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* InopportuneImpersonationFailure: In "The Bjarkhov Bomb," One way of getting close to final target Sergei Bjarkhov is by disguising 47 as Fabian Fuchs, a prospective client that the ArmsDealer's been expecting (and a target you've just bumped off, incidentally). Once introductions are made, Bjarkhov offers a glass of vodka - which 47 doesn't accept, since he's wearing Fabian's ski mask and can't remove it to drink without revealing that he's an imposter. Bjarkhov is immediately suspicious of this behaviour, and if you don't kill him before he makes the offer a second time, he'll realize that 47 is an assassin and yell for the guards.
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TRS cleanup


* StuffedIntoTheFridge: Picture a once-attractive girl, full of life. In fact, you don't have to picture one, she's already in your inventory. [[spoiler:Now picture the same girl, raped, mutilated, drained of blood, and hanging from a meat locker ceiling. A raw arm is the only part of her that can be identified. And an obese Scottish butcher in dirty underwear and an apron is admiring his masterpiece]]. Meanwhile, “Put your head on my shoulder” crackles over a radio in the background.
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* DeadManSwitch: Boris goes nuts (as usual) once he's surrounded and arms his nuclear device. Once the SWAT teams mop up the freighter, the voice on the radio will "initiate phase two", at which point Boris will shoot the skipper and make his threat: he's going to blow up the harbor unless he's allowed safe passage off the ship ''and'' a helicopter! The [=SWATs=] won't dare shoot him because they know what a detonator does. There are several ways to spoil his plan.

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* DeadManSwitch: DeadMansSwitch: Boris goes nuts (as usual) once he's surrounded and arms his nuclear device. Once the SWAT teams mop up the freighter, the voice on the radio will "initiate phase two", at which point Boris will shoot the skipper and make his threat: he's going to blow up the harbor unless he's allowed safe passage off the ship ''and'' a helicopter! The [=SWATs=] won't dare shoot him because they know what a detonator does. There are several ways to spoil his plan.
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Trivia


* DummiedOut: The weapon descriptions in your inventory list their calibers. The demo had the AUG SMG and CZ-2000 pistol share 9MM ammo, but the finished game reverts to the generic ammo categories from previous games. (Pistol, SMG, etc.) So they consume "SMG" and "Pistol" pickups, respectively, despite the menu claiming that they use the same ammo type.
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Moving wicks to a new namespace per hard-split.


** The Latin chorus and trombones are out; no longer do we hear sweeping music in the background as Hitman mows down a diplomat. It's actually more in line with Kyd's earlier work on ''VideoGame/FreedomFighters'', mixing ambient and industrial techno. We open with [[https://www.youtube.com/watch?v=vch8gmVXfdM "Slaughterhouse"]], which slowly builds as Hitman falls deeper into his delirium, and end on [[https://www.youtube.com/watch?v=g1JBuAkP3H4 "SWAT Team"]], which is a little action-packed for a ''Hitman'' game.

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** The Latin chorus and trombones are out; no longer do we hear sweeping music in the background as Hitman mows down a diplomat. It's actually more in line with Kyd's earlier work on ''VideoGame/FreedomFighters'', ''VideoGame/FreedomFighters2003'', mixing ambient and industrial techno. We open with [[https://www.youtube.com/watch?v=vch8gmVXfdM "Slaughterhouse"]], which slowly builds as Hitman falls deeper into his delirium, and end on [[https://www.youtube.com/watch?v=g1JBuAkP3H4 "SWAT Team"]], which is a little action-packed for a ''Hitman'' game.
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* SequelDifficultySpike: Minor, but since you can only bring weapons into levels after beating the game and Hard and Professional don't start 47 with a silenced Silverballer, the player will have to explore more/take more risks to actually take out targets silently, as the player can't simply shoot them in the head with a silenced pistol most of the time. (at least without having to find it first.)

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* BoringYetPractical: The Silverballer finally becomes this after two games of being a situational weapon; ''Codename 47'' had it as an unsilenced backup weapon that wasn't much use for stealth and ''Silent Assassin'' had them as GunsAkimbo that were [[HandCannon stupidly overpowered]], even in their silenced form (which required obtaining a Silent Assassin rating once to unlock). Here, 47's default load out still has a pair of them, but, more importantly, also has a single silenced Silverballer from the getgo, allowing for silenced headshots when using the fibre wire is impractical. Effectively, it replaces the silenced Beretta from the previous two games.

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* BoringYetPractical: The Silverballer finally becomes this after two games of being a situational weapon; ''Codename 47'' had it as an unsilenced backup weapon that wasn't much use for stealth and ''Silent Assassin'' had them as GunsAkimbo that were [[HandCannon stupidly overpowered]], even in their silenced form (which required obtaining a Silent Assassin rating once to unlock). Here, 47's default load out still has a pair of them, but, more importantly, also has a single silenced Silverballer from the getgo, getgo on Normal, allowing for silenced headshots when using the fibre wire is impractical. Effectively, it replaces the silenced Beretta from the previous two games. games, on Hard and Professional though 47 only starts levels with the unsilenced dual Silverballers.


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* SequelDifficultySpike: Minor, but since you can only bring weapons into levels after beating the game and Hard and Professional don't start 47 with a silenced Silverballer, the player will have to explore more/take more risks to actually take out targets silently, as the player can't simply shoot them in the head with a silenced pistol most of the time. (at least without having to find it first.)
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* BoringYetPractical: The Silverballer finally becomes this after two games of being a situational weapon; ''Codename 47'' had it as an unsilenced backup weapon that wasn't much use for stealth and ''Silent Assassin'' had them as GunsAkimbo that were [[HandCannon stupidly overpowered]], even in their silenced form (and required obtaining a Silent Assassin rating once to unlock). Here, 47's default load out still has a pair of them, but, more importantly, also has a single silenced Silverballer from the getgo, allowing for silenced headshots when using the fibre wire is impractical. Effectively, it replaces the silenced Beretta from the previous two games.

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* BoringYetPractical: The Silverballer finally becomes this after two games of being a situational weapon; ''Codename 47'' had it as an unsilenced backup weapon that wasn't much use for stealth and ''Silent Assassin'' had them as GunsAkimbo that were [[HandCannon stupidly overpowered]], even in their silenced form (and (which required obtaining a Silent Assassin rating once to unlock). Here, 47's default load out still has a pair of them, but, more importantly, also has a single silenced Silverballer from the getgo, allowing for silenced headshots when using the fibre wire is impractical. Effectively, it replaces the silenced Beretta from the previous two games.
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None

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* BoringYetPractical: The Silverballer finally becomes this after two games of being a situational weapon; ''Codename 47'' had it as an unsilenced backup weapon that wasn't much use for stealth and ''Silent Assassin'' had them as GunsAkimbo that were [[HandCannon stupidly overpowered]], even in their silenced form (and required obtaining a Silent Assassin rating once to unlock). Here, 47's default load out still has a pair of them, but, more importantly, also has a single silenced Silverballer from the getgo, allowing for silenced headshots when using the fibre wire is impractical. Effectively, it replaces the silenced Beretta from the previous two games.

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* DevelopersForesight: In "The Bjarkov Bomb", it's possible to kill both targets ''and'' sink the submarine at the same time. All you have to do is wait...and wait...and wait...and wait for Fabian to finish his meal, mosey over to the maintenance shaft, ride the slow-moving platform, walk upstairs to the commander's room, meet with Bjarkov, share a pint, walk back downstairs, get in a jeep, and drive all the way to the sub. Still, the fact he even does this shows a greater attention to detail than in previous games. Alternatively, 47 can snipe his targets after they're done joyriding around the base.

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* DevelopersForesight: DevelopersForesight:
**
In "The Bjarkov Bomb", it's possible to kill both targets ''and'' sink the submarine at the same time. All you have to do is wait...and wait...and wait...and wait for Fabian to finish his meal, mosey over to the maintenance shaft, ride the slow-moving platform, walk upstairs to the commander's room, meet with Bjarkov, share a pint, walk back downstairs, get in a jeep, and drive all the way to the sub. Still, the fact he even does this shows a greater attention to detail than in previous games. Alternatively, 47 can snipe his targets after they're done joyriding around the base.
** Think you can prevent Boris from making his threat by preventing him from getting his nuke? If you take out the bikers delivering the bomb, the entire sequence speeds up: The SWAT team almost immediately assaults the ship, Boris bluffs the police into standing down anyway, and gets his escape chopper long before you have enough time to get anywhere near him.
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* AnachronicOrder: Since 47 gets his flashbacks from various triggers throughout the game, it flashes to different contracts at different times. Notably, the deaths of the four of the Five Fathers is depicted in reverse order.

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* AnachronicOrder: Since 47 gets his flashbacks from various triggers throughout the game, it flashes to different contracts at different times. Notably, the deaths of the four of the Five Fathers is who do appear are depicted in reverse order.
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* AnachronicOrder: Since 47 gets his flashbacks from various triggers throughout the game, it flashes to different contracts at different times. Notably, the deaths of the four of the Five Fathers is depicted in reverse order.

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* DisposableSexWorker: Implied. Among the corpses in the basement in "Rendezvous In Rotterdam" is a dead woman wearing very little. There's also nothing stopping 47 from killing the hooker in "Deadly Cargo" if the player doesn't care about their rating.

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* DisposableSexWorker: DisposableSexWorker:
**
Implied. Among the corpses in the basement in "Rendezvous In Rotterdam" is a dead woman wearing very little. little.
**
There's also nothing stopping 47 from killing the hooker in "Deadly Cargo" if the player doesn't care about their rating.rating.
** Potentially can happen to Mei Ling as well in "Lee Hong Assassination". Since she isn't as nimble as 47 at jumping across balconies, she can fall to her death if 47 doesn't catch her. She can also die if the player decides to turn the mission into a shootout or [[VideoGameCrueltyPotential just kills her just because]].
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* NewGamePlus: Carrying weapons on your person as you exit a level adds them to your personal armoury, allowing you to replay levels with these guns available for selection. Completing a mission with a Silent Assassin rating unlocks unique versions of the game's guns, either in silenced or [[GunsAkimbo dual]] form.
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* DisposableSexWorker: Implied. Among the corpses in the basement in "Rendezvous In Rotterdam" is a dead woman wearing very little. There's also nothing stopping 47 from killing the hooker in "Deadly Cargo" if the player doesn't care about their rating.

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* FramingDevice: The game's missions are interlaced into the plot by means of flashbacks. Different events in the hotel room trigger memories of each contract (or series of contracts in the cases of Rotterdam and Hong Kong).



* GrayRainOfDepression: Since this world exists in 47's drug-addled skull, and it never rained in ''Codename 47'', the rain must reflect his mood at the moment.

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* GrayRainOfDepression: Since this world exists in 47's drug-addled skull, and it never rained in ''Codename 47'', the rain must reflect his mood at the moment. Only two missions don't feature rain: "The Bjarkhov Bomb", where it's snowing instead, and "Hunter And Hunted", which is the only mission set outside of 47's bullet wound induced flashback sequence.
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* SnipingMission: If you haven't unlocked any of the game's {{Sniper Rifle}}s during the game, "Traditions Of The Trade", "Slaying A Dragon", and "The Seafood Massacre" provide a [[RareGuns W2000]] in a briefcase for 47 to use. While optional, sniping is the easiest way to complete "Slaying A Dragon" with a Silent Assassin rating and can be useful for the other missions as well.
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* AdaptationNameChange: Arkadij Jegorov becomes Boris Ivanovitch Deruzhka, although Boris was a nickname in the original game.
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* GatlingGood: A minigun can be obtained in the first level if 47 obtains Lee Hong's keycard later in the game and replays "Asylum Aftermath". It's AwesomeButImpractical due to slowing 47 to a crawl and this being a StealthBasedGame.
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* CompressedAdaptation: The pair of missions in Rotterdam in ''Codename 47'' have been combined into "Deadly Cargo" and shortened down. The first part of sticking a tracker onto the car carrying the nuke is actually optional this time around (though recommended, as you'll want to disarm the nuke so you can take Boris out without turning the harbour into a smoking crater) and actually dealing with Boris isn't the MarathonLevel it was in the original game. The other Rotterdam mission in this game is only loosely connected due to Boris buying the nuke from the same gang 47 killed the leader of earlier.
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* RareGuns: A few, such as the Desert Eagle and Smith & Wesson Model 500 appear, but the CZ G-2000 pistol stands out for being exceedingly rare, even in fiction, with this game being the only notable work it appeared in.
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* AdaptationExpansion: ''Contracts'' adds a third Fuchs brother, Fabian, to the family and a disconnected mission, "The Bjarkhov Bomb", to take him out.
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### Boris undergoes and AdaptationNameChange from Arkadij "Boris" Jegorov to Boris Ivanovitch Deruzka. This could either be accounted for one of these names being an alias or 47 misremembering his name.
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* GuideDangIt: Unlocking the dual Desert Eagles and the minigun requires finding the Lee Hong's keycard in Hong Kong, quitting the mission from the menu and then restarting "Asylum Aftermath" and using the keycard to open the previously locked door.
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* ArmorIsUseless: Averted. Disguising yourself as a SWAT officer is not only for disguise purposes, but also allows 47 to tank more bullets.
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* BraggingRightsReward: Completing each mission with a Silent Assassin rating unlocks a unique variant of most of the game's weapons. However, many of these are [[GunsAkimbo dual pistols]] or silenced rifles, most of which are impractical to use on a Silent Assassin run. Basically, if you're capable of unlocking these weapons, you've demonstrated that you don't actually need them.
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''Hitman: Contracts'' (2004) is the third game in the ''VideoGame/{{Hitman}}'' series by Creator/IOInteractive, though it's really more of a [[{{Interquel}} mini-episode]] set between levels from the (then) upcoming ''[[VideoGame/HitmanBloodMoney Blood Money]]''.

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''Hitman: Contracts'' (2004) is the third game in the ''VideoGame/{{Hitman}}'' ''Franchise/{{Hitman}}'' series by Creator/IOInteractive, though it's really more of a [[{{Interquel}} mini-episode]] set between levels from the (then) upcoming ''[[VideoGame/HitmanBloodMoney Blood Money]]''.
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-->'''[[https://www.youtube.com/watch?v=hv9SqyTvLnk Cheru]]''': Now, I don't exactly know what going on here or ''who'' it was going on ''to'', but whatever this surgery was, it was highly important. [[BloodyHandprint And whoever tried to crawl away had very big hands.]]

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-->'''[[https://www.youtube.com/watch?v=hv9SqyTvLnk Cheru]]''': Now, I don't exactly know what going on here or ''who'' it was going on ''to'', but whatever [[MeatgrinderSurgery this surgery surgery]] was, it was highly important. [[BloodyHandprint And whoever tried to crawl away had very big hands.]]
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[[folder:A-E]]

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moved.'>https://tvtropemoved.


* ArtificialStupidity:
** The bartender overlooking the hotel pool has no way of leaving the bar. He cannot notify guards of your presence.
** Fritz won't react to the time bomb if you drop it next to him on the ground.
** The bystanders in Paris don't count as [=NPCs=], even though they respond to your movements and can be shot. They're stuck behind a barricade, so the cops just ignore them. Rien voir içi. Also, if you feel like abusing the AI, keep bumping into the SWAT while in disguise to make them turn around and face a brick wall.

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