Wishlist : New Vintage / Classic Difficulties

Well, it’s pretty much what is in the title : I wish Hitman III had new difficulty settings based on the way the classic games played.

And contrary to my last Wishlist post, I genuinely think that this one is feasible.
First, as much as I have no idea of how the game works behind it all, I think the gameplay tweaks could be made through the difficulty select setting (it’s already the way they work, and professional mode in 2016 showed us what was possible). And second, because this would not mess with the leaderboards (bonus : potentially new challenges).
Finally, it’s a medium work, potential high replayability / impact wish.


(sorry, no mockup this time)

Concretely, I wish for two new difficulty settings. In them, to obtain 5 stars / silent assassin rating :

  • Classic Difficulty :

    • Body cannot be placed in containers (the prompt is disabled/greyed out as if it was a living target)
    • you start with one/two sedative syringe (as usual, sedated npc only don’t void SA)
    • one non target kill authorized, guard only (civilian are still a no)
    • (optionnally) : two firearm shot authorized
    • (optionnally) : npc wake after a certain time, longer if sedated
  • Blood Money Difficulty :

    • all accident kill are acceptable, even non targets (if anyone wants to SA with the light rig in Paris…)
    • leave no evidence (suit, or weapon. I believe this mechanic is currently to be implemented in Freelancer)
    • (optionnally) : no enforcer

It would be a blend of restriction, and more opportunities, more freedom of approach. Which is the main reason I looked for a way to be leaderboard friendly.

I honestly think it could be fun. What does anyone else think ?


Bonus third one : Absolution setting : everyone wearing your disguise is an enforcer.

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I believe it’ll be lets say you brought in a silverballer but left without it you lose it, i donlt think you’d need to get all your items back, but hey that’s just a theory… A hitman theory.

I don’t think anyone missed that from Absolution :smile:

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Yea i would love that type of dificulty in classic but you forget that in contracts if they find a body doesnt lose SA and also that dificulty would make again the sniper a usulf item and also it would add the runing is suspesius activity which is a feuture i love tbh

What about suspicious items in 2016 professional difficulty?If it comes to master difficulty, every player should be more careful.

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Firstly, username checks out.

Second, this sounds like a good idea on paper, but the reality was that it hurt more than it helped. Players are already careful enough as-is, there really isn’t much point in adding more obstacles to enforce that mindset.

Yes, it makes sense that only a chef would go around holding a knife or guards would only hold specific guns. In practice, this just makes the mode very linear to play – in a difficulty already designed to mandate S/A behaviour. Openly carrying custom weapons or certain items (which is to say, just about anything the other guards or staff aren’t carrying) is now more annoying, as you either have to keep holstering the weapon, or in some cases like the AR’s and SMG’s, find a place to drop them. It makes bringing in weapons rather pointless as anything you carried would be considered unusual by enforcers, slowing the game down and punishing creative loadout building.

By your logic, we should bring back the penalty for crouch-running in Master Mode, which was one of the most hated parts of 2016’s pro difficulty as it made SA/SO runs painfully slow. I am very glad that got changed so now that it only affects running standing up.

IO seems to be balancing Master Mode to make it essentially a harder Professional Mode, rather than something that requires the player to learn completely new rules for, which just adds intrusive mandates. The “Bloodied disguises ruins outfit” rule is a much less intrusive way of maintaining a stealthy experience, keeping you on track. Master Mode should be hard, but it shouldn’t have rules that are detrimental to the gameplay or make it hard for most players to start getting into.

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What about blood pool reaction ?If it comes to master difficulty, it will be very interesting.

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I’m not actually against that tbh. I don’t think that would cause any problems? That might encourage people to isolate targets if they wanna use their silverballers, though one could argue the game already has plenty of isolation opportunities anyway so it might not even matter.

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