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* CrazyPrepared: 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.

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* CrazyPrepared: 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 well-known 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.
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* XanatosGambit:
** This is pretty much a player-invoked trope, as the game encourages players to have at least two points of attack for killing a target should things go badly. If one plan doesn't work (say, poisoning their food to drown them in the toilets, but the guards are too close by for it to be pulled off), then you can try again with another plan (a sniper shot), and if that fails, you can anticipate the behavior of Targets and guards (if they panic and trigger a target lockdown, then an explosive trap at their lockdown location can blow them up). Of course, at some point you will run out of plans to execute, but there's usually a lot of options right off the bat, and they are seldom complicated.
** In the grand scheme of the story, Providence is this, as they frequently benefit no matter what 47 does (In ''2'', the ICA may know they exist now due to uncovering a mole in Hokkaido, but they just got rid of the Colorado Quartet, and are hiring the ICA to kill more militia members).

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* RandomEvent: A DefiedTrope for the most part. The great majority of major [=NPC's=], targets, and level events are static and have predictable outcomes that run on a loop, which the player exploits as a part of the gameplay. There are some exceptions to this, some targets have randomised routines that are generated on-the-fly (John Stubbs' routine is not consistent, other than the starting point, but does have places he will always go to). "The Lust Assignation", an escalation in ''3'', is the only mission in the trilogy which directly invokes this as a gameplay loop, as Lust's "Secret Admirer" is functionally randomised upon a restart.

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* RainbowPimpGear: Largely averted, with the sole exception of the Corky the Clown outfit, which lets you bring in "A New Bat" without raising suspicion. Another suit, the ''White Shadow'' ninja outfit is a weird inversion; "Ninja Rules" apply to all levels (I.E being hostile in certain places), despite the ruleset being made for Hokkaido specifically, so this leads to the outfit not being able to enter Sapienza's church, but is totally fine anywhere else in the level where regular suits can be used.
* RandomEvent: A DefiedTrope for the most part. The great majority of major notable [=NPC's=], targets, and level events are static and have predictable outcomes that run on a loop, which the player exploits as a part of the gameplay. There are some exceptions to this, some targets have randomised routines that are generated on-the-fly (John Stubbs' routine is not consistent, other than the (Some Elusive Targets like The Papparazzo and The Sarajevo Six's John Stubbs have routines that have a consistent starting point, but does have a random pattern of places he they will always go to). "The Lust Assignation", an escalation in In ''3'', "The Lust Assignation" escalation is the only mission in the trilogy which directly invokes this as a gameplay loop, as Lust's "Secret Admirer" is Admirer" has their looks and tells functionally randomised upon a player restart.

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* AnimationBump: The cutscenes in the games are '''''all over the place''''' due to the various publisher switches throughout the trilogy. From the ICA Facility to Hokkaido, there are fully animated cutscenes, and partially animated briefings, whereas the opposite happens between Hawkes Bay and Isle of Sgàil; the story cutscenes are mostly comic book-esque 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, to say the least.

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* AnimationBump: AnimationBump:
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The cutscenes in the games are '''''all over the place''''' due to the various publisher switches throughout the trilogy. From the ICA Facility to Hokkaido, there are fully animated cutscenes, and partially animated briefings, whereas the opposite happens between Hawkes Bay and Isle of Sgàil; the story cutscenes are mostly comic book-esque 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, to say the least.least.
** In a more literal sense, many of the animations for 47 got upgraded between ''2'' and ''3'', so climbing is now faster, for example.



** 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, 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).

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** A detonator's detonators' 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, Mumbai and kill Rangan in his tower, and as soon as you press the trigger, your target will be killed/ pacified/ electrocuted. The sole exception is in Hokkaido, 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).



** Beginning from ''2'', but later altered some more in ''3'' getting steadily noticed by an enforcer, then diving into cover ''immediately' after reaching the end of the notice meter makes the enforcer no longer suspicious of you. This is also true of ''2016'' in the context of alerted enforcers running past you.


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** Instinct from ''2'' onward no longer slow time down when it's activated, something that was the case in ''2016''.
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* 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.

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* HandCannon: The "El Matador" and "The Striker" are M1911 variant both .357 chambered in .357 M1911 magnum pistols. They [[OneHitKill One shot kills in one shot, pierces instantly]], can [[OneHitPolykill pierce multiple bodies with one bullet, bodies]], and is so powerful that 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.

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* TheArtifact:
** The games feature Website/YouTube-style buffering dots when an NPC is whacked unconscious. Since 2016, Youtube has moved away from using circling dots for buffering videos and into clean design, so this reference will be totally lost on anyone playing the game now.
** Sapienza has a security footage box in the downstairs room of the church, which deletes all footage from Caruso Manor and the [=ETHER=] field lab, which, no matter which way you slice it, makes no sense as to why they'd all be connected story-wise. This is a holdover from the game's alpha and initial release, where the security footage and cameras had specific zones, and players were required to delete the footage from cameras that covered that zone if they got spotted within it. This was changed and removed to simplify things due to player feedback, and later levels were not made with the feature in mind (and so the developers put the security footage boxes in more plausible places).
** In ''3'', The "White Sunset", "Sunset Rubber Duck", and "Orange Pinstripe Briefcase" items have a color scheme consisting of purple, orange, and white -- the same color scheme associated with Platform/GoogleStadia branding and advertising. These items were initially exclusive to that platform, but since Stadia went defunct back in January 2023, these colors make no sense now, and new players won't understand the reference. The "Cloud 9" challenge pack (where these items are unlocked from) has a name that does allude to the cloud and [=IoT=], which does somewhat help re-establish the reference in a roundabout way.
** The "Phantom" suit's name alludes to Ghost Mode, which was available in ''2'' as an unlock for the mode. The mode shut down not long before ''3'' released, so the original meaning of the name will be lost on any player who started playing post-Ghost-Mode's shutdown. Now, it is an unlock for completing 35 Featured Contracts in ''3'' unless you did a save transfer.



** 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.

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** Beginning from ''2'' [=NPCs=] [=NPC's=] 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.
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* StrangeMindsThinkAlike: When NPCs or guards comment on a particularly peculiar 47 disguise, they will always use the same basic description, even if phrased differently. For example, every one of them automatically associates a 19th century outfit, complete with cape, top hat and glasses (but NOT fangs) with vampires \ Dracula. And the first adjective that springs to their minds when discussing 47's white suit is "florescent".

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* StrangeMindsThinkAlike: When NPCs [=NPCs=] or guards comment on a particularly peculiar 47 disguise, they will always use the same basic description, even if phrased differently. For example, every one of them automatically associates a 19th century outfit, complete with cape, top hat and glasses (but NOT fangs) with vampires \ Dracula. And the first adjective that springs to their minds when discussing 47's white suit is "florescent".

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* StrangeMindsThinkAlike: When NPCs or guards comment on a particularly peculiar 47 disguise, they will always use the same basic description, even if phrased differently. For example, every one of them automatically associates a 19th century outfit, complete with cape, top hat and glasses (but NOT fangs) with vampires \ Dracula. And the first adjective that springs to their minds when discussing 47's white suit is "florescent".



** 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.

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** And of course, there's also the general fact that none of the [=NPCs=] in the game game, including those living on tropical islands, 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.
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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 unwillingly; Ort-Meyer, to another; Diana, albeit willingly), and even Diana (getting tracked down in ''Birth of the Hitman'' after going after several Blue Seed executives while forging a comfy life for herself. Also, after the events of both Hokkaido and Dubai, 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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** 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.

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** Most story missions / or 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.start.
** Beginning from ''2'', but later altered some more in ''3'' getting steadily noticed by an enforcer, then diving into cover ''immediately' after reaching the end of the notice meter makes the enforcer no longer suspicious of you. This is also true of ''2016'' in the context of alerted enforcers running past you.

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wait, alphabetizing


* ArmorIsUseless: No guard, despite a fair few wearing armor, are any harder to kill than a civilian. The sole exception is [[spoiler:in Carpathian Mountains, where they are deliberately portrayed as being the best of the best of The Constants' soldiers, and take several gunshots to down]].
* ArtificialStupidity: While there are multiple AcceptableBreaksFromReality in this game, one can laugh at how civilians and guards behave on panic shots, that it has become something important in speedrunning circles as [[https://www.youtube.com/watch?v=NNprCg14ibk demonstrated in this video]].


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* ArmorIsUseless: No guard, despite a fair few wearing armor, are any harder to kill than a civilian. The sole exception is [[spoiler:in Carpathian Mountains, where they are deliberately portrayed as being the best of the best of The Constants' soldiers, and take several gunshots to down]].


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* ArtificialStupidity: While there are multiple AcceptableBreaksFromReality in this game, one can laugh at how civilians and guards behave on panic shots, that it has become something important in speedrunning circles as [[https://www.youtube.com/watch?v=NNprCg14ibk demonstrated in this video]].
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* ArtificialStupidity: While there are multiple AcceptableBreaksFromReality in this game, one can laugh at how civilians and guards behave on panic shots, that it has become something important in speedrunning circles as [[https://www.youtube.com/watch?v=NNprCg14ibk demonstrated in this video]].

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