One example is at an underground club in Berlin, where 47 tracks down and eliminates threats who are seeking out a past acquaintance of his among the thumping music and flashing lights. ![]() I noticed and appreciated a few slight overall tonal shifts in Hitman III, especially when it comes to the pace of the story. The faster loading times made that process much more palatable, but it's still mystifying as to why there isn't a more efficient quicksave feature in this series yet. What also stood out to me are the minimal loading times on the PS5, which might not sound like a huge deal at the outset, but it's been a godsend for Hitman players like myself who've been sucked into the habitual vortex of trying to explore every possible story path within each mission (yes, there are still the multitudes of ways to kill your targets … that's basically the game), save frequently, and then reload an earlier save when someone catches you moving some cook's unconscious body or slapping a rear-naked choke on a security guard. I felt like I was in "Blade Runner" for a hot second. I found the back streets and cityscapes of neon-illuminated Chongqing to be my personal favorite when it comes to the eye candy. You've seen 47 all over the map, and the third installment has him going from Dubai to England to Chongqing, China. You're basically in a modern palace, and I felt like the visual splendor was the game's way of saying, "Aw yeah, who got a PS5? You did!"Īll of the Hitman III locales exhibit a clarity and beauty the series hasn't seen before, and it only helps add to the atmosphere of each mission, which low-key has made the World of Assassination trilogy the darkest travel show of all time. After the briefing, prep and somewhat daring entry into the Sceptre's levels above the clouds, 47 (and you) are treated to the grand spectacle of entering the opulent main hall and witnessing the sun pouring in through the windows, light bouncing off gold columns, glass and marble flooring with gold trim, and some music that carries a Lawrence of Arabia-style tinge. Your first mission is in Dubai at a place called The Sceptre, billed as the tallest building in the world - so tall it pierces the clouds and keeps on going. In Hitman III for the PS5, however, it's the visuals that grab on to your eyes. Each one is an example of good, crunchy world-building, and they take about a minute to pull you in. ![]() They are smartly written and dynamically presented, and they do an outstanding job of establishing the backstory of all of Agent 47's targets while setting the tone and rules for the mission at hand and the larger tale. My favorite parts of the past several Hitman games, including this one, might be the mission briefings. ![]() The first couple of missions strike at the trio of people who serve as the head of the Providence leadership snake. The narrative of Hitman III focuses on the end of Providence, the seemingly omniscient Spectre-like organization that administers its world-altering power through its oligarchy of corporate titans, high-achieving shadowy power brokers, all-star international criminals, and straight-up wealthy people. This is more like the closing of a major chapter in the world of Agent 47 and Diana Burnwood, his handler for most of his assassin career, instead of The End of Everything. Story-wise, there's an air of finality, but perhaps not the kind you might be thinking of.
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