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* ImmediateSequel: The games begin one after the other pretty much immediately. the second game appears to take place less than a month after the first, and the third can't be anymore than a week or two.

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* ImmediateSequel: The games begin one after the other pretty much immediately. the The second game appears to take takes place less than a month week after the first, and events of the first games' "Situs Inversus" mission in Hokkaido, while the third can't be anymore than a week or two.two, given The Partners are attempting to flee back into obscurity. The games' timeframe seems to be late-2019 and ends in mid-2021.
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* ''VideoGame/Hitman2016'' - (published by Creator/SquareEnix, 2016 - 2018) [[labelnote:Locations and Missions]]Contains Paris ("The Showstopper" and [[ChristmasEpisode "Holiday Hoarders"]]), Sapienza ("World of Tomorrow", "The Icon", "Landslide", "The Author"), Marrakesh ([[GildedCage "A Gilded Cage"]], "A House Built On Sand"), Bangkok ("Club 27", "The Source"), Colorado ("Freedom Fighters", "The Vector") and Hokkaido ("Situs Inversus", "Patient Zero" and "Hokkaido Snow Festival"; This mission was actually added in ''Hitman 2'', but is listed here under the location name for the sakes of convenience.).[[/labelnote]]
* ''VideoGame/Hitman2'' - (Published by Creator/WarnerBrosInteractiveEntertainment, 2018 - 2020) [[labelnote:Locations and Missions]]Contains New Zealand ("Nightcall"), Miami ("The Finish Line" and "A Silver Tongue"), Colombia ("Three-Headed Serpent" and "Embrace of the Serpent"), Mumbai ("Chasing a Ghost" and "Illusions of Grandeur"), Whittleton Creek ("Another Life" and "A Bitter Pill"), The Isle of Sgàil ("The Ark Society"), New York ("Golden Handshake", DLC), and The Maldives ("The Last Resort", DLC).[[/labelnote]]
* ''VideoGame/Hitman3'' - (Independently Published by Creator/IOInteractive, 2021 - Present) [[labelnote:Locations and Missions]]Contains Dubai ("On Top of the World"), Dartmoor ("Death in the Family"), Berlin ("Apex Predator"), China ("End of an Era"), Argentina ("The Farewell"), and Carpathian Mountains ("Untouchable").[[/labelnote]]

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* ''VideoGame/Hitman2016'' - (published by Creator/SquareEnix, 2016 - 2018) [[labelnote:Locations and Missions]]Contains Paris Two tutorial levels set in a Classified location ("Freeform Training" and "The Final Test"; these are all in the sequels too), UsefulNotes/{{Paris}} ("The Showstopper" and [[ChristmasEpisode "Holiday Hoarders"]]), Sapienza [[UsefulNotes/{{Italy}} Sapienza]] ("World of Tomorrow", "The Icon", "Landslide", "The Author"), Marrakesh ([[GildedCage "A Gilded Cage"]], "A House Built On Sand"), Bangkok UsefulNotes/{{Bangkok}} ("Club 27", "The Source"), Colorado UsefulNotes/{{Colorado}} ("Freedom Fighters", "The Vector") and Hokkaido [[UsefulNotes/{{Japan}} Hokkaido]] ("Situs Inversus", "Patient Zero" and "Hokkaido Snow Festival"; This mission was actually added in ''Hitman 2'', but is listed here under the location name for the sakes of convenience.).[[/labelnote]]
* ''VideoGame/Hitman2'' - (Published by Creator/WarnerBrosInteractiveEntertainment, 2018 - 2020) [[labelnote:Locations and Missions]]Contains New Zealand UsefulNotes/NewZealand ("Nightcall"), Miami UsefulNotes/{{Miami}} ("The Finish Line" and "A Silver Tongue"), Colombia [[UsefulNotes/SouthAmerica Colombia]] ("Three-Headed Serpent" and "Embrace of the Serpent"), Mumbai UsefulNotes/{{Mumbai}} ("Chasing a Ghost" and "Illusions of Grandeur"), Whittleton Creek ("Another Life" and "A Bitter Pill"), The Isle of Sgàil ("The Ark Society"), New York UsefulNotes/NewYork ("Golden Handshake", DLC), and [[UsefulNotes/{{Maldives}} The Maldives Maldives]] ("The Last Resort", DLC).[[/labelnote]]
* ''VideoGame/Hitman3'' - (Independently Published by Creator/IOInteractive, 2021 - Present) [[labelnote:Locations and Missions]]Contains Dubai UsefulNotes/{{Dubai}} ("On Top of the World"), Dartmoor [[UsefulNotes/{{England}} Dartmoor]] ("Death in the Family"), Berlin Family", "Dartmoor Garden Show"), UsefulNotes/{{Berlin}} ("Apex Predator"), China UsefulNotes/{{China}} ("End of an Era"), Argentina UsefulNotes/{{Argentina}} ("The Farewell"), and Carpathian Mountains ("Untouchable").[[/labelnote]]

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moved to a better fitting trope as it was also a duplicate.


* MakeItLookLikeAnAccident: Subverted. The events of all three games are repeatedly mentioned and discussed. In ''3'', this comes to a head as your previous targets are called the "1% killings". Sure, even if 47 makes a lot of the deaths look like accidents or leaves no evidence, the world is going to get suspicious by the sudden and successive deaths of multiple influential members of society, no matter how they died.


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* SurprisinglyRealisticOutcome: The events of all three games are repeatedly mentioned and discussed throughout the trilogy by [=NPC's=]. In ''2016'', it was mostly conspirtacy nuts who believed some evil organisation ruling the world would kill such people, but in ''2'' and ''3'' this comes to a head as your previous targets being killed off makes it less likely to all be accidents, something [=NPC's=] all cotton on to. In ''3'', such killings are called the "1% killings". Even if 47 and The Shadow Client make a lot of the deaths look like accidents or leave no evidence of a murder taking place, the world is going to get suspicious by the sudden and successive deaths of multiple influential members of society eventually, no matter how they died.
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** 47's signature Silverballer pistol returns as an unlockable weapon. Several other [=ICA19=] variants, such as the Goldballer and El Matador, fit the bill, with the latter coming with fancy engravings.

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* MakeItLookLikeAnAccident: Subverted. The events of all three games are repeatedly mentioned and discussed. In ''3'', this comes to a head as your previous targets are called the "1% killings". Sure, even if 47 makes a lot of the deaths look like accidents or leaves no evidence, the world is going to get suspicious by the sudden and successive deaths of multiple influential members of society, no matter how they died.



* RealityEnsues: The events of all three games are repeatedly mentioned and discussed. In ''3'', this comes to a head as your previous targets are called the "1% killings". Sure, even if 47 makes a lot of the deaths look like accidents or leaves no evidence, the world is going to get suspicious by the sudden and successive deaths of multiple influential members of society, no matter how they died.
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* AuraVision: Continuing from [[VideoGame/HitmanAbsolution is 47's "Instinct"]] ability. It retains the ability to highlight useful tools, NPC's, you can still see where a target is in a level, and items and intel that 47 can use are highlighted. It is no longer a perishable resource that required KO'ing people to refill either, a very baffling design flaw from ''Absolution''. ''Hitman 2'' nerfed Instinct further to no longer slow down time when it's activated (as was the case in ''2016'').

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* AuraVision: Continuing from [[VideoGame/HitmanAbsolution ''VideoGame/HitmanAbsolution'' is 47's "Instinct"]] "Instinct" ability. It retains the ability to highlight useful tools, NPC's, you can still see where a target is in a level, and items and intel that 47 can use are highlighted. It is no longer a perishable resource that required KO'ing people to refill either, a very baffling design flaw from ''Absolution''. ''Hitman 2'' nerfed Instinct further to no longer slow down time when it's activated (as was the case in ''2016'').

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* AwesomeButImpractical: Basically any of the [=SMG's=], shotguns or other pistols that aren't silenced. Their only real use in a silent run is to distract guards by triggering a target lockdown, or by using them as a gun lure to get them away from a specific area.

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* AuraVision: Continuing from [[VideoGame/HitmanAbsolution is 47's "Instinct"]] ability. It retains the ability to highlight useful tools, NPC's, you can still see where a target is in a level, and items and intel that 47 can use are highlighted. It is no longer a perishable resource that required KO'ing people to refill either, a very baffling design flaw from ''Absolution''. ''Hitman 2'' nerfed Instinct further to no longer slow down time when it's activated (as was the case in ''2016'').
* AwesomeButImpractical: Basically any of the [=SMG's=], shotguns or other pistols that aren't silenced. Their only real use uses in a silent run is by either shooting wildly at a wall to distract guards by triggering a target lockdown, or by using them as a gun lure by placing them on the ground to get them away from a specific area.

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* PaletteSwap: Some of the suits are identical to one another in all but color, the "Phantom Suit" from ''2'' is just a greyscale-variant of "The Undying Look", while the "Midnight Black" suit is a black version of the Marrakesh suit. The "Winter Coat" suit in ''2016'' is identical to the one in ''2'' in all but a tiny pin on the breast pocket. Averted with location-specific suits, which have minor model changes (normally gloves) that stop them being direct swaps.

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* PaletteSwap: PaletteSwap:
**
Some of the suits are identical to one another in all but color, the "Phantom Suit" from ''2'' is just a greyscale-variant of "The Undying Look", while the "Midnight Black" suit is a black version of the Marrakesh suit. The "Winter Coat" suit in ''2016'' is identical to the one in ''2'' in all but a tiny pin on the breast pocket. Averted with location-specific suits, which have minor model changes (normally gloves) that stop them being direct swaps.swaps.
** Some of the equipment spread across the three games are reskinned versions of each other, most infamously the Mark II variants from ''Hitman 2'', which simply slap a sticker on the side with a red "II" on it. The [=ICA19=] pistol has a ridiculous number of variants with the only major difference between many of them being a different paintjob.
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** The Fiber Wire has this baggage among players. It's still fairly useful, which is why it's your default "tool" in your loadout for when you start a level, but the problem is, most players replace it with a ''more useful'' tool, such as a lockpick (which unlocks conventionally locked doors, and most maps have them so it's a no-brainer to take it) or the Disposable Scrambler/ Keycard Hacker (which unlocks doors with keycards, albeit on three separate doors, with the same reasoning as above). The only thing the Fiber Wire does is that it lets you take down a target silently when they have their back to you, and allows you to drag them out of sight without having to manually press the "drag body" prompt, which is just BoringButPractical by comparison. So unless you're speedrunning a level, or require precise timing so people don't see you, pretty much any other tool or small item is more useful to bring along. And that's not going into the fact the reskins of the fiber wire are much more commonplace than the other tools, and can be found in the levels proper.

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** The Fiber Wire has this baggage among players. It's still fairly useful, which is why it's your default "tool" in your loadout for when you start a level, but the problem is, most players replace it with a ''more useful'' tool, such as a lockpick (which unlocks conventionally locked doors, and most maps have them so it's a no-brainer to take it) or the Disposable Scrambler/ Keycard Hacker (which unlocks doors with keycards, albeit on three separate doors, with the same reasoning as above). The only thing the Fiber Wire does is that it lets you take down a target silently when they have their back to you, and allows you to drag them out of sight without having to manually press the "drag body" prompt, which is just BoringButPractical by comparison. So unless you're speedrunning a level, or require precise timing so people don't see you, or are specifically gunning for the "Piano Man" challenge (and, by extension, "Versatile Assassin"), pretty much any other tool or small item is more useful to bring along. And that's not going into the fact the reskins of the fiber wire are much more commonplace than the other tools, and can be found in the levels proper.
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As for the cast of characters, the enigmatic Agent 47 is once again portrayed by Creator/DavidBateson, with Diana Burnwood now being voiced by Creator/JanePerry (a continuation of her role in the ''VideoGame/HitmanSniper'' mobile game), taking over from Creator/MarshaThomason. Most of the notable allies and enemies keep their voice actors throughout the trilogy; Phillip Rosch as The Constant, as well as John Hopkins as The Shadow Client/ Lucas Grey. The exception is Olivia Hall, who is voiced by Michelle Asante for the first two games, then by Isaura Barbé-Brown in ''Hitman 3''. The music for the trilogy was largely composed by ''Music/NielsByNielson''.

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As for the cast of characters, the enigmatic Agent 47 is once again portrayed by Creator/DavidBateson, with Diana Burnwood now being voiced by Creator/JanePerry (a continuation of her role in the ''VideoGame/HitmanSniper'' mobile game), taking over from Creator/MarshaThomason. Most of the notable allies and enemies keep their voice actors throughout the trilogy; Phillip Rosch as The Constant, as well as John Hopkins as The Shadow Client/ Lucas Grey. The exception is Olivia Hall, who is voiced by Michelle Asante for the first two games, then by Isaura Barbé-Brown in ''Hitman 3''. The music for the trilogy was largely composed by ''Music/NielsByNielson''.
''Music/NielsByeNielson''.
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As for the cast of characters, the enigmatic Agent 47 is once again portrayed by Creator/DavidBateson, with Diana Burnwood now being voiced by Creator/JanePerry (a continuation of her role in the ''VideoGame/HitmanSniper'' mobile game), taking over from Creator/MarshaThomason. Most of the notable allies and enemies keep their voice actors throughout the trilogy; Phillip Rosch as The Constant, as well as John Hopkins as The Shadow Client/ Lucas Grey. The exception is Olivia Hall, who is voiced by Michelle Asante for the first two games, then by Isaura Barbé-Brown in ''Hitman 3''.

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As for the cast of characters, the enigmatic Agent 47 is once again portrayed by Creator/DavidBateson, with Diana Burnwood now being voiced by Creator/JanePerry (a continuation of her role in the ''VideoGame/HitmanSniper'' mobile game), taking over from Creator/MarshaThomason. Most of the notable allies and enemies keep their voice actors throughout the trilogy; Phillip Rosch as The Constant, as well as John Hopkins as The Shadow Client/ Lucas Grey. The exception is Olivia Hall, who is voiced by Michelle Asante for the first two games, then by Isaura Barbé-Brown in ''Hitman 3''.
3''. The music for the trilogy was largely composed by ''Music/NielsByNielson''.
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* AnAesop: Throughout the trilogy, various targets get their comeuppances for past transgressions. Silvio for wanting to be a BullyHunter with a bioweapon, Jordan Cross for escaping justice for killing his girlfriend, The Washington Twins for being merciless treasure hunters, Basil Carnaby for being one bastard of a hypnotist. The games and the comics make one thing clear; '''Regardless of rank or standing in life, No one is Untouchable.''' Not Lucas Grey (who was forced to flee The Institute), not 47 (who has gone from taking orders from one handler; Ort-Meyer, to another; Diana), and even Diana (getting tracked down in ''Birth of the Hitman'' after going several executives despite forging a comfy life and an office job. Also, after the events of both Hokkaido and Dubai, he is confronted by The Constant, and was later forced to [[spoiler:make a case in working for Providence]]). Diana's Parents; Peter and Nancy Burnwood also suffer from a tragic case of this (Going after Blue Seed Pharmaceuticals to begin with, someone allied with Providence, with a lawsuit was only ever going to end in tragedy, and both getting killed because of it. With enough time, research, resources, and power, people ''will'' go after you for what you've done in the past.

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* AnAesop: Throughout the trilogy, various targets get their comeuppances for past transgressions. Silvio for wanting to be a BullyHunter with a bioweapon, Jordan Cross for escaping justice for killing his girlfriend, The Washington Twins for being merciless treasure hunters, Basil Carnaby for being one bastard of a hypnotist. The games and the comics make one thing clear; '''Regardless of rank or standing in life, No one is Untouchable.''' Not Lucas Grey (who was forced to flee The Institute), not 47 (who has gone from taking orders from one handler; handler unwillingly; Ort-Meyer, to another; Diana), Diana, albeit willingly), and even Diana (getting tracked down in ''Birth of the Hitman'' after going after several Bluse Seed executives despite while forging a comfy life and an office job. for herself. Also, after the events of both Hokkaido and Dubai, he she is confronted by The Constant, and was later forced to [[spoiler:make a case in working for Providence]]). Diana's Parents; Peter and Nancy Burnwood also suffer from a tragic case of this (Going after Blue Seed Pharmaceuticals to begin with, someone allied with Providence, with a lawsuit was only ever going to end in tragedy, and both getting killed because of it. With enough time, research, resources, and power, people ''will'' go after you for what you've done in the past.
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* AnAesop: Throughout the trilogy, various targets get their comeuppances for past transgressions. Silvio for wanting to be a BullyHunter with a bioweapon, Jordan Cross for escaping justice for killing his girlfriend, The Washington Twins for being merciless treasure hunters, Basil Carnaby for being one bastard of a hypnotist. The games and the comics make on thing clear; '''Regardless of rank or standing in life, No one is Untouchable.''' Not Lucas Grey (who was forced to flee The Institute), not 47 (who has gone from taking orders from one handler; Ort-Meyer, to another; Diana), and even Diana (getting tracked down in ''Birth of the Hitman'' after going several executives despite forging a comfy life and an office job. Also, after the events of both Hokkaido and Dubai, he is confronted by The Constant, and was later forced to [[spoiler:make a case in working for Providence]]). Diana's Parents; Peter and Nancy Burnwood also suffer from a tragic case of this (Going after Blue Seed Pharmaceuticals to begin with, someone allied with Providence, with a lawsuit was only ever going to end in tragedy, and both getting killed because of it. With enough time, research, resources, and power, people ''will'' go after you for what you've done in the past.

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* AnAesop: Throughout the trilogy, various targets get their comeuppances for past transgressions. Silvio for wanting to be a BullyHunter with a bioweapon, Jordan Cross for escaping justice for killing his girlfriend, The Washington Twins for being merciless treasure hunters, Basil Carnaby for being one bastard of a hypnotist. The games and the comics make on one thing clear; '''Regardless of rank or standing in life, No one is Untouchable.''' Not Lucas Grey (who was forced to flee The Institute), not 47 (who has gone from taking orders from one handler; Ort-Meyer, to another; Diana), and even Diana (getting tracked down in ''Birth of the Hitman'' after going several executives despite forging a comfy life and an office job. Also, after the events of both Hokkaido and Dubai, he is confronted by The Constant, and was later forced to [[spoiler:make a case in working for Providence]]). Diana's Parents; Peter and Nancy Burnwood also suffer from a tragic case of this (Going after Blue Seed Pharmaceuticals to begin with, someone allied with Providence, with a lawsuit was only ever going to end in tragedy, and both getting killed because of it. With enough time, research, resources, and power, people ''will'' go after you for what you've done in the past.
Is there an issue? Send a MessageReason:
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* AnAesop: Throughout the trilogy, various targets get their comeuppances for past transgressions. Silvio for wanting to be a BullyHunter with a bioweapon, Jordan Cross for escaping justice for killing his girlfriend, The Washington Twins for being merciless treasure hunters, Basil Carnaby for being one bastard of a hypnotist. '''No one is Untouchable.''' Not Lucas Grey (who was forced to flee The Institute), not 47 (who has gone from taking orders from one handler; Ort-Meyer, to another; Diana). Even Diana is not untouchable (getting tracked down after the events of both Hokkaido and Dubai, and was later forced to [[spoiler:make a case in working for Providence]]. Diana's Parents; Peter and Nancy Burnwood also suffer from a tragic case of this (Going after a powerful pharmaceutical company allied with Providence with a lawsuit was only ever going to end in tragedy, and both getting killed because of it). Essentially; with enough time, research, and power, people ''will'' go after you for what you've done.

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* AnAesop: Throughout the trilogy, various targets get their comeuppances for past transgressions. Silvio for wanting to be a BullyHunter with a bioweapon, Jordan Cross for escaping justice for killing his girlfriend, The Washington Twins for being merciless treasure hunters, Basil Carnaby for being one bastard of a hypnotist. '''No The games and the comics make on thing clear; '''Regardless of rank or standing in life, No one is Untouchable.''' Not Lucas Grey (who was forced to flee The Institute), not 47 (who has gone from taking orders from one handler; Ort-Meyer, to another; Diana). Even Diana), and even Diana is not untouchable (getting tracked down in ''Birth of the Hitman'' after going several executives despite forging a comfy life and an office job. Also, after the events of both Hokkaido and Dubai, he is confronted by The Constant, and was later forced to [[spoiler:make a case in working for Providence]]. Providence]]). Diana's Parents; Peter and Nancy Burnwood also suffer from a tragic case of this (Going after a powerful pharmaceutical company Blue Seed Pharmaceuticals to begin with, someone allied with Providence Providence, with a lawsuit was only ever going to end in tragedy, and both getting killed because of it). Essentially; with it. With enough time, research, resources, and power, people ''will'' go after you for what you've done.done in the past.
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* AmbiguousTimePeriod: The events of the World of Assassination Trilogy are not entirely set in stone, but the current estimated timeline is that the games' events take place over the course of about a year and a half; ''VideoGame/Hitman2016'' being set in late 2019, going into early-2020, ''VideoGame/Hitman2'' picks up from those events about a month or two later, and takes up most of 2020, and ends in 2021. While ''VideoGame/Hitman3'' is the only game to avert this, set immediately after the second game ends, with the gap not being able to be any longer than about two weeks.
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* BludgeonedToDeath: Mostly averted in this trilogy for blunt weapons. Hammers, crowbars, lead pipes, or really anything with a not-sharp edge pacifies an NPC. Anything that is sharp however; such as the knives or a letter opener, will be lethal. However, with enough effort, you can repeatedly "knock out" an NPC by repeatedly aiming for their head while they remain unconscious, and they will eventually get killed.

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** Just like in previous games, all corpses are quickly removed from a scene and foot traffic through it resumes as normal. Programming an actual crime scene lockdown would've been impossibly hard and would've slowed the gameplay considerably.



** Most story missions / challenges that require a specific NPC to go to a specific place, that NPC will begin heading there when 47 is ready for them or they will constantly revisit the spot as part of their cycle. This means that very few events in the game are actually time locked, requiring 47 to make it at a specific time to kill someone. Specific opportunities may be time sensitive, however, particularly those involving a one time meeting between the target and another NPC. One notable example of this occurs in the Paris level; should the player wish to use the Sheikh disguise for their infiltration, they must hurry - the Sheikh will pass through security within a couple minutes of the mission start.



* CrazyPrepared: UpToEleven. It seems that 47 takes every possible scenario into account, and thus shows off unexpected, but nonetheless impressive, knowledge and skills that many wouldn't expect [[YouDidntAsk a bald assassin to know]]. For a few examples, he knows enough about yoga to teach Yuki Yamazaki, can pull off an impressive drum solo, one so good that surprises Jordan Cross, ''a well-know indie musician!'', can operate almost any and all vehicles when exiting the level, can fix a tattoo of someone, pretend to be an estate agent (albeit in a very dry way), and fix any and all machinery required by circumstance. While some of these moments are obviously made to maintain the RuleOfFunny, the intel ICA digs up for 47 is also pretty detailed, justifying many of these moments.



* MadLibThrillerTitle: Escalations are named in this fashion; the titles are usually obscure references, a BilingualPun, or a play on a phrase. There's specific location examples in each folder on each games' page.

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* MadLibThrillerTitle: Escalations are named in this fashion; the titles are usually obscure references, a BilingualPun, [[BilingualBonus foreign language pun]], obscure reference, or a play on a phrase. There's specific location examples in each folder on each games' page.
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* BookEnds: The [[VideoGame/Hitman2016 first game]] starts with 47's initiation into the [=ICA=], and the GrandFinale [[VideoGame/Hitman 3 third entry]] [[spoiler:focuses on how their long-lived partnership ultimately ends]]. Even better, Erich Soders's initial dislike towards 47 means that [[spoiler:47's time with them both started and ended on hostile terms]].

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* BookEnds: The [[VideoGame/Hitman2016 first game]] starts with 47's initiation into the [=ICA=], and the GrandFinale [[VideoGame/Hitman 3 [[VideoGame/Hitman3 third entry]] [[spoiler:focuses on how their long-lived partnership ultimately ends]]. Even better, Erich Soders's initial dislike towards 47 means that [[spoiler:47's time with them both started and ended on hostile terms]].



** The Screwdriver: One of the most versatile weapons 47 has to play around with. It can be used as a distraction, a close-up lethal melee attack, or thrown as a weapon (again, lethally), a means to set up a fgew environmental traps, '''and''' it can be carried openly with ''any'' disguise on all difficulties. Most levels have at least one screwdriver somewhere on the map, making it a versatile tool all-round.

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** The Screwdriver: One of the most versatile weapons 47 has to play around with. It can be used as a distraction, a close-up lethal melee attack, or thrown as a weapon (again, lethally), a means to set up a fgew few environmental traps, '''and''' it can be carried openly with ''any'' disguise on all difficulties. Most levels have at least one screwdriver somewhere on the map, making it a versatile tool all-round.



* NewWorkRecycledGraphics: This game series reuses '''a lot''' of game assets from one another, such as the cherub candle statues that appear in Paris also appear in Dartmoor. Weapons, as well as objects you can interact with, such as hammers, knives, cups and glasses are also shared (though this is more to do with player familiarity and game logic). [=NPC=] in-game dialog is also shared, but that's downplayed, as the [=NPC's=] have different accents for each location, with guards and scared NPC's being when they break from that. In total fairness, unlike other games, the developers don't really try hiding this fact, a sit helps them make levels faster.

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* NewWorkRecycledGraphics: This game series reuses '''a lot''' of game assets from one another, such as the cherub candle statues that appear in Paris also appear in Dartmoor. Weapons, as well as objects you can interact with, such as hammers, knives, cups and glasses are also shared (though this is more to do with player familiarity and game logic). [=NPC=] in-game dialog is also shared, but that's downplayed, as the [=NPC's=] have different accents for each location, with guards and scared NPC's being when they break from that. In total fairness, unlike other games, the developers don't really try hiding this fact, a sit as it helps them make levels faster.
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* DirtyCoward: Surprisingly averted for the most part, as the great majority of the targets are DefiantToTheEnd instead.

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* DirtyCoward: Surprisingly averted for the most part, as the Zig-zagged: while a great majority of the targets will beg for mercy and offer money and power if they are held at gunpoint, some of them (such as Penelope Graves, [[spoiler:Janus or Carl Ingram]]) are DefiantToTheEnd instead.
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* AnAesop: Throughout the trilogy, various targets get their comeuppances for past transgressions. Silvio for wanting to be a BullyHunter with a bioweapon, Jordan Cross for escaping justice for killing his girlfriend, The Washington Twins for being merciless treasure hunters, Basil Carnaby for being one bastard of a hypnotist. '''No one is Untouchable.''' Not Lucas Grey (who was deemed dead and was forced to kill Diana's parents), not even 47 (who has gone from taking orders from one handler; Ort-Meyer, to another; Diana, as well as killing Diana's parents too), and even Diana or her parents are untouchable (the former getting tracked down after Dubai and forced to [[spoiler:make a case in working for Providence]], the latter going after a pharma company with a lawsuit, and getting killed because of it). With enough time and research, people will go after you for what you've done.

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* AnAesop: Throughout the trilogy, various targets get their comeuppances for past transgressions. Silvio for wanting to be a BullyHunter with a bioweapon, Jordan Cross for escaping justice for killing his girlfriend, The Washington Twins for being merciless treasure hunters, Basil Carnaby for being one bastard of a hypnotist. '''No one is Untouchable.''' Not Lucas Grey (who was deemed dead and was forced to kill Diana's parents), flee The Institute), not even 47 (who has gone from taking orders from one handler; Ort-Meyer, to another; Diana, as well as killing Diana's parents too), and even Diana). Even Diana or her parents are is not untouchable (the former getting (getting tracked down after Dubai the events of both Hokkaido and Dubai, and was later forced to [[spoiler:make a case in working for Providence]], the latter going Providence]]. Diana's Parents; Peter and Nancy Burnwood also suffer from a tragic case of this (Going after a pharma powerful pharmaceutical company allied with Providence with a lawsuit, lawsuit was only ever going to end in tragedy, and both getting killed because of it). With Essentially; with enough time and time, research, and power, people will ''will'' go after you for what you've done.
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* OneDialogueTwoConversations: 47 is a master of these whenever he impersonates various people.
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* OneDialogueTwoConversations: 47 is a master of these whenever he impersonates various people.

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** Like with ''Absolution'' and ''Blood Money'', closets and bins are never checked for bodies, so you'll always have the opportunity to take care of at least a few pesky [=NPCs=].

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** Like with ''Absolution'' and ''Blood Money'', closets and bins are never checked for bodies, so you'll always have the opportunity to take care of at least a few pesky [=NPCs=].[=NPCs=], or make a clean getaway if you're not spotted while going in. Similarly, fountains, pools, and other bodies of water are always sufficiently opaque to hide any corpses dumped in them, and all bodies so dumped will sink to the bottom and never float back up.


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** Dropped weapons and unattended briefcases will attract attention, but only to the extent that a guard will come pick them up and take them to a secure location. No other guards will be alerted, nor will the targets be evacuated.


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** No matter how many suspicious accidents happen, no one actually looks into it. It's especially noticeable with targets. While it's perfectly plausible for one target to suddenly suffer an accident and die without arousing much suspicion from the second one, certain missions feature 3 or more targets. Freedom Fighters especially has 4 high profile leaders of a militia that fights against a clandestine and dangerous organization, yet when 3 out of 4 suffer sudden accidents in a matter of hours, no one puts the last target on security lockdown and the compound on high alert. The gameplay would been less fun if such a feature was implemented.
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[[https://finans.dk/erhverv/ECE10824890/hitmanskaberne-skyder-papegoejen-tidobler-bundlinjen-et-aar-efter-faretruende-konkurs/?ctxref=ext With four months left before the studio shutdown]], even after mass layoffs, the company [[SavedByTheNetwork was then saved by]] Warner Bros. Interactive Entertainment, who signed a chance publishing deal with them to get the developers back on their feet. They allowed IOI to complete the rest of the game for free in exchange for distribution rights and a revenue cut, a deal which IOI director Hakan Abrak stated saved the entire company from bankruptcy. ''VideoGame/Hitman2'' released in late-2018 and fared quite a lot better after ditching the episodic release model. Warner Bros ''itself'' suffered unrelated issues of their own, and so cut ties with them after Hitman 2's life was up. IO Interactive then released the third game; ''VideoGame/Hitman 3'', as an independent studio in early 2021, now that they had the funds to do so. The studio itself still has to pay money to both prior publishers for various reasons (largely to keep each games' servers up and running, and to Square Enix as the Hitman IP is on an exclusive permanent loan to them). The most interesting part is that throughout all of this, the developers made sure to make [[EmbeddedPrecursor each previous game available in each new instalment]], meaning every level from ''2016'' can be played in ''Hitman 3'', and were also upgraded with better lighting, newer features, and other updates to gameplay, essentially making ''Hitman 2'' and ''Hitman 3'' [[MissionPackSequel Mission Pack Sequels]] to the ''2016'' game.

to:

[[https://finans.dk/erhverv/ECE10824890/hitmanskaberne-skyder-papegoejen-tidobler-bundlinjen-et-aar-efter-faretruende-konkurs/?ctxref=ext With four months left before the studio shutdown]], even after mass layoffs, the company [[SavedByTheNetwork was then saved by]] Warner Bros. Interactive Entertainment, who signed a chance publishing deal with them to get the developers back on their feet. They allowed IOI to complete the rest of the game for free in exchange for distribution rights and a revenue cut, a deal which IOI director Hakan Abrak stated saved the entire company from bankruptcy. ''VideoGame/Hitman2'' released in late-2018 and fared quite a lot better after ditching the episodic release model. Warner Bros ''itself'' suffered unrelated issues of their own, and so cut ties with them after Hitman 2's life was up. IO Interactive then released the third game; ''VideoGame/Hitman 3'', ''VideoGame/Hitman3'', as an independent studio in early 2021, now that they had the funds to do so. The studio itself still has to pay money to both prior publishers for various reasons (largely to keep each games' servers up and running, and to Square Enix as the Hitman IP is on an exclusive permanent loan to them). The most interesting part is that throughout all of this, the developers made sure to make [[EmbeddedPrecursor each previous game available in each new instalment]], meaning every level from ''2016'' can be played in ''Hitman 3'', and were also upgraded with better lighting, newer features, and other updates to gameplay, essentially making ''Hitman 2'' and ''Hitman 3'' [[MissionPackSequel Mission Pack Sequels]] to the ''2016'' game.
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[[https://finans.dk/erhverv/ECE10824890/hitmanskaberne-skyder-papegoejen-tidobler-bundlinjen-et-aar-efter-faretruende-konkurs/?ctxref=ext With four months left before the studio shutdown]], even after mass layoffs, the company [[RescuedByTheNetwork was then saved by]] Warner Bros. Interactive Entertainment, who signed a chance publishing deal with them to get the developers back on their feet. They allowed IOI to complete the rest of the game for free in exchange for distribution rights and a revenue cut, a deal which IOI director Hakan Abrak stated saved the entire company from bankruptcy. ''VideoGame/Hitman2'' released in late-2018 and fared quite a lot better after ditching the episodic release model. Warner Bros ''itself'' suffered unrelated issues of their own, and so cut ties with them after Hitman 2's life was up. IO Interactive then released the third game; ''VideoGame/Hitman 3'', as an independent studio in early 2021, now that they had the funds to do so. The studio itself still has to pay money to both prior publishers for various reasons (largely to keep each games' servers up and running, and to Square Enix as the Hitman IP is on an exclusive permanent loan to them). The most interesting part is that throughout all of this, the developers made sure to make [[EmbeddedPrecursor each previous game available in each new instalment]], meaning every level from ''2016'' can be played in ''Hitman 3'', and were also upgraded with better lighting, newer features, and other updates to gameplay, essentially making ''Hitman 2'' and ''Hitman 3'' [[MissionPackSequel Mission Pack Sequels]] to the ''2016'' game.

to:

[[https://finans.dk/erhverv/ECE10824890/hitmanskaberne-skyder-papegoejen-tidobler-bundlinjen-et-aar-efter-faretruende-konkurs/?ctxref=ext With four months left before the studio shutdown]], even after mass layoffs, the company [[RescuedByTheNetwork [[SavedByTheNetwork was then saved by]] Warner Bros. Interactive Entertainment, who signed a chance publishing deal with them to get the developers back on their feet. They allowed IOI to complete the rest of the game for free in exchange for distribution rights and a revenue cut, a deal which IOI director Hakan Abrak stated saved the entire company from bankruptcy. ''VideoGame/Hitman2'' released in late-2018 and fared quite a lot better after ditching the episodic release model. Warner Bros ''itself'' suffered unrelated issues of their own, and so cut ties with them after Hitman 2's life was up. IO Interactive then released the third game; ''VideoGame/Hitman 3'', as an independent studio in early 2021, now that they had the funds to do so. The studio itself still has to pay money to both prior publishers for various reasons (largely to keep each games' servers up and running, and to Square Enix as the Hitman IP is on an exclusive permanent loan to them). The most interesting part is that throughout all of this, the developers made sure to make [[EmbeddedPrecursor each previous game available in each new instalment]], meaning every level from ''2016'' can be played in ''Hitman 3'', and were also upgraded with better lighting, newer features, and other updates to gameplay, essentially making ''Hitman 2'' and ''Hitman 3'' [[MissionPackSequel Mission Pack Sequels]] to the ''2016'' game.
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[[https://finans.dk/erhverv/ECE10824890/hitmanskaberne-skyder-papegoejen-tidobler-bundlinjen-et-aar-efter-faretruende-konkurs/?ctxref=ext With four months left before the studio shutdown]], even after mass layoffs, the company was then saved by Warner Bros. Interactive Entertainment, who signed a publishing deal with them to get the developers back on their feet, and also to get the next game in the series; ''Hitman 2'', out the door. The game released in late-2018 and fared quite a lot better after ditching the episodic release model. Warner Bros ''itself'' suffered issues of its own, and so cut ties with them after Hitman 2's life was up. IO Interactive then released the third game; Hitman 3, as an independent studio in early 2021, now that they had the funds to do so. The studio itself still has to pay money to both prior publishers for various reasons (largely to keep each games' servers up and running, and to Square Enix as the Hitman IP is on an exclusive permanent loan to them). The most interesting part is that throughout all of this, the developers made sure to make [[MissionPackSequel each previous game available in each new instalment]], meaning every level from ''2016'' can be played in ''Hitman 3'', and were also upgraded with better lighting, newer features, and other updates to gameplay.

to:

[[https://finans.dk/erhverv/ECE10824890/hitmanskaberne-skyder-papegoejen-tidobler-bundlinjen-et-aar-efter-faretruende-konkurs/?ctxref=ext With four months left before the studio shutdown]], even after mass layoffs, the company [[RescuedByTheNetwork was then saved by by]] Warner Bros. Interactive Entertainment, who signed a chance publishing deal with them to get the developers back on their feet, and also feet. They allowed IOI to get complete the next rest of the game for free in exchange for distribution rights and a revenue cut, a deal which IOI director Hakan Abrak stated saved the series; ''Hitman 2'', out the door. The game entire company from bankruptcy. ''VideoGame/Hitman2'' released in late-2018 and fared quite a lot better after ditching the episodic release model. Warner Bros ''itself'' suffered unrelated issues of its their own, and so cut ties with them after Hitman 2's life was up. IO Interactive then released the third game; Hitman 3, ''VideoGame/Hitman 3'', as an independent studio in early 2021, now that they had the funds to do so. The studio itself still has to pay money to both prior publishers for various reasons (largely to keep each games' servers up and running, and to Square Enix as the Hitman IP is on an exclusive permanent loan to them). The most interesting part is that throughout all of this, the developers made sure to make [[MissionPackSequel [[EmbeddedPrecursor each previous game available in each new instalment]], meaning every level from ''2016'' can be played in ''Hitman 3'', and were also upgraded with better lighting, newer features, and other updates to gameplay.
gameplay, essentially making ''Hitman 2'' and ''Hitman 3'' [[MissionPackSequel Mission Pack Sequels]] to the ''2016'' game.
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* ''VideoGame/Hitman2016'' - (published by Creator/SquareEnix, 2016 - 2018) [[labelnote:Locations and Missions]]Contains Paris ("The Showstopper" and [[ChristmasEpisode "Holiday Hoarders"]]), Sapienza ("World of Tomorrow", "The Icon", "Landslide", "The Author"), Marrakesh ([[GildedCage "A Gilded Cage"]], "A House Built On Sand"), Bangkok ("Club 27", "The Source"), Colorado ("Freedom Fighters", "The Vector") and Hokkaido ("Situs Inversus", "Patient Zero" and "Hokkaido Snow Festival"[[labelnote:*]]This mission was actually added in ''Hitman 2'', but is listed here under the location name for the sakes of convenience.[[/note]]).[[/labelnote]]

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* ''VideoGame/Hitman2016'' - (published by Creator/SquareEnix, 2016 - 2018) [[labelnote:Locations and Missions]]Contains Paris ("The Showstopper" and [[ChristmasEpisode "Holiday Hoarders"]]), Sapienza ("World of Tomorrow", "The Icon", "Landslide", "The Author"), Marrakesh ([[GildedCage "A Gilded Cage"]], "A House Built On Sand"), Bangkok ("Club 27", "The Source"), Colorado ("Freedom Fighters", "The Vector") and Hokkaido ("Situs Inversus", "Patient Zero" and "Hokkaido Snow Festival"[[labelnote:*]]This Festival"; This mission was actually added in ''Hitman 2'', but is listed here under the location name for the sakes of convenience.[[/note]]).).[[/labelnote]]
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This series includes three games published by three separate publishers, but all with the same narrative and storyline MythArc that carries over into each game. Disregarding DLC and Bonus Content, each game has six levels, and all share the same tutorial levels. These games are as follows:
* ''VideoGame/Hitman2016'' - (published by Creator/SquareEnix, 2016 - 2018). [[note]]Contains Paris, Sapienza, Marrakesh, Bangkok, Colorado and Hokkaido.[[/note]]
* ''VideoGame/Hitman2'' - (Published by Creator/WarnerBrosInteractiveEntertainment, 2018 - 2020). [[note]]Contains New Zealand, Miami, Colombia, Mumbai, Whittleton Creek, The Isle of Sgàil, New York (DLC), and The Maldives (DLC).[[/note]]
* ''VideoGame/Hitman3'' - (Independently Published by Creator/IOInteractive, 2021 - Present) [[note]]Contains Dubai, Dartmoor, Berlin, China, Argentina, and Carpathian Mountains.[[/note]]

to:

This series includes three games published by three separate publishers, but all with the same narrative and storyline MythArc that carries over into each game. Disregarding DLC and Bonus Content, each Each game has six levels, locations, and all share the same tutorial levels. These games are as follows:
* ''VideoGame/Hitman2016'' - (published by Creator/SquareEnix, 2016 - 2018). [[note]]Contains Paris, Sapienza, Marrakesh, Bangkok, 2018) [[labelnote:Locations and Missions]]Contains Paris ("The Showstopper" and [[ChristmasEpisode "Holiday Hoarders"]]), Sapienza ("World of Tomorrow", "The Icon", "Landslide", "The Author"), Marrakesh ([[GildedCage "A Gilded Cage"]], "A House Built On Sand"), Bangkok ("Club 27", "The Source"), Colorado ("Freedom Fighters", "The Vector") and Hokkaido.[[/note]]
Hokkaido ("Situs Inversus", "Patient Zero" and "Hokkaido Snow Festival"[[labelnote:*]]This mission was actually added in ''Hitman 2'', but is listed here under the location name for the sakes of convenience.[[/note]]).[[/labelnote]]
* ''VideoGame/Hitman2'' - (Published by Creator/WarnerBrosInteractiveEntertainment, 2018 - 2020). [[note]]Contains 2020) [[labelnote:Locations and Missions]]Contains New Zealand, Miami, Colombia, Mumbai, Zealand ("Nightcall"), Miami ("The Finish Line" and "A Silver Tongue"), Colombia ("Three-Headed Serpent" and "Embrace of the Serpent"), Mumbai ("Chasing a Ghost" and "Illusions of Grandeur"), Whittleton Creek, Creek ("Another Life" and "A Bitter Pill"), The Isle of Sgàil, Sgàil ("The Ark Society"), New York (DLC), ("Golden Handshake", DLC), and The Maldives (DLC).[[/note]]
("The Last Resort", DLC).[[/labelnote]]
* ''VideoGame/Hitman3'' - (Independently Published by Creator/IOInteractive, 2021 - Present) [[note]]Contains Dubai, Dartmoor, Berlin, China, Argentina, [[labelnote:Locations and Missions]]Contains Dubai ("On Top of the World"), Dartmoor ("Death in the Family"), Berlin ("Apex Predator"), China ("End of an Era"), Argentina ("The Farewell"), and Carpathian Mountains.[[/note]]
Mountains ("Untouchable").[[/labelnote]]
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* ''[[VideoGame/Hitman2016 HITMAN (2016)]]'' - (published by Creator/SquareEnix, 2016 - 2018). [[note]]Contains Paris, Sapienza, Marrakesh, Bangkok, Colorado and Hokkaido.[[/note]]

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* ''[[VideoGame/Hitman2016 HITMAN (2016)]]'' ''VideoGame/Hitman2016'' - (published by Creator/SquareEnix, 2016 - 2018). [[note]]Contains Paris, Sapienza, Marrakesh, Bangkok, Colorado and Hokkaido.[[/note]]
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New page for the entire trilogy of Hitman games.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/woa_trilogy.png]]

-> ''Hitman - Enter a World of Assassination''

The "World of Assassination" Trilogy is a series of games in the ''Franchise/{{Hitman}}'' franchise, created by Creator/IOInteractive, and lasted from 2016 - 2021. Set sometime after the events of ''VideoGame/HitmanAbsolution'', the trilogy goes back to its roots to offer up varied levels and [[WideOpenSandbox sandboxes]] that really allows the player to get creative with how they kill their marks. While initially envisioned as an EpisodicGame series, with each level releasing once a month or so, this was later scrapped, and the second and third entries released their levels all at once.

This series includes three games published by three separate publishers, but all with the same narrative and storyline MythArc that carries over into each game. Disregarding DLC and Bonus Content, each game has six levels, and all share the same tutorial levels. These games are as follows:
* ''[[VideoGame/Hitman2016 HITMAN (2016)]]'' - (published by Creator/SquareEnix, 2016 - 2018). [[note]]Contains Paris, Sapienza, Marrakesh, Bangkok, Colorado and Hokkaido.[[/note]]
* ''VideoGame/Hitman2'' - (Published by Creator/WarnerBrosInteractiveEntertainment, 2018 - 2020). [[note]]Contains New Zealand, Miami, Colombia, Mumbai, Whittleton Creek, The Isle of Sgàil, New York (DLC), and The Maldives (DLC).[[/note]]
* ''VideoGame/Hitman3'' - (Independently Published by Creator/IOInteractive, 2021 - Present) [[note]]Contains Dubai, Dartmoor, Berlin, China, Argentina, and Carpathian Mountains.[[/note]]

----

Each location in the trilogy is designed to be a WideOpenSandbox, akin to VideoGame/HitmanBloodMoney, but on a larger scale, containing weapons and intel to take down your targets in a variety of ways. Most background [=NPC=]'s have some unique [=AI=] scripting to make them [[NPCScheduling act like a real person]], while certain special [=NPC's=] can [[MuggedForDisguise help you get closer to your target]]. Each level also [[RealPlaceBackground takes cues of the real life location it's based on]], meaning it never strays too far from reality. From ''Hitman 2'' onward, locations were given regional accents to match (''2016'' used largely British English and American-English voice actors). The three games also contain new features and improvements:

* In previous iterations, when you pick up the same gun, the ammo stacks. In these games, pistol ammo is capped at 80 and assault rifles at 120.
* In previous games, Melee weapons were lethal. This trilogy rebalances most melee's to be non-lethal (like hammers), unless it looks particularly sharp (like a letter opener).
* There is now damage falloff in pistol[=/=]rifle damage. Even at a medium distance, it takes quite a few shots to kill anyone.
* When you press the aim button, it automatically goes from a wide third-person view to an over-the-shoulder view.
* You now have a smaller starting inventory. By default, you are equipped with the ICA 19 (a silenced pistol), Fiber wire, and three coins. From ''Hitman 2'' onward, you are able to bring in a briefcase that extends this slot by one.
* "Escalations": The player is tasked to do something (Kill [=NPC=] with a specific weapon/Disguise in an often thematic way), and escape. Completing it unlocks the next level where the action needs to be repeated, with a new objective as well (Steal the contents of a safe) or a limitation (More cameras, don't pacify anyone etc).
* Contracts Mode: Much like the now-defunct Contracts Mode in ''Absolution'', except the play has ''far'' more [=NPC's=] to choose from. Most [=NPC's=] have names, and usually some unique voice lines or [=AI.=]
* "Elusive Targets": For a limited amount of real world time, the player is tasked with killing a person and escaping the map. However, saving is not possible, the contract cannot be restarted after the target has been killed, and dying permanently ends the ability to restart the contract.
* Opportunities (later renamed to "Mission Stories" from ''Hitman 2'' onward), which allows for more scripted kills for those who have either never played stealth games before, or to show off a particularly gruesome way to end a targets' life. These are often hidden in the game world via in-game [=NPC=] dialog, or by finding intel in the level itself.

----

The reason for the multiple publishers listed above is due to the odd circumstances around each games' release. IO Interactive and Square Enix cut business ties with each other over the first game for being an AcclaimedFlop; a critical and commercial success...but not in the eyes of Square Enix. The writing was on the wall it seemed; the Hitman franchise, dead in the water. And yet, despite this, IO interactive managed to turn themselves into an independent studio temporarily, and more surprisingly, '''kept the rights to the Hitman franchise!''' Not only was this unheard of (Publishers tend to retain the IP, not the developers who made said IP), but also an ''extremely'' rare second chance for the developers to keep their game series going. IO Interactive released a "Game of the Year" edition of ''2016'' later that year in an attempt to recoup costs, sadly to not much success.

[[https://finans.dk/erhverv/ECE10824890/hitmanskaberne-skyder-papegoejen-tidobler-bundlinjen-et-aar-efter-faretruende-konkurs/?ctxref=ext With four months left before the studio shutdown]], even after mass layoffs, the company was then saved by Warner Bros. Interactive Entertainment, who signed a publishing deal with them to get the developers back on their feet, and also to get the next game in the series; ''Hitman 2'', out the door. The game released in late-2018 and fared quite a lot better after ditching the episodic release model. Warner Bros ''itself'' suffered issues of its own, and so cut ties with them after Hitman 2's life was up. IO Interactive then released the third game; Hitman 3, as an independent studio in early 2021, now that they had the funds to do so. The studio itself still has to pay money to both prior publishers for various reasons (largely to keep each games' servers up and running, and to Square Enix as the Hitman IP is on an exclusive permanent loan to them). The most interesting part is that throughout all of this, the developers made sure to make [[MissionPackSequel each previous game available in each new instalment]], meaning every level from ''2016'' can be played in ''Hitman 3'', and were also upgraded with better lighting, newer features, and other updates to gameplay.

----

A prequel comic book series; entitled ''ComicBook/Agent47BirthOfTheHitman'' was also released in the interim of ''Hitman (2016)'' and ''Hitman 2'', which gives 47 and Diana their own respective [[OriginStory origin stories]]; delving into the life of the young Diana Burnwood as she recovers from the death of her parents, as well as later working at the ICA and culminates into her recruiting the Hitman himself. While 47 goes about doing jobs, and struggling to be free of "The Institute for Human Betterment". Said comic events were alluded to in ''2016'', but were referenced liberally in ''VideoGame/Hitman2'' and ''VideoGame/Hitman3''.

A Sidestory; "Overachievers" was also [[https://www.ioi.dk/wp-content/uploads/2017/12/Overachievers_A_Hitman_Expanded_Universe_Story.pdf published online for free]], which has an ICA Agent; Agent Jaguar, attempt a [[ComplexityAddiction 47-esque accident kill]] at a Christmas party, but fails horribly, with his handler Dolores Powell being fired for the stunt, while the story is told from the viewpoint of ICA Cleaners. It was [[CanonWelding later referenced]] in ''VideoGame/Hitman3'' in full when Dolores returns as a minor NPC.

----

As for the cast of characters, the enigmatic Agent 47 is once again portrayed by Creator/DavidBateson, with Diana Burnwood now being voiced by Creator/JanePerry (a continuation of her role in the ''VideoGame/HitmanSniper'' mobile game), taking over from Creator/MarshaThomason. Most of the notable allies and enemies keep their voice actors throughout the trilogy; Phillip Rosch as The Constant, as well as John Hopkins as The Shadow Client/ Lucas Grey. The exception is Olivia Hall, who is voiced by Michelle Asante for the first two games, then by Isaura Barbé-Brown in ''Hitman 3''.

!!Spoilers for ''VideoGame/Hitman2016'' and ''VideoGame/Hitman2'', as well as for ''ComicBook/Agent47BirthOfTheHitman'' will be unmarked here. Administrivia/YouHaveBeenWarned! Spoilers for ''VideoGame/Hitman3'' are marked however.

[[foldercontrol]]

Level-specific tropes can be found on [[VideoGame/Hitman2016 each]] [[VideoGame/Hitman2 games']] [[VideoGame/Hitman3 page]], which are divided up by campaign and then by level and location.

!!Tropes shared throughout all three games:

%%Editors note: Please try and leave tropes specific to one game in their respective work pages.
----
[[folder:A - K]]
* AcceptableBreaksFromReality:
** The AI, while still very smart, is still able to be manipulated into doing certain actions, such as luring a guard away from an area with a dropped weapon or the briefcase.
** Blunt objects, like hammers and lead pipes, only knock the target unconscious. In real life, blunt objects with enough force applied onto them can kill from blunt force trauma (something which ''Blood Money'' portrayed accurately). Of course, if there were no objects that knocked people out, the games wouldn't be balanced, and collateral damage would be much more frequent among players, so this is a nice middle-ground to give players some more options to get rid of pesky guards.
** Like with ''Absolution'' and ''Blood Money'', closets and bins are never checked for bodies, so you'll always have the opportunity to take care of at least a few pesky [=NPCs=].
** No one makes a note of any disguises lying on the ground, so you can change to them when you need them.
** Guards don't get suspicious if they escort you out for trespassing repeatedly. So as long as you're willing to go back to the start of the exit, you can try as many times as you need to sneak through a trespassing zone. This does void a Silent Assassin run, however.
** You can poison somebody with rat poison, follow them to an isolated area, and then knock them out; they won't die despite the stuff remaining in their bodies nor can they drown in their own vomit.
** 47 can poison food or drinks in full view of the public (including the intended target) if 47 is wearing any kind of food service uniform, such as a waiter, a bartender, or a chef.
** When 47 has to talk to someone while disguised as someone specific, his targets almost never notice that the person's voice has changed, even if they know them personally.
** Even if one-of-a-kind characters are killed in public, you can still take their clothes and pretend to be them. Not even the guards who bagged the body will question their sudden reappearance.
** Like in the previous entries, once your target dies, Diana, Grey, [[spoiler:Olivia]], and 47 will immediately know about it, no matter how impossible (for example, poisoning someone's food and walking to the nearest exit to wait). If 47 had to see his target's body, it would slow the gameplay down considerably.
** Shoving targets over ledges and poisoning them count as accidents, although they would look like obvious murders in real life.
** You only have to disable a surveillance system once on a map. It doesn't matter if there are multiple locations with no logical reason for all their systems to be connected; you don't have to worry about the cameras anymore. Likewise, a guard will only investigate if they actually see or hear you sabotaging the security system; they won't wonder why their monitor screens are suddenly blank or what happened to a destroyed camera if they discover it later.
** People screaming in pain and shouting for help draws little attention (Colorado and Hawke's Bay in the Legacy Packs are the sole exceptions, where a Target Lockdown is triggered).
** 47 can eliminate targets during phone calls without alerting the other end.
* AcousticLicense: Unless you are really far away from a person in conversation, their voices become noticeably clearer when really close to them, no matter if they are in a nightclub or near a radio.
* AKA47: PlayedStraight. No weapon in-game shares its name with its real-world counterpart. This was either to avoid copyright issues, or to simply put the money that would have been spent on licensing to other uses. The Black Lily, [=ICA19=], the Silverballer, ICA 19 Shortballer (which are all modified .45 cal M1911 pistols) and the Sieger 300 (which is the Walther WA-2000, an ''extremely rare'' sniper rifle) all avoid this problem, as they're better known by their nicknames at this point.
* AloneWithThePsycho: The psycho being you, of course. Like in the previous games, this one also lets you have extended conversations with your target or a notable [=NPC=], so 47 can disguise himself as someone else (such as the target's accomplice, a lawyer, butler, you name it), and lure the unsuspecting target into an isolated room or area for a little chat before killing them. This can even be a DeadPersonImpersonation, if 47 killed the ''real'' person to get their clothes.
* AnAesop: Throughout the trilogy, various targets get their comeuppances for past transgressions. Silvio for wanting to be a BullyHunter with a bioweapon, Jordan Cross for escaping justice for killing his girlfriend, The Washington Twins for being merciless treasure hunters, Basil Carnaby for being one bastard of a hypnotist. '''No one is Untouchable.''' Not Lucas Grey (who was deemed dead and was forced to kill Diana's parents), not even 47 (who has gone from taking orders from one handler; Ort-Meyer, to another; Diana, as well as killing Diana's parents too), and even Diana or her parents are untouchable (the former getting tracked down after Dubai and forced to [[spoiler:make a case in working for Providence]], the latter going after a pharma company with a lawsuit, and getting killed because of it). With enough time and research, people will go after you for what you've done.
* AndYourRewardIsClothes: The inventory system was remade for this trilogy, which now includes the ability to change 47's starting outfit. Having Hitman 2016 or Hitman 2 [=DLC's=] nets you the suits added in both of those games (see those games for their respective lists). While some costumes are exclusive to their level, either completing an Elusive Target on that location (''2016 and 2''), or getting full mastery in a level (''3'')unlocks a variation of that levels' unique location-specific suit to your starting inventory (Except Carpathian Mountains as you cannot bring in a suit). Some suits can also be gotten through challenges, escalations or level completion - those tied to specific content will be listed in that games' page too.
* AnimationBump: The cutscenes in the games are '''''all over the place'''''. From ICA Facility to Hokkaido, they have actual fully animated cutscenes, and partially animated briefings, while interestingly, the reverse has happened in ''2''; the story cutscenes are mostly still images with minor animations and with dialogue over them, but the briefings are fully-animated (including Sniper Assassin briefings). From "Golden Handshake" onwards, the cinematics are rendered in-engine, with the cinematics starting from Dubai's briefing being of much higher quality. It's a bit of an...interesting concoction of animation styles.
* AntiEscapeMechanism: Melee weapons act as HomingBoulders, so if a target is fleeing from you, as soon as you get the auto-lock on onto their head with a briefcase or a knife, then it '''will''' stop them from running away as soon as said item pacifies/kills them.
* AntiFrustrationFeatures:
** The game autosaves regularly, so making a mistake doesn’t force you to replay an entire level. It's disabled on Master difficulty, however.
** Upon death, [=NPCs=] drop their items, while in ''Blood Money'' they remained on the body, making them irretrievable in some cases. This way, if you push someone out-of-bounds, their items can still be picked up.
** If you're carrying something that would raise suspicion if it's found during a frisk, the guards will notice it, and ask you to surrender. From ''2'' onward, the game won't let you get frisked until you get rid of the illegal item.
** [=NPCs=] don't care about doors opening on their own. If they did, then that'd raise suspicion, and frankly would make stealth crawl to a halt.
** There are a few items only obtainable by beating a certain amount of Featured Challenges. Fortunately, they will be marked as beaten even if you ignore any or all optional objectives, and beating the mission is enough to count. There ''are'' a few contracts that have forced objectives and are trickier than usual, but the great majority of them consist mainly of optional objectives.
** On the Casual and Professional difficulties, completing challenges and acquiring their rewards doesn't actually require you to complete the level. For example, You can complete the wine tour in Mendoza, [[SaveScumming load a save made before you completed said challenge]], and carry on with another challenge like killing Marco Abiatti with electocution. Master Mode averts this, however, as it expects you to play the level with only one save slot as a fallback.
** Unlike in ''Blood Money'' and older games in the series, running isn't suspicious to [=NPC's=], and it barely makes any additional noise, sparing the player from the need to go through large parts of the game at a glacial pace. Similarly, crouching in plain view of [=NPCs=] will attract casual attention and comments, but won't raise suspicion or out you on its own.
** If the player walks into an [=NPC=] for long enough, 47 will pass straight through them, to prevent [=NPCs=] from blocking mission-critical passageways.
** A detonator's wireless relay, the ones accompanying every remote device (like the explosives and the electrocution items) have infinite range on a level. You can be on the other side of the Mendoza vineyard, and as soon as you press the trigger, your target will be killed/ pacified/ electrocuted. The sole exception is in Hokkaido available via the Legacy Pack, in which the Curator has his own remote to control his neurochip that can only be activated when within immediate range of him (as it's for his own personal use).
** Normally, once you begin completing objectives during Elusive Target contracts, you can't restart or quit anymore. However, if you're disconnected from the internet, you can restart from the beginning without penalty.
** Elusive Targets that unlock usable, non-cosmetic, non-BraggingRightsReward items (like the explosive pen or the blinding-flash toy robot) will give you their reward simply for starting the contract rather than completing it, avoiding the frustration of having it [[PermanentlyMissableContent rendered unobtainable]] by failing.
* ArtificialAtmosphericActions: The games' [=NPC's=] have realistic conversations, which fleshes out the game world, allude to future or past events, or act as intel for the mission. The AI is usually quite smart about how it reacts to you doing weird things, like bumping into them or trying to enter somewhere restricted.
* ArtificialBrilliance: For this trilogy, IO Iinteractive have improved the notoriously bad AI that plagued the older games:
** Beginning from ''2'' [=NPCs=] can see reflections in mirrors, so you have to duck if you want to take out the target washing their hands instead of standing up.
** 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 labeled "Hostile" on the minimap[[/note]]
** If the detection bar rises to about halfway, when an NPC loses their sight of 47 they will check the immediate area, as they are certain they saw ''something''.
** If the alarm is triggered, the target(s) will be escorted to safety. If the safe point is compromised, they will be escorted elsewhere.
** Guards will flank 47 if given the opportunity. Any firefight can end in quick death if there's even one way a guard can get behind 47, as they will use it while others keep 47 occupied.
** If 47 is taking cover in a different room, the guards might not enter and instead take cover and refuse to leave unless 47 escapes through another route. If 47 pokes his head out of the room, ''they will open fire.''
** Guards will pick up any firearms they find, and civilians will tell the nearest guard if they find one. They'll also disarm explosives unless they look harmless.
** Guards can tell which direction a silenced sniper shot was fired from if they see someone getting shot. They will then investigate the origin of the shot.
** Guards will now use flashbang grenades in combat if you stay in one area for too long or enough guards gather in the area.
** If you release a winch to drop something or shoot someone but the guards don't witness it, they will still know it was you if you hang around the vicinity.
** If the player drops a gun within the sight of another guard while disguised as one, the guard will initially berate 47 as he should always keep it holstered. Even if 47 disappears from that character's sight, the guard will get suspicious and chase you. However, if you drop a gun when the guard isn't looking, they will later treat it if it came out of nowhere, wondering where it came from. [=NPC's=] who find guns on the floor will report them to a nearby guard, as long as they didn’t see you drop them.
** Leave a briefcase or weapon laying around, and they will be reported to the nearest guard and is taken to a safe location. Leaving your briefcase or weapon behind in the view of a guard will be treated as a hostile action by guards.
* AwesomeButImpractical: Basically any of the [=SMG's=], shotguns or other pistols that aren't silenced. Their only real use in a silent run is to distract guards by triggering a target lockdown, or by using them as a gun lure to get them away from a specific area.
* BadassInANiceSuit:
** 47 has many options to choose from when it comes to suit selection; Classic (Suits with a tie, as with the signature suit), Formal (Suits that are for parties, or are otherwise more complex, such as The Cashmerian), Coats (suits with a coat, like the Winter Suit or the Snow Festival suit), Casual (shirts and trousers, or loose fitting suits, such as the Smart Casual suit or the Summer Suave suit), Tactical (suits that aim for more purpose points than style points, such as the Freedom Phantom suit, or the Raven suit), and finally Themed (miscellaneous suits that don't fit into other categories, like the Santa 47 suit, the Lynch suit, or the Arkian Tuxedo).
** The Suit Only challenges involve completing an entire mission in a 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).
* BilingualBonus: From ''2'' onward, all locations have [=NPC's=] that speak their native tongue, as well as English.
* BookEnds: The [[VideoGame/Hitman2016 first game]] starts with 47's initiation into the [=ICA=], and the GrandFinale [[VideoGame/Hitman 3 third entry]] [[spoiler:focuses on how their long-lived partnership ultimately ends]]. Even better, Erich Soders's initial dislike towards 47 means that [[spoiler:47's time with them both started and ended on hostile terms]].
* BrandX: The brands of food in the games are either Malaproper titled drinks (Fountain View in place of Mountain Dew, Dr. Popp in place of Dr. Pepper, Franz ketchup and Hanz Ketchup being stand ins for Heinz), while Rampart beer, Damberg ketchup, Crunchies chips, Full Metal Orange soda, Harpy beer, Thwack soda, and many others we could list were made for the game.
* BriefcaseBlaster: From ''2'' onward, Briefcases can be used to conceal sniper rifles or other large firearms. Taking sniper rifles out from the briefcase no longer takes upwards of ten seconds either, as it did with most rifles in ''Blood Money'' (the W2000 is the exception as it was practically instant). Instead, most rifles takes a more reasonable five seconds to unpack, again with the exception of the Sieger 300 series (the w2000's), which are near instantly unpacked from the briefcase.
* BlingBlingBang:
** Both silver and golden Krugermeier pistols are unlocks (the former being a reskin of the latter for ''2''). They are unique in that the bullet sound is heard by [=NPC's=] form wherever the shot ''lands'', not where you shoot ''from''.
* ContinuityNod: There are a lot of these within the games, see their respective pages for their lists.
* BraggingRightsReward: Getting full mastery in a level unlocks a unique item for that level. These items tend to be [[JokeItem Joke Items]] which definitely still have utility in the games, but aren't really all that useful to anyone skilled enough to unlock them to begin with.
* BreadEggsBreadedEggs: Completing certain challenges can lead to this happening:
--> "Silent Assassin", "Suit Only", "Silent Assassin, Suit Only"
* BoringYetPractical: Quite a few:
** The Screwdriver: One of the most versatile weapons 47 has to play around with. It can be used as a distraction, a close-up lethal melee attack, or thrown as a weapon (again, lethally), a means to set up a fgew environmental traps, '''and''' it can be carried openly with ''any'' disguise on all difficulties. Most levels have at least one screwdriver somewhere on the map, making it a versatile tool all-round.
** The Hobby Wrench: Much like the screwdriver, it can be used as a distraction tool, [[WrenchWhack a pacification tool via melee or throwing]], can be a means to set up various environmental traps, and it too is not suspicious in any disguise. What makes it ''more'' useful than the screwdriver however, is the very fact that you can bring it in with you to the level, as it's in your inventory from the start, rather than having to scour the level to find one.
** The Briefcase: From ''2'' onward, you can equip the briefcase; a throwable distraction, it can be used to knock people out, lure guards away from an area for a bit by dropping it on the ground. [[MundaneUtility Oh, and you can stuff a sniper rifle in it to transport it to a more ideal location.]] Plus, if you bring one into the level with you, you essentially get it for "free", since you can bring another object, one that's more lethal or useful, inside of it.
** Coins: They can not only be thrown, they can be placed. If anyone spots a coin you've interacted with, they'll go and pick it up. Place one on a puddle or a cliff, and you've just set up a potential accident. All levels have them, so they're a reliable option to distract people.
** The hobby knife. While it functions like any other knife, it can be openly carried in any disguise on any difficulty.
** Any silenced pistol (heck, most silenced weapons), which carries on the franchise's tradition of it being the most useful firearm in the game. The basic [=ICA19=] is available from the beginning, combining quiet shooting with decent stopping power, and the Silverballer is more accurate.
** The ICA Flash Phone, as well as other [[BlindedByTheLight flashbang-related devices]], are useful for getting past guards in Silent Assassin runs by blinding them for a few seconds, especially if there's no easy way around them.
* BriefcaseBlaster: Briefcases can be used to conceal sniper rifles or other large firearms. Only an option from the second game onward, however.
* CampingACrapper: You can drown people in toilets by first making them sick. Or by sneaking behind them, choking them, and then snapping their neck. [[StatingTheSimpleSolution Or shoot them in the head.]]
* ChokeHolds: As usual, present and accounted for. This is the main way of pacifying [=NPC's=] so you can use their clothes as a disguise. Related is the Fiber Wire, which is the default equipped item for your "tools" slot in your loadout.
* ColdSniper: 47 is very distanced from human emotions. He is also very skilled with a sniper rifle.
* ComplexityAddiction: It's possible to invoke this, and many player-made and featured contracts rely on it.
* CosmeticAward: Some of the unlocks are functionally identical to another item, with only cosmetic differences. This is especially apparent with the "MK III" items, and all but one of the "MK II" line of items and weapons, which are almost the same as their standard counterparts, but with a pink "2" decal stuck on the side. It became such a sore point in the community that IO Interactive even made fun of the stickers in the third game.
** The "El Matador" is a prettier looking "The Striker" HandCannon reskin that was originally from ''Hitman (2016)''. It's also your reward for completing the escalation "The Delgado Larceny" with a Silent Assassin rank.
* CostumesChangeYourSize: By and large averted. The closest you get is a few millimeters, but that's about it. The game's [=NPC's=] that you disguise as are mostly the same height as you, or taller. This is necessary so that the clothes can be placed onto 47's model with minimal [[OffModel clipping]] issues.
* CrowbarCombatant: Many of the levels have crowbars to forcefully open doors with, as well as to to knock someone out in a pinch.
* DeadMansChest: You can hide bodies (pacified or dead) in large containers, such as wardrobes, garbage bins, closets, crates, really anything box-shaped, and there's a good chance you can store a body in it. On a related note, you can use water to hide dead bodies too, like the rivers and sea in Sapienza, or throw them off The Sceptre in Dubai, which'll "hide" the body.
* DestructionEqualsOffSwitch: Shooting the security tapes with a gun will kill the cameras in the level, letting you not worry about them spotting you as you explore. On Professional and Master difficulty, doing this is an incredibly wise idea before you start any meaningful progress within the level.
* DirtyCoward: Surprisingly averted for the most part, as the great majority of the targets are DefiantToTheEnd instead.
* DistinctionWithoutADifference:
** As with the previous game, "Mission Stories" are the exact same system as "Opportunities" introduced in ''2016.''
** The MKII and MKIII Items are this out of necessity, so new players are not denied unlocks from DLC or the previous games. Unlike the much ridiculed MK.II items of ''2'', not all of the MKIII items are named "MK III" (like Dartmoors Custom 5mm DCI; a clear MKIII of the Custom 5mm from ''2016'').
* EasierThanEasy: The idea behind Casual Mode is to allow players who aren't familiar with Hitman's mechanics to still have a chance at completing the game. Cameras are absent from this mode, there are fewer guards, and firefights are considerably less deadly. Interestingly, in ''3'', you are also able to complete most of the challenges (including the [=SA/SO=] ones) on this mode too, so if you have a particularly troubling time with a level, you can lower the difficulty and not get locked out of rewards.
* EasilyOverheardConversation: A staple of the franchise, and how you’ll get most of the intel on your targets. Crosses into WelcometoCorneria with notable [=NPC's=], such as the staff in Mendoza asking for a torch to light the pit, as well as your targets, who will always spout the same dialogue near you whenever you enter a room.
* EasterEgg: There are '''loads''' of weird Easter eggs in the trilogy, see their respective pages and location folders.
* EmbeddedPrecursor: The first game was made available in the second game, and the [[BreadEggsBreadedEggs first and second games were made available in the third game.]] This means that each level has had some changes to make them better, or otherwise look prettier. In the case of ''3'', all three games's [=DLC's=] take up less space than half the first two '''combined'''[[note]][[SincerityMode We're not kidding]]; Hitman 2 was 159GB with all the DLC and locations installed, Hitman 3 under the same conditions is '''62GB''', a reduction of almost 55%![[/note]]
* ExactEavesdropping: The game notifies you when a conversation you're overhearing could lead you to an assassination opportunity, or towards another mission objective.
* ExactWords: 47 will sometimes indulge in this if he's in disguise. For Example, giving the wine tour in Mendoza will make 47 use the amount of grapes being stored as bodies.
* FailsafeFailure: Most elaborate accidents require you to sabotage not one, but two things in order to get them to work. Triggering the emergency evacuation in Dubai for example, makes the targets run for the helicopter, but if you've taken out the pilot, they run back up to their emergency parachutes to jump off the building. Knifing the parachutes in advance causes them to leap off not knowing they're doomed. Other things like overloading dangerous machinery to electrocute targets or disabling safety measures is par for the course for the rest of the games in the trilogy.
* FlavorText: All the weapons, poisons, and suits have one to describe their effects (if any) on the player/target.
--> Coconut: A Coconut.
* {{Foreshadowing}}: A lot of the levels have specific hints at later levels placed within them. Haven island, a level in Hitman 2, was first mentioned three years prior in Bangkok via an NPC who talks to Ken Morgan and in Hokkaido's briefing. The developers don't ''actually'' plan this far ahead on every plot point, but they do insert snippets of ideas that can be used in the future to effectively work as this.
* GiveMeYourInventoryItem: A lot of Mission Stories and Opportunities have specific [=NPC's=] require you to do a Fetch Quest to get an important item, which then you have to give them in order to pass (such as the photo for Ingram in Dubai).
* GoofyPrintUnderwear: Pops up on occasion when you steal a disguise from guards or [=NPC's.=]
* {{Hammerspace}}:
** This is how the briefcase in ''2'' and ''3'' acts. Unlike in ''[[VideoGame/HitmanBloodMoney Blood Money]]'', where you could only use it for sniper rifles, here you can fit just about any weapon, melee or tool in the briefcase, be it a sniper rifle, a long-sword, coin, or the lockpick. Can turn into BagOfHolding for certain items, such as the long-sword and the "A New Bat" bat, which are ''far longer'' than the briefcase, and yet can still be stashed inside of it.
** 47 himself can hold three large items (One gun on his back, one item in his right and left hands respectively), but can have an infinite amount of pistols, coins, snooker balls, and various other small items in his suit.
* HandbagOfHurt: The Briefcase in ''2'' and ''3'' can be used in this way, acting as an impromptu melee weapon should you need to. Like other objects, you can also aim it at a persons head, and it'll knock them out.
* HandCannon: The "El Matador" and "The Striker" are M1911 variant chambered in .357 magnum pistols. They kills in one shot, pierces multiple bodies with one bullet, and is so powerful it will cause enemies to fly through the air and flip end-over-end, likely a reference to the broken physics of the Silverballers in the earlier games.
* HiddenInPlainSight:
** The "Blend In" mechanic allows 47 to conceal himself by performing a mundane action within the environment as long as he is wearing the appropriate disguise while doing so. For example, washing a bar while disguised as a bartender, mopping the floor while disguised as a janitor, chopping vegetables while disguised as a cook, etc. While this might seem at first redundant, this allows 47 to be overlooked by people who would otherwise see through his disguise, allowing him a safe spot to overhear information or wait to make his move.
** Blending into both crowds of people and bushes/foliage returns from ''2'' onward.
* HiddenWeapons: You can hide small items in your suit (coins, pistols, a screwdriver etc.), though some of the later unlockable weapons, such as the 5mm pistol, the folding knife and the collapsible baton, are deliberately designed to be concealed from guards during a frisk search.
** You can also hide weapons by putting them in the briefcase, though you can't get frisked when an illegal item is in there.
* HideYourChildren: As per the rest of the series, there are no children in Sapienza, the Sceptre, Miami, playing in the streets of Chonquing etc.
* HomingBoulders: Thrown weapons, melee items, food items, as well as your briefcase, are able to track targets around corners and through walls.
* IdiosyncraticDifficultyLevels: Beginning with ''2'', You can play the levels on Casual, Professional, or Master difficulties. Casual mode has very forgiving combat, no security cameras, and Mission stories are active. Professional mode adds back in the security camera's, as well as the smarter AI, and getting into combat isn't advised, while Master Mode only lets you save once, disables auto-saving, and the AI is smarter still. They will also respond to running (crouch-running is unaffected).
* IFoughtTheLawAndTheLawWon: If you go openly loud after a particular messy hit, then the local law enforcement[=/=]guards will bring you down rather quickly on anything above Casual Difficulty
* ImmediateSequel: The games begin one after the other pretty much immediately. the second game appears to take place less than a month after the first, and the third can't be anymore than a week or two.
* InfinityMinusOneSword:
** The Fiber Wire has this baggage among players. It's still fairly useful, which is why it's your default "tool" in your loadout for when you start a level, but the problem is, most players replace it with a ''more useful'' tool, such as a lockpick (which unlocks conventionally locked doors, and most maps have them so it's a no-brainer to take it) or the Disposable Scrambler/ Keycard Hacker (which unlocks doors with keycards, albeit on three separate doors, with the same reasoning as above). The only thing the Fiber Wire does is that it lets you take down a target silently when they have their back to you, and allows you to drag them out of sight without having to manually press the "drag body" prompt, which is just BoringButPractical by comparison. So unless you're speedrunning a level, or require precise timing so people don't see you, pretty much any other tool or small item is more useful to bring along. And that's not going into the fact the reskins of the fiber wire are much more commonplace than the other tools, and can be found in the levels proper.
** The various Remote Explosives. While they can be useful for setting up accident kills, they are otherwise "fun" items that don't have much use in a Silent Assassin Run. Using these will give you the "Bomber" rating though.
* ItemDropMechanic: Anyone carrying something will immediately drop it if they are killed, knocked out or sedated. This is to ensure that mission-critical items and otherwise useful items (such as door keys and keycards) don't fall into the abyss in places like the Dubai building.
* ItsProbablyNothing: Literally the response of guards when they semi-spot you and inspect an area where they hear a sound, and they quote the trope in response. Normally to their undoing.
* InstantSedation: Sedative poisons act on a target or NPC almost immediately after they've been consumed, in which they will be put to sleep and, if found, will not count towards the "Body Found" section of the scoring screen from ''2'' onward. The only exception is if the Target has a Mission Story where Drinking poison would be animated (such as Francesca De Santis).
* JanitorImpersonationInfiltration: The Modus Operandi for 47 and his penchant for disguises. Played straight in Dubai and Marrakesh, where you can enter as part of the maintenance crew.
* KarmicDeath: All the targets have at least one in the games, see their respective pages.
* KentBrockmanNews: Pam Kingsley, a news reporter from Marrakesh, returns in ''2'' onward to tell everyone the goings on of past events, being a MrExposition to world affairs.
* TheKeyIsBehindTheLock: If there's a locked room in this game, then there's a good chance the key (or keycard) to said locked room is in there too.
* KillThemAll: [[https://www.youtube.com/watch?v=sIMJrVe0_8w&t=17s Still possible]], albeit takes a lot longer than older games, as there are easily around 800 [=NPC's=] in each level. Many consider it a SelfImposedChallenge.
[[/folder]]

[[folder:L - Z]]
* LethalJokeWeapon:
** Muffins, soap, and apples. When thrown, they knock [=NPC's=] down, but it does not pacify them. However, sneaking behind an NPC and decking them in the back of the head does pacify them.
** The rubber duck explosives. On one hand, they attract some attention, [=NPC=]s can pick them up by accident, and they cannot be planted on walls or equipment, but they are also surprisingly silent; their noise doesn't carry outside the room you detonate them in, so you can use them for relatively easy unnoticed explosive kills. The concussive variants are arguably even more useful, as you can use one to knock out entire groups of guards without alarming [=NPC=]s - although with the threat of one guard seeing another one go down before losing consciousness, ruining a Silent Assassin rating.
* LoadsAndLoadsOfCharacters: As can be seen on the character pages, this trilogy has around 200 notable characters; spanning both game targets, level [=NPC's=], or any other characters of note to the game. There are a few people that return from ''2016'' and ''2'' as well. This was, of course, done to make the places you visit feel like real places, with unique people and mannerisms to find and help you get to your target. As with previous games, all [=NPC's=] (save for the crowd filler with dumber AI) have a unique name attached to them, which can be seen in Contracts mode.
* LoopholeAbuse:
** ''2016'', ''2'' and ''3'' all fall under this for their names. There's never ''technically'' been three game called "Hitman", "Hitman 2", and "Hitman 3" until now - "Codename 47", "Silent Assassin" and "Contracts" have subtitles.
** On the Casual and Professional difficulties, completing challenges and acquiring their rewards doesn't actually require you to complete the level. For example, You can complete the wine tour in Mendoza, [[SaveScumming load a save made before you completed said challenge]], and carry on with another challenge like killing Yates with a grape crusher. Master Mode averts this, however, as it expects you to play the level with one save slot.
* LoadsAndLoadsOfCharacters: As can be seen on the characters page for the trilogy, as well as from characters that return from previous entries too, the game has a huge amount of targets and other notable [=NPC's=]. Like in ''Absolution'', each NPC (save for the crowd filler with dumber AI) have a unique name attached to them, all of which can be seen in Contracts mode.
* MenAreTheExpendableGender: Averted. The female [=NPCs=] in any given level are treated nearly identically to their male counterparts - they are equally capable of being enforcers for a given disguise/location combo, and can be knocked out or killed with no greater or lesser consequences than a male NPC. The only differences are that 47 cannot take their clothes as a disguise, and female guards are not present (as WordOfGod admitted that it's a balance measure). The tech crew in Dubai and Berlin in ''3'' has a notable population of female employee's, which may be a response by the developers to this complaint.
* MadLibThrillerTitle: Escalations are named in this fashion; the titles are usually obscure references, a BilingualPun, or a play on a phrase. There's specific location examples in each folder on each games' page.
* 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: Agent 47, natch. The whole gimmick of the games is the disguise mechanics.
* MissionPackSequel: Each previous game was made available in the newest one. The levels in ''2'' are in ''3'', and the levels in ''2016'' are in those games' too!
* MooksButNoBosses: There are no boss fights or tougher-than-normal assassination targets overall, unlike the earlier games in the series.
* MundaneUtility: In addition to being used as distractions or improvised weapons, certain items can be used for their actual intended purpose - coins can be used as payment, wrenches and screwdrivers can be used to make legitimate repairs, etc.
* NewWorkRecycledGraphics: This game series reuses '''a lot''' of game assets from one another, such as the cherub candle statues that appear in Paris also appear in Dartmoor. Weapons, as well as objects you can interact with, such as hammers, knives, cups and glasses are also shared (though this is more to do with player familiarity and game logic). [=NPC=] in-game dialog is also shared, but that's downplayed, as the [=NPC's=] have different accents for each location, with guards and scared NPC's being when they break from that. In total fairness, unlike other games, the developers don't really try hiding this fact, a sit helps them make levels faster.
* NintendoHard: Master mode is very tough and will likely require players to retry several times to get the hang of the new rules. Bloody kills and most accidents ruin an [=NPC's=] disguise, as well as [=NPC's=] being more Attentive to gun sounds. In short, IOI looked at possible tactics most players would use for each level, since most routes have at least one new obstacle specifically to make it more impractical to those trying it.
* NoArcInArchery: Subverted for most weapons, as shooting where you aim at will kill them, this includes Sniper Rifles, even at long distances. The only weapon to play this straight is the Kalmer 1 and 2 tranquilliser dart guns, which have an arc that you need to learn in order to use the weapon effectively.
* NoSell: Guards or [=NPC's=] who have white dots over their heads will get suspicious of you if you enter their line of sight while wearing their disguise, as they know everyone in the level with that particular outfit.
* NotEvenBotheringWithTheAccent: PlayedStraight for ''2016'', but averted from then on. Characters and [=NPCs=] generally have accents that fit their nationalities rather than just having generic American/British accents.
* NotCompletelyUseless:
** Lockpicks. They're not weapons, briefcases, poisons, or bombs of any kind, but are among the most useful things in your arsenal as they unlock conventionally locked doors (and most levels have such locked doors).
** Breaching charges tend to make way for keycard hackers or the aforementioned lockpick due to their single use, but they are invaluable if you need to make a quick, unnoticed kill across the map or a player-made contract requires an "explosive device" kill without being detected. Just knock the victim out, drag them somewhere quiet, and drop a breaching charge next to them - the thing has a ''very'' small lethal radius and is silent to boot.
* OurLawyersAdvisedThisTrope: The games open with a disclaimer similar to the ones from the [[Franchise/AssassinsCreed Assassin's Creed series]], indicating that the game was made by a multicultural team of various nationalities, religions, genders, and ethnic backgrounds. At no point does the game touch on any sensitive real-life religious, political, or racial controversies, so one does wonder what the purpose of the disclaimer is meant to achieve. It's possibly a response to the internet backlash the previous game Absolution received for including latex-clad dominatrix nun assassins as enemy characters, or the much older controversy from Hitman 2: Silent Assassin where one of the levels (a luxury hospital) was architecturally based on a real-life Sikh holy site.
* OnlySixFaces: This is a DownplayedTrope, as the game has upwards of 350 to 1000 [=NPC's=] per level (for context, Marrakesh has around 970 [=NPC's=]) so it's not going to take long until reused faces start appearing. However, the pool of face swaps is ''far larger'' than the six or eight of older games like ''Blood Money'' this trope otherwise covers. There are about 10-20 face models for each gender, ethnicity, race, and varying hair styles and facial hair. So even if you see the same face again, it's even less likely for two [=NPC's=] to be in the same clothing or have the same hair.
* PaletteSwap: Some of the suits are identical to one another in all but color, the "Phantom Suit" from ''2'' is just a greyscale-variant of "The Undying Look", while the "Midnight Black" suit is a black version of the Marrakesh suit. The "Winter Coat" suit in ''2016'' is identical to the one in ''2'' in all but a tiny pin on the breast pocket. Averted with location-specific suits, which have minor model changes (normally gloves) that stop them being direct swaps.
* PaperThinDisguise: 47 disguising as a guard? Not too hard to believe. 47 disguising as a middle-eastern Sheikh in Paris or a barber in Mumbai....less so.
* PerfectPoison: There are three poison types in the game that can be used, all of which have pill bottle and syringe variants:
** Lethal Poison: This kills any one person on the spot.
** Emetic Poison: This makes the victim throw up, and they will head to the nearest toilet or bin to spew their guts out. The Sieker 1 dart gun can make people throw up from a distance.
** Sedative Poison: This sedates people on the spot, and will make the victim immediately be put to sleep. They can, however, be woken up again, so use with caution. The Kalmer tranquilizer dart guns can sedate people from a distance.
* PunnyName: The poison weapons all have puns associated with their intended effects:
** The Kalmer's (Calmer, as in, to sleep) and Sieker 1 (Sick, as in to throw up).
** The poison vials all have labels; [=VomiTOROL (Emetic, a pun on Vomiting), resTYNZINE (Sedative, a pun on resting), and FataLIDOMIDE (Lethal, a pun on Fatal).=]
* PragmaticVillainy: Since the ICA is supposed to be a neutral organisation, its agents generally do not take a stance in the morality of their missions or their targets (something which [[spoiler:Montgomery in "Apex Predator" says to an undercover 47]]). In the end, the ICA is only concerned with completing its contracts, and the fact that most of their targets happen to be very unsavoury characters is just a small bonus. It's implied in ''3'' and in the comics that handlers can pick and choose contracts based on their own morality.
* RealityEnsues: The events of all three games are repeatedly mentioned and discussed. In ''3'', this comes to a head as your previous targets are called the "1% killings". Sure, even if 47 makes a lot of the deaths look like accidents or leaves no evidence, the world is going to get suspicious by the sudden and successive deaths of multiple influential members of society, no matter how they died.
* ReplayValue: The game has '''a lot of it'''. Part of the appeal of the series is to do the same level over and over again to find the best routes, fastest completion times, kill your targets in various eccentric ways, or just to listen to the background lore of the crowds and the target.
* RewatchBonus:
** There are a lot of overt references to the ''ComicBook/Agent47BirthOfTheHitman'' comic series. In ''Hitman 2'' it was more vague and less obvious, and a great deal more than ''Hitman (2016)'' (which sets up comic events). Grey repeatedly references parts of the comic to 47 and the audience, and a Mission Story in Mendoza even has 47 give a cliffnotes description of the comic itself.
** Listening to the background lore of the crowds and the targets nets you with a surprising amount of connections to past missions. Some of the guards in Mendoza were actually hired for protecting Silvio Caruso back in ''2016's'' "World of Tomorrow" mission, while recurring [=NPC's=] can be found in various levels, such as Sheikh al Ghazali (from Paris) can be seen in Miami. Sebastian Sato (also from Paris) returns in Miami and Dubai, or Florida Man (from Miami) in Berlin.
* RealPlaceBackground: As per tradition with the series, the levels are designed to represent the culture and architecture the real life location would inhabit and have. Mumbai for example, has appropriate accents for most of its denizens, there is derelict architecture all over the place, the streets are crowded, and it feels very claustrophobic.
* SaveGameLimits: While in combat, the saving system is disabled. Elusive Targets, Custom Contracts, and Escalations don't allow saving at all.
* SceneryPorn: Part of the charm of each level is how ''gorgeous'' some of them can look. Back in ''2016'', Hokkaido was lauded for it's snowy setting, Sapienza for it's bright colors, and even Colorado had a grungy aesthetic. The later games improve on this with bolder colors, or otherwise better graphical effects.
* SchmuckBait: Almost everyone will check out any noises they hear, and pick up any placed coins/weapons 47 has interacted with. You can place a coin on a ledge, throw something to get someone to investigate, and push them off once they notice and try to pick up the coin, for example. They're not idiots though, so trying this while they are watching won't work.
* ShootOutTheLock: Continuing from ''Blood Money'', many doors can be shot open with adequate stopping power - as in, almost anything that isn't a pistol (Unless they're [[HandCannon The Striker or El Matador]]). Any explosives, from the intentionally destructive bombs to humble fire extinguishers, also work quite well if you're out of options.
* StoppedNumberingSequels: The entire Trilogy is this. The first game is simply known as "Hitman" (universally referred to as Hitman (2016) by everyone else in the world), and the later games add a 2 or 3. Those subtitles from later games become much more important now when talking about them.
* StunGun: The Kalmer tranquilliser dart guns. They have two darts, and act like a long range sedative poison gun.
* SuddenlyAlwaysKnewThat: Mission Stories and Opportunities basically exist as partially to maintain some RuleOfFunny, and to show off 47's impressive skillset. A full list can be seen on [[Characters/HitmanGamesAgent47 47's character page]].
* SuperDrowningSkills: '''Anyone''' will die the instant their face makes contact with water, even if it's a tiny puddle. Played with in the case of Vanya Shah in ''2'', where part of her routine has her wash her face in her own personal water pond, but cannot be exploited with electricity traps. You can, of course, still dunk her head into said pond to eliminate her.
** And of course, there's also the general fact that none of the [=NPCs=] in the game can swim. If you shove them off a ledge into water, even from a small height, they will drown. There is one specific exception: there is a certain body of water Rico Delgado can be thrown into and he'll be shown swimming... the pond his man-eating hippo lives in.
* SunglassesAtNight: You can invoke this by playing on the any night map (like the Isle of Sgàil or Berlin) and donning any suit with Sunglasses, such as the Summer Suave suit, or the Tropical Suit.
* TapOnTheHead: As with the previous game, 47 can bludgeon an NPC with any blunt object (or throw nearly all[[labelnote:*]] the exceptions generally being potentially squishy food items[[/labelnote]] of said objects at an [=NPC's=] head) for an instant knockout - faster than the Choke Hold, but at least marginally louder depending on the exact object used. Unconscious characters will remain so permanently unless awakened by another NPC, but will display no ill effects if revived.
* TechnicolorToxin: Lethal poison is colored Red, Emetic Poison is denoted the color green, and Sedative poison is denoted a yellow-orange color (the vials are blue, however).
* ThrowingYourSwordAlwaysWorks: The throwing mechanic is lifted from ''Absolution'' wholesale, which itself was reused from Absolution, and it locks onto NPC heads. Lethal items will ''always kill them'', and blunt weapons will ''always knock them out'', walls, stairs and corners be damned.[[note]] If an NPC goes behind cover/a wall after 47 throws something at them, it will still hit because of the game engine still telling the object to follow the head.[[/note]]
[[/folder]]

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