a name players are familiar with, and makes it far easier to get invested in Diana and 47 as characters. "The Drop" Elusive Target (also set after the main campaign) would later do this as well, though Diana's wording in some of her lines implies it's a codename, rather than simply 47's name.
** As 47’s words in response to Diana calling him Agent 47 are that it’s not who he is anymore, rather than referring to the name specifically, he’s likely just referring to “Agent” part, as that was his identity for the past twenty years while being associated with the ICA, which no longer exists, and so he’s no longer an agent. It’s likely that he still identifies himself by his number as his name, and by the time of “The Drop”, has accepted being referred to as “Agent” again as he is now specifically Diana’s agent.
* CrowbarCombatant: Many of the levels have crowbars to forcefully open doors with- most often rusted variants of the original- as well as to knock someone out in a pinch. You can also unlock one as a freelancer tool.

to:

* ContinuitySnarl: Diana 47 is still calls the player "47", called as such by Diana, despite the fact that, at the end of ''3'', he makes a big deal of how he outright wants doesn't want to be named something else. This called "Agent 47" anymore, as that was likely kept in his name when he was at the game for the sake of ICA. It's possible GameplayAndStorySegregation -- is at play here too; it's a name players are familiar with, and makes it far easier to get invested in Diana and 47 as characters. characters, though it's likely 47 may just be referring to the "Agent" part, however. "The Drop" Elusive Target (also set after the main campaign) would later do make this more explicit, as well, though Diana's wording Diana calls him "Agent" in some one of her lines implies their voice lines, implying it's a codename, rather than simply 47's name.
** As 47’s words in response to Diana calling him Agent 47 are that it’s not who he is anymore, rather than referring to the
name specifically, he’s likely just referring to “Agent” part, as that was his identity for the past twenty years while being associated with the ICA, which no longer exists, and so he’s no longer an agent. It’s likely that he still identifies himself by his number as his name, and by the time of “The Drop”, has accepted being referred to as “Agent” again as he is now specifically Diana’s agent.
outright.
* CrowbarCombatant: Many of the levels have crowbars to forcefully open doors with- with, most often rusted variants of the original- original, as well as to knock someone out in a pinch. You can also unlock one as a freelancer tool.
Is there an issue? Send a MessageReason:
None


** As 47’s words in response to Diana calling him Agent 47 are that it’s not his name anymore, he’s likely just referring to the “Agent” part, as that was his identity while being associated with the ICA, which no longer exists, and so he’s no longer an agent. It’s likely that he still identifies himself by his number, and by the time of “The Drop”, has accepted being referred to as “Agent” again as he is now specifically Diana’s agent.

to:

** As 47’s words in response to Diana calling him Agent 47 are that it’s not his name who he is anymore, rather than referring to the name specifically, he’s likely just referring to the “Agent” part, as that was his identity for the past twenty years while being associated with the ICA, which no longer exists, and so he’s no longer an agent. It’s likely that he still identifies himself by his number, number as his name, and by the time of “The Drop”, has accepted being referred to as “Agent” again as he is now specifically Diana’s agent.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** As 47’s words in response to Diana calling him Agent 47 are that it’s not his name anymore, he’s likely just referring to the “Agent” part, as that was his identity while being associated with the ICA, which no longer exists, and so he’s no longer an agent. It’s likely that he still identifies himself by his number, and by the time of “The Drop”, has accepted being referred to as “Agent” again as he is now specifically Diana’s agent.

Changed: 11

Removed: 3257

Is there an issue? Send a MessageReason:
moved Balance Buff to trivia page for What Could Have Been as that is more relevant to the CTT.


* 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, 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).
** Weapons disappearing from your safehouse after failing a campaign was a sticking point by players as it felt too punishing (and was also inconsistently applied during the [=CTT=]); this was changed so that weapons are not removed if you fail, only Freelancer tools are. The developers also created a tier of Freelancer tools called "Collectors Editions", specifically created to soften the 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 starting point when they start again.
** A very strange design choice in the [=CTT=] was that the Merces gotten from completing a mission or showdown was '''entirely''' paid out via the optional objectives. On release, this was changed so that the player actually gets at least a small, base amount of Merces for completing the mission, even if they make no effort to complete any of the side objectives - though you still have to beat the optional objectives if you want to make the ''most'' money. 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 increased risk factors involved 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. Additionally, the developers added a 1,000 Merces punishment for eliminating a suspect that wasn't the target, stopping players from just shooting each one in the head on sight and skipping the info-gathering entirely.
** 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, or to at least keep the collateral damage to a minimum - and taking out a guard confers no monetary punishment at all, allowing you to defend yourself in a shootout or strategically take out guards without having to consider the profit/loss.
** 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, and the number has been toned down a bit - though you'll still have four, six or nine to deal with based on how far in you've gotten.
** 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.



* 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 in the level. This was in response to an exploit during the [=CTT=] that had players killing everyone that'd be of any trouble to you with no consequences. Note that guards are still considered fair game.

to:

* LeaveNoSurvivors: While it is just as possible to do as the main game, the developers added a 50 Merce deduction Merces penalty for killing civilians so you don't run around salting the earth of anyone who has seen you in the level. This was in response to an exploit during the [=CTT=] that had players killing everyone that'd be of any trouble to you with no consequences. Note that guards are still considered fair game.
Is there an issue? Send a MessageReason:
None


** The Fiber Wire, despite having its own objective, is not only fairly hard to use in practice, but the weapon itself is superseded by other free variants. In the former, the objective relies on isolating targets, which greatly depends on the mission and Target [=RNG=], and even using emetic devices to force an isolation opportunity does not guarantee that they will throw up in the toilets, and instead the target may just head for the nearest bin (unlike base-game targets, Freelancers' targets are not subject to the "Toilet fix" that affects all non-freelancer targets from 2022). Even the weapon itself is quite rare to find via suppliers, so the Stethoscope and Fishing Line supersedes it, as they are both free to find (either from the safehouse or when in a level), can be unlocked in early stages of Mastery, they count towards the same objectives as the regular Fiber Wire, and its onw downside is that it only costs one extra gear weight to carry versus the original, which isn't really a downside even when stuck in EarlyGameHell where the players' gear weight is smaller.

to:

** The Fiber Wire, despite having its own objective, is not only fairly hard to use in practice, but the weapon itself is superseded by other free variants. In the former, the objective relies on isolating targets, which greatly depends on the mission and Target [=RNG=], and even using emetic devices to force an isolation opportunity does not guarantee that they will throw up in the toilets, and instead the target may just head for the nearest bin (unlike base-game targets, Freelancers' targets are not subject to the "Toilet fix" that affects all non-freelancer targets from 2022). Even the weapon itself is quite rare to find via suppliers, so the Stethoscope and Fishing Line supersedes it, as they are both free to find (either from the safehouse or when in a level), can be unlocked in early stages of Mastery, they count towards the same objectives as the regular Fiber Wire, and its onw one downside is that it only costs one extra gear weight to carry versus the original, which isn't really a downside even when stuck in EarlyGameHell where the players' gear weight is smaller.

Added: 770

Changed: 352

Is there an issue? Send a MessageReason:
None


** The basic Sieger 300 sniper rifle has the same downside as the Druzhina, in that it requires building before use, has no additional perks (asides from being silenced), and while it is still good if you're out of other sniping options, any other Sieger 300 variant is better, as they can be instantly used, have unique perks (such as body piercing or extra zoom levels for the scope), or can be nigh-instantly unpacked.
** The Fiber Wire, despite having its own objective, is not only fairly hard to use in practice, but the weapon itself is superseded by other free variants. In the former, the objective relies on isolating targets, which greatly depends on the mission and Target [=RNG=], and even using emetic devices to force an isolation opportunity does not guarantee that they will throw up in the toilets, and instead they may just head for the nearest bin (unlike base-game targets, Freelancers' targets are not subject to the "Toilet fix" from 2022). The weapon itself is fairly rare to find via suppliers, and the stethoscope and Fishing Line (both available to get from the safehouse or in a level) are free, can be unlocked in early stages of Mastery, counts toward the same objectives, and only costs one extra gear weight to carry, which isn't much of a downside.

to:

** The basic Sieger 300 sniper rifle has the same downside as the Druzhina, in that it requires building before use, has no additional perks (asides from being silenced), and while it is still good if you're out of other sniping options, any other Sieger 300 variant is better, as they can be instantly used, are straight upgrades, as they have unique perks (such as body piercing or extra zoom levels for the scope), or can be nigh-instantly unpacked.
unpacked for immediate use.
** The Fiber Wire, despite having its own objective, is not only fairly hard to use in practice, but the weapon itself is superseded by other free variants. In the former, the objective relies on isolating targets, which greatly depends on the mission and Target [=RNG=], and even using emetic devices to force an isolation opportunity does not guarantee that they will throw up in the toilets, and instead they the target may just head for the nearest bin (unlike base-game targets, Freelancers' targets are not subject to the "Toilet fix" that affects all non-freelancer targets from 2022). The Even the weapon itself is fairly quite rare to find via suppliers, and so the stethoscope Stethoscope and Fishing Line (both available supersedes it, as they are both free to get find (either from the safehouse or when in a level) are free, level), can be unlocked in early stages of Mastery, counts toward they count towards the same objectives, objectives as the regular Fiber Wire, and its onw downside is that it only costs one extra gear weight to carry, carry versus the original, which isn't much really a downside even when stuck in EarlyGameHell where the players' gear weight is smaller.
** Proximity Explosives tend to be outclassed by their Remote variants. They let the player afford the opportunity to move to a safe area away from guards before detonating, not to mention being able to be stuffed in a briefcase without almost immediately detonating, and thus tend to be more versatile. By comparison, Proximity explosives are one-use and require careful planning, placing and/or throwing, as well as a viable exit strategy once it detonates, which can be a hassle. It doesn't help that the duck-variants look identical to their remote variants in all but color, so if the player is not paying attention, they can accidentally take it from the safehouse in place
of a downside.the remote variants, or worse, accidentally detonate it, killing them or anyone nearby.
Is there an issue? Send a MessageReason:
None


** In New York, you are able to "Extract Merces" from the vault by partially pulling out the data core, and the developers went back and added up to 6,000 Merces if you do this. There are several Merces stashes in deposit boxes too. Interestingly enough, The EasterEgg involving the bank robber disguise also works here, and will award you the [=Golden 12G Shotgun=] (a ''very'' rare Legendary shotgun unlock), as well as disabling the lasers, if you know how to do it.

to:

** In New York, you are able to "Extract Merces" from the vault by partially pulling out the data core, and the developers went back and added up to 6,000 Merces if you do this. There are several Merces stashes in deposit boxes too. Interestingly enough, The the EasterEgg involving the bank robber disguise also works here, and here if you know how to do it, and, once completed, will award you the player the [=Golden 12G Shotgun=] (a ''very'' rare Legendary shotgun unlock), as well as disabling the lasers, if lasers so you know how to do it.can exit the vault more easily.
Is there an issue? Send a MessageReason:
None


** In New York, you are free to rob the vault for Merces, as the developers went back and added up to 5,000 Merces for you to snag, by pulling out the data core, and there are several Merces stashes in deposit boxes. The EasterEgg involving the bank robber also works too, netting you a Legendary shotgun unlock if you know how to do it.

to:

** In New York, you are free able to rob "Extract Merces" from the vault for Merces, as by partially pulling out the data core, and the developers went back and added up to 5,000 6,000 Merces for if you to snag, by pulling out the data core, and there do this. There are several Merces stashes in deposit boxes. boxes too. Interestingly enough, The EasterEgg involving the bank robber disguise also works too, netting here, and will award you a the [=Golden 12G Shotgun=] (a ''very'' rare Legendary shotgun unlock unlock), as well as disabling the lasers, if you know how to do it.

Changed: 1374

Removed: 587

Is there an issue? Send a MessageReason:
None



* BountyHunter: What 47 sort of is now, in addition to being a hitman. With no more ICA to turn to for eliminating dangerous criminals, clients looking for justice against crime syndicates now resort to placing open contracts or bounties on the dark web for anyone to take up and either kill or apprehend the syndicate leaders. Agent 47, newly unemployed and now a freelance assassin looking for work, accepts the contracts and pursues the bounties on the heads of the leaders, and with his background as a hitman, he just goes straight to killing the criminals and collecting the money.

to:

\n* BountyHunter: What 47 sort of is now, Essentially 47's new role in this mode, in addition to being a hitman. hitman for hire. With no more the ICA destroyed, clients have nowhere to turn to for eliminating dangerous criminals, and clients looking for justice against crime syndicates now resort to placing open contracts or bounties on the dark web for anyone to take up and either kill or apprehend the syndicate leaders. Agent 47, newly unemployed and now a freelance assassin looking for work, has Diana filter through the contracts, and 47 accepts the contracts them and pursues the bounties on the heads of the leaders, and with his background as a hitman, he just goes straight to killing the criminals and collecting the money.
money.



** This is the first time in the franchise where 47 and Diana do not work for, nor try to 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 ''Blood Money'' where 47 has his own PlayerHeadquarters, instead this time it's a full-blown safehouse instead of what looks like a basement 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 roguelike-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 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), back in the long run). In this is mode, 47 and Diana are taking on contracts as freelance assassins, with none of the [=ICA's=] resources to help them.
** This is the first time since ''Blood Money'' where 47 has had his own PlayerHeadquarters, instead this time it's a full-blown safehouse instead of what looks looked like a basement 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 change to being a roguelike-esque game mode (For the curious, Traceless ICA assassin is the highest the rating will go now).now, even if you qualify for Silent Assassin).



* ContinuingIsPainful: Failing any alerted territory or showdown forces you to restart from the beginning, you lose half the Merces you had accrued, and any weapons you were carrying (as well as all regular freelancer tools) are removed.

to:

* ContinuingIsPainful: Failing any alerted territory or showdown forces you to restart from the beginning, you lose half the Merces you had accrued, and any weapons you were carrying (as well as all regular freelancer tools) are also removed.



** 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[[/labelnote]] 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[[/labelnote]] and one of scientists from that level.on it.



* ContinuitySnarl: Diana still calls the player "47", despite the fact that, at the end of ''3'', he makes a big deal of how he outright wants to be named something else. This was likely kept in the game for the sake of GameplayAndStorySegregation -- it's a name players are familiar with, and makes it far easier to get invested in Diana's character.

to:

* ContinuitySnarl: Diana still calls the player "47", despite the fact that, at the end of ''3'', he makes a big deal of how he outright wants to be named something else. This was likely kept in the game for the sake of GameplayAndStorySegregation -- it's a name players are familiar with, and makes it far easier to get invested in Diana and 47 as characters. "The Drop" Elusive Target (also set after the main campaign) would later do this as well, though Diana's character.wording in some of her lines implies it's a codename, rather than simply 47's name.



* MoneyForNothing: Merces become this the more you play, around Mastery 40, as you leave EarlyGameHell, and start to be able to afford most guns and Freelancer tools and still earn enough from safes, couriers and objectives (not to mention the contracts' base payout) to subsidize most of those costs. Merces get to the point of being only useful for getting tools back after failing a hit or campaign, so they're never COMPLETELY useless, but you won't have much to spend them on once you're fully stocked.

to:

* MoneyForNothing: Merces become this the more you play, around Mastery 40, as you leave EarlyGameHell, and start to be able to afford most guns and Freelancer tools and still earn enough from safes, couriers and objectives (not to mention the contracts' base payout) to subsidize most of those costs. Merces get to the point of being only useful for getting tools back after failing a hit or campaign, so they're never COMPLETELY entirely useless, but it still comes with the issue with having more money thank you won't have much know what to spend them on once you're fully stocked.do with. There ''is'' a prestige system to alleviate this, but even that only works five times (and each reset ''increases'' Merces and [=XP=] payouts).
Is there an issue? Send a MessageReason:
None


* BountyHunter: What 47 sort of is now, in addition to being a hitman. With no more International Contract Agency to turn to for eliminating dangerous criminals, clients looking for justice against crime syndicates now resort to placing open contracts or bounties on the dark web for anyone to take up and either kill or apprehend the syndicate leaders. Agent 47, newly unemployed and now a freelance assassin looking for work, accepts the contracts and pursues the bounties on the heads of the leaders, and with his background as a hitman, he just goes straight to killing the criminals and collecting the money.

to:

* BountyHunter: What 47 sort of is now, in addition to being a hitman. With no more International Contract Agency ICA to turn to for eliminating dangerous criminals, clients looking for justice against crime syndicates now resort to placing open contracts or bounties on the dark web for anyone to take up and either kill or apprehend the syndicate leaders. Agent 47, newly unemployed and now a freelance assassin looking for work, accepts the contracts and pursues the bounties on the heads of the leaders, and with his background as a hitman, he just goes straight to killing the criminals and collecting the money.

Added: 613

Removed: 613

Is there an issue? Send a MessageReason:
None


* BountyHunter: What 47 sort of is now, in addition to being a hitman. With no more International Contract Agency to turn to for eliminating dangerous criminals, clients looking for justice against crime syndicates now resort to placing open contracts or bounties on the dark web for anyone to take up and either kill or apprehend the syndicate leaders. Agent 47, newly unemployed and now a freelance assassin looking for work, accepts the contracts and pursues the bounties on the heads of the leaders, and with his background as a hitman, he just goes straight to killing the criminals and collecting the money.


Added DiffLines:


* BountyHunter: What 47 sort of is now, in addition to being a hitman. With no more International Contract Agency to turn to for eliminating dangerous criminals, clients looking for justice against crime syndicates now resort to placing open contracts or bounties on the dark web for anyone to take up and either kill or apprehend the syndicate leaders. Agent 47, newly unemployed and now a freelance assassin looking for work, accepts the contracts and pursues the bounties on the heads of the leaders, and with his background as a hitman, he just goes straight to killing the criminals and collecting the money.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BountyHunter: What 47 sort of is now, in addition to being a hitman. With no more International Contract Agency to turn to for eliminating dangerous criminals, clients looking for justice against crime syndicates now resort to placing open contracts or bounties on the dark web for anyone to take up and either kill or apprehend the syndicate leaders. Agent 47, newly unemployed and now a freelance assassin looking for work, accepts the contracts and pursues the bounties on the heads of the leaders, and with his background as a hitman, he just goes straight to killing the criminals and collecting the money.

Added: 801

Changed: 2281

Is there an issue? Send a MessageReason:
way, WAAAAY too long. This ain't Game FAQ's.


* DiscOneNuke: While the Assassin's [=HWK21=] pistol isn't too powerful, and is eventually outclassed by other weapons, you can easily obtain one from an early showdown mission by luring and knocking out an assassin. Having a silent firearm of any kind can be a game-changer when you're still starting out and can't buy one.
** The Vault on New York serves as this too for how it allows you to build up merces quickly. Breaking into the vault requires no gear and no disguises[[note]]For any spawn except garage (which skips straight to the end), head to the lobby, head east to the guard checkpoint, hop the fence on the right out of the guard's line of sight, climb around to the right, drop, go downstairs, hang a left past the guard and the woman cleaning up the mess, hang a left into IT, go to the left corner of the desk on the far wall, grab the key, open the IT closet, disable the Vault security, knock out the Vault guard who comes, take his keycard, leave IT and head left through the gold gate, use the keycard on the glass door, hug the right wall and sneak around behind the guard room to the AC control, turn it on, hide behind the door, knock out the guard who comes, take his keys, go open the wall box on the far right doorway in the room he was guarding, take the chloroform, go out to the AC, head into the garage, put the chloroform on the vent, turn on the AC, turn it off, go in, get the key the guard dropped, open the safe on the wall, take the keycard, open the vault button, open the vault. Even if you set off security in the vault just leave and come back in like minute when [[TheGuardsMustBeCrazy the guards get bored and leave]][[/note]] and nets 6000 merces (As much as the [[NintendoHard Silent Assassin-Suit Only]] Bonus Objective) without any risk or inconvenience to the player. Because you only lose half your Merces on a campaign failure that means as long as you finish the New York map, even without doing any objectives, you're already half way to affording basically anything you could want from a supplier. Only picking campaigns that have New York in them is a ludicrously fast way to afford every tool and gun in the game.

to:

* DiscOneNuke: DiscOneNuke:
**
While the Assassin's [=HWK21=] pistol isn't too powerful, and is eventually outclassed by other weapons, you can easily obtain one from an early showdown mission by luring and knocking out an assassin. Having a silent firearm of any kind can be a game-changer when you're still starting out and can't buy one.
** The Vault on New York serves as this too for how it allows you players to build up merces quickly. Breaking Merces quickly as breaking into the vault often requires no gear little-to-no gear, and no disguises[[note]]For any spawn except garage (which skips straight to the end), head to the lobby, head east to the guard checkpoint, hop the fence on the right out of the guard's line of sight, climb disguise is needed as sneaking around to the right, drop, go downstairs, hang a left past the guard is enough, and the woman cleaning up the mess, hang a left into IT, go to the left corner of the desk on the far wall, grab the key, open the IT closet, disable the Vault security, knock out the Vault guard who comes, take his keycard, leave IT and head left through the gold gate, use the keycard on the glass door, hug the right wall and sneak around behind the guard room to the AC control, turn it on, hide behind the door, knock out the guard who comes, take his keys, go open the wall box on the far right doorway in the room he was guarding, take the chloroform, go out to the AC, head into the garage, put the chloroform on the vent, turn on the AC, turn it off, go in, get the key the guard dropped, open the safe on the wall, take the keycard, open the vault button, open the vault. Even if you set off security in the vault just leave and come back in like minute when [[TheGuardsMustBeCrazy the guards get bored and leave]][[/note]] and nets 6000 merces the player 5-6000 Merces (As much as the [[NintendoHard Silent Assassin-Suit Only]] Bonus Objective) without any risk or inconvenience to Objective). The only catch is that the player. Because vault lasers ''cannot'' be turned off, requiring precise timing or fast running. And because you only lose half your Merces on a campaign failure failure, that means as long as you finish the New York map, even without doing any objectives, you're already half way to affording basically anything you could want from a supplier. lots of items. Only picking campaigns that have New York in them is a ludicrously fast way to afford every tool and gun in the game.game, and is also the only location IOI have had to modify to curb this tactic.
Is there an issue? Send a MessageReason:
seriously, new york is so OP

Added DiffLines:

** The Vault on New York serves as this too for how it allows you to build up merces quickly. Breaking into the vault requires no gear and no disguises[[note]]For any spawn except garage (which skips straight to the end), head to the lobby, head east to the guard checkpoint, hop the fence on the right out of the guard's line of sight, climb around to the right, drop, go downstairs, hang a left past the guard and the woman cleaning up the mess, hang a left into IT, go to the left corner of the desk on the far wall, grab the key, open the IT closet, disable the Vault security, knock out the Vault guard who comes, take his keycard, leave IT and head left through the gold gate, use the keycard on the glass door, hug the right wall and sneak around behind the guard room to the AC control, turn it on, hide behind the door, knock out the guard who comes, take his keys, go open the wall box on the far right doorway in the room he was guarding, take the chloroform, go out to the AC, head into the garage, put the chloroform on the vent, turn on the AC, turn it off, go in, get the key the guard dropped, open the safe on the wall, take the keycard, open the vault button, open the vault. Even if you set off security in the vault just leave and come back in like minute when [[TheGuardsMustBeCrazy the guards get bored and leave]][[/note]] and nets 6000 merces (As much as the [[NintendoHard Silent Assassin-Suit Only]] Bonus Objective) without any risk or inconvenience to the player. Because you only lose half your Merces on a campaign failure that means as long as you finish the New York map, even without doing any objectives, you're already half way to affording basically anything you could want from a supplier. Only picking campaigns that have New York in them is a ludicrously fast way to afford every tool and gun in the game.
Is there an issue? Send a MessageReason:
None


* VirtualPaperDoll: One of the few persistent unlocks that carry over from the main game is your suit inventory, which is also made more akin to a dress up game as you can actually view your clothing selection in real time, instead of relying on an inventory image.

to:

* VirtualPaperDoll: One of the few persistent unlocks that carry that's been carried over from the main game is your suit inventory, which is also made more accessed in the safehouse's wardrobes' mirrors. It's also akin to a dress up game as you can actually view your clothing selection in real time, instead of relying on an a static inventory image.image. It's also the only thing you can leave in the field and never lose if you change out of your suit and into a disguise.

Added: 265

Changed: 43

Is there an issue? Send a MessageReason:
None


* BlingBlingBang: Many of the customised weapons for the mode, such as the Assassins' [=HWK21=] Pistol, or the unlockable "Ornamental" and "Ancestral" line of weapons you gain from safehouse mastery, count as this. They are ostentatious and look very fancy. Once unlocked, they are also unlocked in the main games' inventory select too, which the game doesn't actually tell you about.

to:

* BlingBlingBang: Many of the customised weapons for the mode, such as the Assassins' [=HWK21=] Pistol, or the unlockable "Ornamental" and "Ancestral" line of weapons you gain from safehouse mastery, count as this. They are ostentatious and look very fancy. Once unlocked, they are also unlocked available to use in the main games' inventory select screen too, which the game strangely doesn't actually tell you about.you.


Added DiffLines:

* VirtualPaperDoll: One of the few persistent unlocks that carry over from the main game is your suit inventory, which is also made more akin to a dress up game as you can actually view your clothing selection in real time, instead of relying on an inventory image.
Is there an issue? Send a MessageReason:
None


** The loading screen has now changed game-wide, and is now a black world map with location pings of stylised ICA logo's showing all the locations of the hits in the trilogy, and are consistent with previous information (Sapienza's location is consistent with "The Authors'" briefing, for example).

to:

** The loading screen has now changed game-wide, and game-wide; the new version is now a black world map with location pings of stylised ICA logo's logos showing all the locations of the hits in the trilogy, and are consistent with previous information (Sapienza's location is consistent with "The Authors'" briefing, for example).



** One of the living room cosmetics has a copy of the Cassandra Snow novel on a tea table; the novel Craig Black writes in the "Patient Zero" campaign (which 47 also keeps a copy of when flying to the following mission in said campaign).
** One of the living room cosmetics has a newspaper from Whittleton Creek that you can reach, which details a corruption scandal involving Charles Blake III, alongside the tragic deaths of Robert and Sierra Knox.

to:

** One of the living room cosmetics has a copy of the Cassandra Snow novel on a tea table; the novel Craig Black writes mentioned in the ''3'''s "Patient Zero" campaign (which 47 also keeps a copy of when flying to the following mission in said campaign).
campaign.
** One of the living room cosmetics has a newspaper from Whittleton Creek that you can reach, which details a corruption scandal involving Charles Blake III, alongside as well as the tragic deaths of Robert and Sierra Knox.



* ContinuitySnarl: Diana still calls the player "47", despite the fact that, at the end of ''3'', he makes a big deal of how he outright wants to be named something else. This was likely kept in the game for the sakes of GameplayAndStorySegregation -- having Diana call him that in dialog is a name players would be familiar with, and making it far easier to get invested in Diana's character.
* 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.

to:

* ContinuitySnarl: Diana still calls the player "47", despite the fact that, at the end of ''3'', he makes a big deal of how he outright wants to be named something else. This was likely kept in the game for the sakes sake of GameplayAndStorySegregation -- having Diana call him that in dialog is it's a name players would be are familiar with, and making makes it far easier to get invested in Diana's character.
* CrowbarCombatant: Many of the levels have crowbars to forcefully open doors with, with- most often rusted variants of the original, original- as well as to to knock someone out in a pinch. You can also unlock one as a freelancer tool.



** Any player expecting the game mode to play like the base game does is going to get a '''massive''' shock to their gameplay senses. While Silent Assassin is still in this mode, it's relegated to a side objective (albeit one of the most common the game chooses), several aspects of the game require more quick thinking, and going openly loud is a viable option here, and 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, avoiding guards when trespassing in a restricted area, or simply destroying security footage) isn't strictly necessary in most cases.
** The locations of various items and weapons that would normally be guaranteed to show up in given location are oftentimes not present, been replaced with rusted variants, or have been switched around, sometimes even on specific [=NPC's=]. Unless you've played the Freelancer-specific map variant before, you have no way of knowing where and when this could have been applied to. You can, of course buy Freelancer Tools that serve their purpose by buying them for a token amount of Merces at a supplier. In addition, even if you've learned where items are on the Freelancer version of the map, even more of the tools are removed if the territory is alerted.

to:

** Any player expecting the game mode to play like the base game does is going to get a '''massive''' shock to their gameplay senses. shock. While Silent Assassin is still in this mode, it's relegated to a side objective (albeit one of the most common the game chooses), objective, several aspects of the game require more quick thinking, and going openly loud is a viable option here, and it's all but here- even ''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, avoiding guards when trespassing in a restricted area, or simply destroying security footage) isn't aren't strictly necessary in most cases.
necessary.
** The locations of various items and weapons that would normally be guaranteed to show up in a given location are oftentimes not present, been replaced with rusted variants, or have been switched around, sometimes even on specific [=NPC's=]. Unless you've played the Freelancer-specific map variant before, you have no way of knowing where and when this could have been applied to. You can, of course buy Freelancer Tools that serve their purpose by buying them for a token amount of Merces at a supplier. In addition, even if you've learned where items are on the Freelancer version of the map, even more of the tools are removed if the territory is alerted.
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]].

to:

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



** 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, though the game doesn't list these examples specifically.

to:

** The "Katana Kill" prestige objective, despite the name, does not ''does not'' require a katana to complete, other Japanese swords and knives, such as the Masumune or Tanto, also qualify work in completing the objective, though the game doesn't list these examples specifically.
Is there an issue? Send a MessageReason:
None


** The "Cold Feet" challenge asks the player to leave any mission 30 times. While this challenge is meant to be gained slowly and is a last resort, the challenge, counter-intuitively, is fairly easy to complete. The downside of exiting early (alerting all other territories) is superfluous as you are free to repeatedly leave on all the missions except Showdowns (as exiting on those is considered failure of the whole campaign), so if the player wishes, they can choose to ''only'' do the showdowns of a few campaigns, and complete the challenge quicker than intended.
Is there an issue? Send a MessageReason:
None


** The "Cold Feet" challenge asks the player to leave any mission 30 times. While this meant to be gained naturally and slowly, the challenge, counter-intuitively, is fairly easy to complete. The downside of alerting all other territories is superfluous as you are free to repeatedly leave on all the missions except Showdowns (as exiting on those is considered failure of the campaign), so if the player wishes, they can choose to ''only'' do the showdowns of a few campaigns, and be quicker at completing the challenge than intended.

to:

** The "Cold Feet" challenge asks the player to leave any mission 30 times. While this challenge is meant to be gained naturally slowly and slowly, is a last resort, the challenge, counter-intuitively, is fairly easy to complete. The downside of alerting exiting early (alerting all other territories territories) is superfluous as you are free to repeatedly leave on all the missions except Showdowns (as exiting on those is considered failure of the whole campaign), so if the player wishes, they can choose to ''only'' do the showdowns of a few campaigns, and be quicker at completing complete the challenge quicker than intended.

Added: 535

Changed: 43

Is there an issue? Send a MessageReason:
None


** 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, as the objective isn't counted as completed if you've nailed the wrong guy.
** The "Distract Target" objective is shockingly easy to complete; Agent 47 just has to run into each suspect in turn until it triggers as completed. Of course, it's not advised to do this on targets that are enforcers, but even a thrown distraction serves the same purpose.

to:

** 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, as the objective isn't counted as completed if you've nailed the wrong guy.
guy or gal.
** The "Distract Target" objective is shockingly easy to complete; Agent 47 just has to run into each suspect in turn suspect, or hell, stand very close to them, until it triggers as completed. Of course, it's not advised to do this on targets that are enforcers, but even a thrown distraction serves the same purpose.purpose.
** The "Cold Feet" challenge asks the player to leave any mission 30 times. While this meant to be gained naturally and slowly, the challenge, counter-intuitively, is fairly easy to complete. The downside of alerting all other territories is superfluous as you are free to repeatedly leave on all the missions except Showdowns (as exiting on those is considered failure of the campaign), so if the player wishes, they can choose to ''only'' do the showdowns of a few campaigns, and be quicker at completing the challenge than intended.
Is there an issue? Send a MessageReason:
None


** The Fiber Wire, despite having its own objective, is fairly hard to use. The weapon relies on isolating targets, and that greatly depends on mission and Target [=RNG=], and even using emetic devices to isolate them does not guarantee the target will throw up in the toilets (unlike base-game targets, Freelancers' targets are not subject to the "Toilet fix" from 2022). The weapon itself is fairly rare to find via suppliers, and the stethoscope (available from the infirmary in the safehouse) is free and only costs one extra gear weight to carry, so unless you have a low gear limit cap, the Fiber Wire is superseded both gameplay-wise and planning-wise.

to:

** The Fiber Wire, despite having its own objective, is not only fairly hard to use. The use in practice, but the weapon itself is superseded by other free variants. In the former, the objective relies on isolating targets, and that which greatly depends on the mission and Target [=RNG=], and even using emetic devices to isolate them force an isolation opportunity does not guarantee the target that they will throw up in the toilets toilets, and instead they may just head for the nearest bin (unlike base-game targets, Freelancers' targets are not subject to the "Toilet fix" from 2022). The weapon itself is fairly rare to find via suppliers, and the stethoscope (available and Fishing Line (both available to get from the infirmary safehouse or in a level) are free, can be unlocked in early stages of Mastery, counts toward the safehouse) is free same objectives, and only costs one extra gear weight to carry, so unless you have which isn't much of a low gear limit cap, the Fiber Wire is superseded both gameplay-wise and planning-wise.downside.
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.

to:

** 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.objective, though the game doesn't list these examples specifically.



** Interacting with any hiding spot container in any way but hiding a body, including getting out of it, will reset your "Hide n Seek" timer, meaning you don't have to get out of your current hiding spot with 10 seconds to spare just to get back in if you're using it for a reason '''other''' than resetting the timer.

to:

** Interacting If you have a "Hide n Seek" objective, interacting with any hiding spot container in any way but (except for hiding a body, body) including getting out of it, will reset your "Hide n Seek" timer, meaning you don't have to get out of your current the hiding spot with 10 seconds to spare just to get back in if you're using it for a reason '''other''' than resetting container, will reset the timer.timer. The timer will also reset if you either enter or exit the hiding spot container too.



** Timed objectives fail if you do not kill your target in the time limit, not at the end of the mission - so once your targets are down, you can take your time with any remaining objectives that don't play nice with a timer.

to:

** Timed objectives only fail if you do not kill your target in within the imposed time limit, not at the end of the mission - so once you have eliminated your targets are down, targets, you can take your time with any remaining objectives that don't play nice with a timer.



* ContinuitySnarl: Diana still calls the player "47", despite the fact that, at the end of ''3'', he makes a big deal of how he outright wants to be named something else. This was likely kept in the game for the sakes of GameplayAndStorySegregation -- having Diana call him that in dialog is a name players would be familiar with, and making it far easier to get invested in the conversation. Alternatively, she could be doing it out of habit, having known him by that name for so long.

to:

* ContinuitySnarl: Diana still calls the player "47", despite the fact that, at the end of ''3'', he makes a big deal of how he outright wants to be named something else. This was likely kept in the game for the sakes of GameplayAndStorySegregation -- having Diana call him that in dialog is a name players would be familiar with, and making it far easier to get invested in the conversation. Alternatively, she could be doing it out of habit, having known him by that name for so long.Diana's character.



** Some of the base game safes contain a small amount of Merces, including Rico Delgado's in Colombia and Don Yates' in Mendoza.

to:

** Some of the base game safes contain a small amount of Merces, Merces if you know how to open them, including Rico Delgado's safe in Colombia and Don Yates' safe in Mendoza.
Is there an issue? Send a MessageReason:
None


** [=NPC's=] are not suspicious of you waving a camera in their face in showdown missions.

to:

** [=NPC's=] are not suspicious of you waving a camera in their face in showdown missions.missions (though if you've alerted the territory, they may well be suspicious of you, camera or no camera).



** Timed objectives fail if you do not kill your target in the time limit, not at the end of the mission.

to:

** Timed objectives fail if you do not kill your target in the time limit, not at the end of the mission.mission - so once your targets are down, you can take your time with any remaining objectives that don't play nice with a timer.



** 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 where doing such actions would ruin the above rating.
** 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.

to:

** As per the main game, if 47 is found trespassing, he will be escorted out, out of the area, except in certain situations.[[note]]He is visibly armed, is wearing a forbidden disguise, his current disguise has either been compromised or seen through by an enforcer, or the area is labelled labeled "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 where doing such actions would ruin the above rating.
** 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 However, this will take a while to commence however, commence, so the player can better deal with the rising situation.situation, and you have one last chance to take them out at the exit point as it takes them a few seconds to actually leave once they get there.



* AssassinOutclassin: Undercover assassins may accompany some of the Showdown suspects. Pacifying or killing them nets you 250 XP, and killing 25 of them is required for the "No Room for Competition" challenge.
* BadassInANiceSuit: The "Suit Only" objective involves completing the mission in your suit, and there's also the "Silent Assassin, Suit Only" prestige objective, which asks you to complete the mission without changing out of your suit, and not get spotted.

to:

* AssassinOutclassin: Undercover assassins may accompany some of the Showdown suspects. Pacifying or killing them nets you 250 XP, allows you to pick up their VERY handy silenced handgun, and killing 25 of them is required for the "No Room for Competition" challenge.
* BadassInANiceSuit: The "Suit Only" objective involves completing the mission in your suit, and there's also the "Silent Assassin, Suit Only" prestige objective, which asks you to complete the mission without changing out of your suit, and not get while avoiding being spotted.



* CharacterTics: Suspects in showdown levels have at least two habits and quirks, and Identifying the syndicate leader involves discovering which suspect displays both behavioural clues. It's possible to use some of these tics against them, as they can open up opportunities for poisoning, or even just force them to stand still long enough for you to get a chance to confirm their other traits, which include:

to:

* CharacterTics: Suspects Each suspect in showdown levels have at least has two habits and quirks, and Identifying identifying the syndicate leader involves discovering which suspect displays both behavioural clues. It's clues - if they display a habit/quirk that's NOT on the leader's dossier, you can discount them as the leader. Additionally, it's possible to use some of these tics against them, as they can open up opportunities for poisoning, or even just force them to stand still long enough for you to get a chance to confirm their other traits, which include:



* ComplexityAddiction: It's possible, although unlikely to happen each time due to the [=RNG=] in place, to try and go for every single side objective, not to mention completing your prestige 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.

to:

* ComplexityAddiction: It's possible, although unlikely to happen each time due to the [=RNG=] in place, to try and go for every single side objective, not to mention completing your prestige 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 Hitman gameplay.



* ContinuitySnarl: Diana still calls the player "47", despite the fact that, at the end of ''3'', he makes a big deal of how he outright wants to be named something else. This was likely kept in the game for the sakes of GameplayAndStorySegregation -- having Diana call him that in dialog is a name players would be familiar with, and making it far easier to get invested in the conversation. Alternatively, she's doing this out of habit, having known him by that name for so long.

to:

* ContinuitySnarl: Diana still calls the player "47", despite the fact that, at the end of ''3'', he makes a big deal of how he outright wants to be named something else. This was likely kept in the game for the sakes of GameplayAndStorySegregation -- having Diana call him that in dialog is a name players would be familiar with, and making it far easier to get invested in the conversation. Alternatively, she's she could be doing this it out of habit, having known him by that name for so long.



** None of the showdown suspects objects to 47 shoving a camera in their face, doing donuts around their daily walk to check them out from all angles, despite looking incredibly suspicious or creepy in reality. Of course, averting this trope would make finding targets harder in an already hard mode, especially when some traits are very hard to check or confirm otherwise (Earrings can just be on one ear, necessitating checking both ears, for example). The closest the game comes to averting this is in alerted levels (and in showdowns not all potential targets are enforcers), but they're suspicious of 47's presence, not because of the camera.

to:

** None of the showdown suspects objects to 47 shoving a camera in their face, doing donuts around their daily walk to check them out from all angles, despite looking how this would be incredibly suspicious or creepy in reality. Of course, averting this trope would make finding targets harder in an already hard mode, especially when some traits are very hard to check or confirm otherwise (Earrings can just be on one ear, necessitating checking both ears, for example). The closest the game comes to averting this is in alerted levels (and in showdowns showdowns, not all potential targets are necessarily absolutely going to be enforcers), but they're suspicious of 47's presence, not because of the camera.



** The basic Sieger 300 sniper rifle has the same downside as the Druizhina, in that it requires building before use, has no additional perks (asides from being silenced), and while it is still good if you're out of other sniping options, any other Sieger 300 variant is better, as they can be instantly used, have unique perks (such as body piercing or extra zoom levels for the scope), or can be instantly unpacked.

to:

** The basic Sieger 300 sniper rifle has the same downside as the Druizhina, Druzhina, in that it requires building before use, has no additional perks (asides from being silenced), and while it is still good if you're out of other sniping options, any other Sieger 300 variant is better, as they can be instantly used, have unique perks (such as body piercing or extra zoom levels for the scope), or can be instantly nigh-instantly unpacked.

Added: 703

Changed: 934

Is there an issue? Send a MessageReason:
None


* 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 definitely hit harder. The Showdowns could be considered bosses in some respects, but the game still prefers you to at least attempt a stealthy approach, as going too loud too early may spook them into trying to flee the map.
* MoneyForNothing: Merces become this the more you play, around Mastery 40, as you leave EarlyGameHell, and start to be able to afford most guns and Freelancer tools and still earn enough from safes, couriers and objectives (not to mention the contracts' base payout) to subsidize most of those costs. Merces get to the point of being only useful for getting tools back after failing a hit or campaign, and not much else.

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 definitely hit harder. The Showdowns could be considered bosses in some respects, but the game still prefers you to at least attempt a stealthy approach, as going too loud too early may spook them into trying to flee the map.
map - and even if you DO simply take them head-on, the Showdown bosses are no more dangerous or durable on their own as any other civilian on the map; the reason they're harder targets largely revolve around the unique Showdown mechanics that can cause you to blow your campaign even if you never personally see them at all, should you be too careless about identifying, making your way to, and confronting them.
* MoneyForNothing: Merces become this the more you play, around Mastery 40, as you leave EarlyGameHell, and start to be able to afford most guns and Freelancer tools and still earn enough from safes, couriers and objectives (not to mention the contracts' base payout) to subsidize most of those costs. Merces get to the point of being only useful for getting tools back after failing a hit or campaign, and not so they're never COMPLETELY useless, but you won't have much else.to spend them on once you're fully stocked.



* 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 is to find out who is the real target. Alerted showdowns make almost every lookout, assassin, and leader an enforcer for all disguises.

to:

* 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 is to find out who is the real target. And unlike non-Showdown missions, your targets will [[ScrewThisImOuttaHere flee the map if you scare them away, intentionally or otherwise]]. Alerted showdowns make almost every lookout, assassin, and leader an enforcer for all disguises.



* PeninsulaOfPowerLeveling: New York, prior to the May 2023 patch was the go-to for getting Merces and rare equipment as you can raid the vault and deposit boxes for rare items and stashes of Merces, often getting ~13,000 Merces in all. Post-May-2023 patch however, the developers cottoned on to this strategy, and removed the rare weapons for small Merces stashes, and lowered the Merces gained from the level in general. That said it's still an effective way to guarantee some extra Merces.

to:

* PeninsulaOfPowerLeveling: New York, prior to the May 2023 patch was the go-to for getting Merces and rare equipment as you can raid the vault and deposit boxes for rare items and stashes of Merces, often getting ~13,000 Merces in all. Post-May-2023 patch however, the developers cottoned on to this strategy, and removed the rare weapons for small Merces stashes, and lowered the Merces gained from the level in general. That said it's still an effective way to guarantee some extra Merces.Merces, especially if you so happen to start the level in the basement.



** The Suppliers don't always have a static stock of guns and weapons, they are all randomised on each mission start. That said, there is ''some'' consistency, such as (Collector) Freelancer tools always spawning, as well as melee items and certain firearms.

to:

** The Suppliers don't always have a static stock of guns and weapons, they are all randomised on each mission start. That said, there is ''some'' consistency, such as (Collector) Freelancer tools always spawning, as well as melee items and certain firearms.firearms, and they'll never sell you anything you already have.



* ScrewThisImOuttaHere: Your main problem during Showdown missions. If the leader you're looking for has ''any'' reason to suspect your presence on the map - they're seeing bodies, you've alerted the Lookout for their personal network, they're hearing gunshots, whatever - they're going to flee for the nearest map exit, and if you think you can exploit this to just catch them at the exit and blow them away, you've got another thing coming, as any guards who witness their escape will follow them to protect them, and they can get quite an escort going. As such, you might want to save any side objectives that involve shooting guards or causing general havoc until ''after'' you've nailed the leader.



** Due to the random nature of the game mode, what spawns in crates and what prestige objective you select affects weapon combinations and general playstyle, which can pose problems on maps such as the Isle of Sgàil and Bangkok (both have a lot of enforcers per disguise), and Colorado (the entire area is hostile in your suit). Hardcore mode makes the prestige objective ''required'' for level completion, making prestige objectives like Silent Assassin and any of the timed objectives very tense, as if you screw up, that's it, your campaign is reset.

to:

** Due to the random nature of the game mode, what spawns in crates and what prestige objective you select affects will affect weapon combinations and your general playstyle, which can pose problems on maps such as the Isle of Sgàil and Bangkok (both have a lot of enforcers per disguise), and Colorado (the entire area is hostile in your suit). Hardcore mode makes the prestige objective ''required'' for level completion, making prestige objectives like Silent Assassin and any of the timed objectives very tense, as if you screw up, that's it, your campaign is reset.



* UnstableEquilibrium: Failing a syndicate mission makes the rest alerted, meaning ''all'' targets become super enforcers and see through any disguise you put on.

to:

* UnstableEquilibrium: Failing a syndicate mission makes the rest of the missions in the tier alerted, meaning that you now have to deal with harder map layouts, targets will generally ''all'' targets become super enforcers and that can see through any disguise you put on.on, and your Showdown will be significantly more difficult.
Is there an issue? Send a MessageReason:
None


* DistinctionWithoutADifference: Many of the variants of weapons are just copies of base-game weapons (even supposedly high-grade weapons like the Assassin's [=HWK21=] Pistol is functionally identical to the [=ICA19=]). On the plus side, this means that if you lose a weapon or tool, it's possible to have a few "close enough" replacements ready at your safehouse that you can use while you work to get your stuff back.

to:

* DistinctionWithoutADifference: Many of the variants of weapons are just copies of base-game weapons (even supposedly high-grade weapons like the Assassin's [=HWK21=] Pistol is functionally identical to the [=ICA19=]). The downside is that you have lots of duplicates of weapons filling up slots that could've been used for potentially more interesting and unique weapons. On the plus side, this means that you ''have'' lots of duplicate weapons, meaning if you lose a weapon or tool, it's possible to have a few there are replacements ready at the safehouse that are "close enough" replacements ready at your safehouse that or identical to what you lost, so you can use while you work those to help get your old stuff back.
Is there an issue? Send a MessageReason:
None


* DistinctionWithoutADifference: Many of the variants of weapons are just copies of base-game weapons (even supposedly high-grade weapons like the Assassin's [=HWK21=] Pistol is functionally identical to the [=ICA19=]).

to:

* DistinctionWithoutADifference: Many of the variants of weapons are just copies of base-game weapons (even supposedly high-grade weapons like the Assassin's [=HWK21=] Pistol is functionally identical to the [=ICA19=]). On the plus side, this means that if you lose a weapon or tool, it's possible to have a few "close enough" replacements ready at your safehouse that you can use while you work to get your stuff back.

Top