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Hitman: Codename 47

aka: Hitman: Pagato per Uccidere, Hitman: Tueur Ă  gages
Moby ID: 2797
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Description official descriptions

A third-person shooter that emphasizes stealth and tactical thinking, Hitman: Codename 47 is a mixture of action and puzzle gaming.

You play the mysterious, nameless Hitman, whose perfectly lean body and UPC-stamped head indicate a somewhat unnatural childhood. Waking up one day in a cell, you escape your imprisonment and are shortly contacted by the Agency, an organization as mysterious as yourself. Offering a job in what you do best (delivering death), you embark on a career as an assassin. But the shadow of your past creeps up on you...and the last thing an assassin needs is something creeping on him.

A 3D game done nearly entirely from the third person (first person is used for aiming certain weapons), Hitman may initially draw comparisons to the Tomb Raider series. Although you can play in such a mode, there is also another mode where the mouse is more free to roam. Reflections, muzzle flashes, bodies that obey physics and slump and fall when necessary, and impressive shadows attempt to make the world feel realistic.

A wide array of weaponry are available, from knives and piano wire to silenced pistols to sub-machine guns and even heavy machine guns. Although such weapons are available, stealth will be your friend. The A.I. reacts to shouts, gunfire, and other odd occurrences, sometimes even getting suspicious if you're running around and so silence and sneakiness are your two best allies. Take down lone guards, hide their bodies and steal their uniforms. Then move in closer to your kill. Multiple methods of completing most of the levels are available, although one or two are the most efficient and therefore earn you the most money.

Spellings

  • Hitman: Агент 47 - Russian spelling
  • 终极刺客: 代号47 - Simplified Chinese spelling

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Credits (Windows version)

110 People (98 developers, 12 thanks) · View all

Product Marketing Lead
Product Manager
Creative Manager
PR
Localisation Manager
QA-Manager
Tester
Translation
Special Thanks
  • Aloha Hermann! Thanks for your support!
Programming
Additional Programming
[ full credits ]

Reviews

Critics

Average score: 78% (based on 47 ratings)

Players

Average score: 3.6 out of 5 (based on 108 ratings with 10 reviews)

Awesome game

The Good
Hitman: Codename 47 is one of the best games I've ever played. I loved everything about this game. The storyline was excellent, as was the level design. Also, there were many costumes you could steal, complete freedom!

The Bad
The graphics were a little too blocky for my liking. They could have improved them a bit, since this game was released in 2000. Also, the engine was not optimised enough, and sometimes, you couldnt talk to mission critical characters. Other than these little gripes, great game!

The Bottom Line
Buy and play this game. It's only $20. Then buy Hitman 2!

Windows · by James1 (240) · 2002

A new quality of aggression.

The Good
MobyGames’ rigid review structure is sometimes annoying. ;-) Please start reading below…

The Bad
Avid computer gamers mustn’t be oversensitive. We’re used to a fair amount of violence in our favourite hobby. We’re well aware that “problem-solving” often involves a machine gun. Although we wouldn’t admit it in public, we’re proud to define progress by the number of limbs that can severed from a digital human body. With technology came realism, with realism came gore, you know it, what’s the big deal? Indeed, what’s so special about a game like Hitman? A game that isn’t exceptionally gory, in which not a single limb can be severed? It’s the single fact that Hitman declares cold-blooded, insidious murder an acceptable subject for home entertainment, with a realistic directness never known before. It’s the disturbing certainty that modern entertainment has breached the last boundaries, those of morality as well as simply those of taste. And it’s the alarming realisation that we don’t care.

We should care. Not because of a new-found conscience or a sudden prudery, but because the ever-increasing tide of violence threatens to wash away our common sense. The alarm bells are ringing: Hitman introduces a new quality of aggression.
What discriminates the game from the Counter-Strikes and Soldier of Fortunes of this world is the perfidy. The hitman does not react to hostility, he anticipates it. His victims are not his enemies. In any given 3D action game, your choice in a hostile world is to defend yourself or die. However poor this justification may be, it is still somewhat reasonable – call it self defence, call it second degree murder. In normal 3D action games, you react. In Hitman, you act.
The world of Hitman is peaceful. The one who starts the bloodshed is you. You have to take the initiative, attack without having been provoked, backstab unsuspecting humans. Cowardice is a virtue in Hitman, and so is unscrupulousness: you have to kill innocents – passers-by! – to prevent them from alarming the guards. What’s worse, and what discriminates Hitman from all those related movies from “Léon” to “Assassins” is that the game has no critical undertone whatsoever. In Hitman, killing is an end in itself, and a fun one at that. The perversity is the complete absence of alternatives – you have to KILL, there are really no other options, not even to knock someone out. This gives your actions a gruesome logic: the previous murder justifies the next one. Those are the lessons that Hitman teaches, and believe me, you’re going to learn them quickly.

But hey, it’s only digital! We’ve heard all that fuss about violence hundreds of times before, it’s only the scaremongering of the ignorant. Yes, possibly. But it’s not that we gamers are blessed with immunity against ignorance, especially when our hobby is criticised. We know nothing about the influence of the media on personality, but that doesn’t prevent us from having a conviction: we are sure that computer games do not reinforce aggression in kids. After all, we’re the best examples for this thesis, aren’t we? Even if we suspect deep down that our confidence is one third optimism and two thirds indifference, we prefer to cry out: Heck, what’s wrong with wanting to have some fun? And we certainly insist on our right to decide for ourselves whether violence means fun for us or not. Entertainment is our ultimate justification.

So what’s the problem with Hitman? Is it about morality, that outdated value? No, it isn’t. It’s about responsibility. The responsibility of the developers for their target group, which simply cannot be denied. To propagate violence without a though about the consequences is blatantly ignorant. But there’s also the responsibility of us, the gamers, for our hobby. When the uninformed public, prodded by the yellow press, looks at computer games, they notice a Hitman. They notice the blood, the violence, the killing. You know all too well which judgements are formed on the basis of such impressions. If we justify games like Hitman, we gather voluntarily in our niche as a blood-thirsty minority. We are doing ourselves no favour with that. The gaming scene is grown-up enough to accept its responsibility for itself. We should declare Hitman as what it is: the ill-considered perversion of a game.

The Bottom Line
Do we really need a murder simulation to have fun? I for one don’t.

Windows · by -Chris (7762) · 2000

Stealth and deception are your most useful weapons.

The Good
While there is a wide range of weapons available to you in this game, it's hardly a "shooter" - your path to success is paved with stealth, sharp observation, and careful planning. It's even more of a "sneaker" than the Thief series.

Enemies will watch you constantly, and if they study you long enough, they will remember you. If you do anything suspicious while they're watching (like, simply drawing a weapon, or killing someone) they will attack you, or run off to alert other enemies. The alert will spread like wildfire, so if you are caught, you have a short amount of time to take out the runner, before he can get to another enemy. Learning their behavior and patrol routes becomes vital; simply killing everyone will more than likely result in you failing your mission due to excessive "clean-up" costs. Besides, you'll almost always lose in a straight-out gunfight. Not only can you not dodge effectively, but you can't even jump. When drawing a gun is required, you must choose your targets wisely.

There is a great sense of accomplishment and satisfaction when you complete a mission in the cleanest possible manner (such as - not only sparing any innocent bystanders, but never being detected at all). It's possible to take out your target, and casually stroll away, past confused and alarmed enemies.

Another option for deception is stealing the uniform of a slain guard. The type of uniform you're wearing determines the areas you can enter in certain missions. Some of the uniforms available in the Hong Kong missions are amusing - "I am a Red Dragon Triad elite guard. Ignore, for the moment, that I'm a six-foot Westerner with a barcode tatooed on my head. Oh, and these aren't bullet-holes in my uniform, they're... um... cigarette burns."

But with that bit of humor aside, the ability to change your clothing is not only very useful, but also required. Not only do uniforms determine what areas you can enter in some missions, but they also determine what weapons you can wield openly (some weapons, like the AK-47 assault rifle, are too large to conceal). Studying your enemies' weapons is worthwhile - if a bunch of guards are wielding AK-47s, you can too. But you wouldn't want to run around in their uniform with, say, an Uzi equipped. That will certainly look suspicious.

The physics engine is also very well-implemented. Bodies are affected by gravity, so if you kill someone and decide to dispose of the body in a storm drain, you just need to dangle it over the edge, and it will slump into the hole. Dragging a body through a doorway, or around a corner, can sometimes be tricky - their feet may get stuck on a corner, and they slip out of your hands, costing you precious seconds. Hanging banners, and even Hitman's necktie are affected by wind, and your own movements.

If you're big on surges of adrenaline, there are more "close calls" in this game than I can count. Killing a guard, and dragging his body away to conceal it, and quickly putting on his uniform and holstering your weapon just before another guard wanders into sight is only one of many heart-pounding situations to be had in this game.

The Bad
The graphics seemed somewhat dated and blocky, even though the animation was very smooth.

The interface is very non-intuative, and you may end up redefining a number of keys. To start with, "R" is not Reload, as one may initially guess - it holsters your weapon. "1" is actually reload. The right-mouse button or spacebar brings up the "use" menu, and to select different options, the "G" and "T" keys are used to scroll up and down in menus (the manual says that you should use your mouse-wheel to select different options, but I don't have that type of mouse. It took random experimentation to figure out how to select different options). The manual is, unfortunately, very vague and unhelpful all-around.

Also, there is a high frustration factor. Whenever you fail a mission, you must start over from the very beginning; there is no save feature. While I suppose this could be chalked up to "realism", the game quickly starts losing its fun-factor when you're replaying the same mission from scratch for the Nth time - especially when you were just about to complete it the previous time (some of them are fairly long and involved).

I also wish it were possible to set additional challenges for myself. For example, when you purchase weapons and ammo at the start of each mission, you can decline to purchase any excess weaponry if you desire, and enter the mission with minimal equipment. On the missions where a gun was actually required, I would have liked the ability to purchase only one round per target, eliminating any margin for error. But, ammo is sold in entire clips only. One can't have everything, I suppose.

The Bottom Line
I would recommend this game to the "Thief-powergamer". You know, the type of person who plays Thief on the highest difficulty setting. Hitman is essentially the same experience, but I feel that it's more rewarding. A casual gamer (such as myself), on the other hand, may become a little frustrated at the need to restart lengthy missions from the beginning, whenever you fail.

Windows · by Dave Schenet (134) · 2001

[ View all 10 player reviews ]

Discussion

Subject By Date
Guards' room in "Traditions of the Trade"? Daniel Saner (3503) Feb 15, 2013
Music in Windows Vista Daniel Saner (3503) Oct 2, 2008

Trivia

BPjS/BPjM index

On April 28, 2001, Hitman: Codename 47 was put on the infamous German index by the BPjS. For more information about what this means and to see a list of games sharing the same fate, take a look here: BPjS/BPjM indexed games.

Trivia originally contributed by Xoleras on 18.12.2005.

References

  • Pablo's line "Say hello to my little friend" is an obvious reference to the movie Scarface.
  • The entire setup of the third mission, "The Massacre at Cheung Chau Fish Restaurant", is extremely similar to a scene of The Godfather, with both the setup (negotiation in a restaurant with gangsters and police), as well as the execution (hiding a gun in the bathroom).

Trivia originally contributed by EboMike on 18.12.2003 and 08.06.2004.

Naked strippers

An earlier beta of the game featured the strippers found in the game with no clothes.

Trivia originally contributed by Zovni on 13.02.2001.

Real-world locations

In an interview with fansite HitmanHQ, lead animator Jens Peter Kurup of Io Interactive stated: "The different locations were either constructed with picture reference or by actually visiting the different places to get the atmosphere right. [...] The Hotel in Budapest actually exists [...], and some of the guys checked it out in details. Then it's modified to fit the gameplay."

The game's Thermal Bath Hotel GallĂ rd in Budapest mentioned in the interview, as visited in the mission Traditions of the Trade, is inspired by real-world Danubius Hotel GellĂŠrt, also in Budapest.

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Contributors to this Entry

Game added by Ray Soderlund.

Additional contributors: Zovni, Daniel Saner, tarmo888, Sciere, Stratege, CaesarZX.

Game added December 15, 2000. Last modified March 14, 2024.