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YMMV Navigation: Franchise | Codename 47 | Silent Assassin | Contracts | Blood Money | Absolution | 2016 | Hitman 2 | Hitman 3

  • 8.8: Players were disappointed regarding the initial ratings critics had given the game, citing about that the game is basically a Mission-Pack Sequel with additional minor changes and very little else (though the statement isn't exactly unfounded, and you'd be hard pressed to find someone who disagrees with that summary). The average metacritic score for the game is 82, with IGN and Riot Pixels being the low-scorers; 7.7 / 10 and 74 / 100% respectively.
  • Acceptable Targets: As with most of the Hitman games, the main targets are not nice people in the least and deserve what they get in some way or another. They range from corrupt weapons dealers, drug cartel leaders, murderous pirates, Cold War spies, and amoral treasure hunters. Diana lampshades this in the final mission briefing, when she states that the Washington Twins are collateral damage who only need to be eliminated because they risk jeopardizing 47's unrelated mission, but they're horrible people who totally have it coming.
  • Accidental Innuendo: Diana's warning about the Data Core in "Golden Handshake" can be taken out of context.
    Diana: "Be careful, 47. If anyone sees you with that rack, my guess is you'll draw a lot of unwanted attention to yourself."
  • Angst? What Angst?:
    • Neither of the Washington sisters will be particularly distressed if they learn that the other is killed.
    • Averted/Justified with the Knox duo in Miami. Robert's assistant will not let anyone tell him of Sierra's death, so he wouldn't know unless you orchestrate things in a manner that causes him to kill Sierra himself, and he does feel distraught when it happens.
    • As per the series norm, an NPC can witness a bald assassin gun down their friends and colleagues, yet go back to mopping the floor once the killer has disappeared for a few minutes.
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  • Annoying Video-Game Helper: Diana, as with the last game, will chime up on occasion to give you information on a target, and has target identification quips at hand for all the targets. Mission Stories have her get more involved, and aren't often too bad to listen to. The prize for most annoying Diana dialogue probably goes to when she talks in "The Stowaway" Elusive Target, which has Diana outright bark instructions at you in how to kill him, coming off as if she's following a tutorial found online.
  • Alternate Character Interpretation:
    • It's mentioned in a news report that Heidi Santoro, the former bandmate of previous target Jordan Cross and current solo act, condemned Monument Records releasing a new Jordan Cross album as a "shameless cashgrab". Was she upset about the competition she will be facing, or was she genuinely appalled that the studio is making money off her dead friend?
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    • To what extent has the Maelstrom recovered? He certainly seems affable. But his long, vague speeches, his arrogant ranting should he be held at gunpoint and him putting out hits on Shah and Rangan show that there is still a dark side to him.
    • Does Janus recognize Agent 47? If so, does this mean he's accepted his imminent death? Is he being Defiant to the End? Or is Janus simply speaking about something that he's unconsciously aware of, possibly even senile?
  • The Artifact: 47's facial model from 2016 is retained in the Legacy Pack cutscenes, but the face was changed to look a bit more angry-looking in-game, causing this effect.
  • Arc Fatigue: While the presence of Legacy Elusive Targets are welcomed by many players so people can get the location-gloved suits back from 2016 (as well as letting new players unlock them for the first time), many players also lament that these were the only type of Elusive Targets that IOI released for almost five months in a row in 2019, instead of new Elusive Targets in the Hitman 2 levels one would reasonably expect. Per the devs, this was so the team could prioritize the Expansion Pass content, but it still only meant that the second-to-last Elusive Target (The Censor) only appeared in October 2019. This coincided with news that Mumbai wouldn't get an Elusive Target (its exclusive suit was unlocked in a escalation instead). This meant the legacy locations were repeated very often, with Paris and Marrakesh being the worst offenders, with 3 and 4 repeats respectively. All this meant Bangkok, Colorado and Hokkaido only ever got one Elusive Target run each (despite having more than one ET to go per location), so if you missed that location, you couldn't location-specific suits if you missed it first time round. In hindsight, many players got the suspicion that these Legacy ET's were essentially used as filler to pad out the roadmap with reused content.
  • Author's Saving Throw:
    • The game isn't episodic, although there'll be some post-launch expansions. It's all but confirmed that the episodic nature of the previous game was really because of Executive Meddling from Square Enix, and as IOI is now with Warner Bros., they've chosen the normal release model.
    • The briefcase makes a comeback.
    • Even though the game isn't an addition to the last game, some suit unlocks and gear that were in HITMAN (2016) carry over here too. Progression doesn't annoyingly, so you'll still have to grind Paris to get 47's iconic Silverballer back.
    • Returning features from Hitman: Blood Money: NPCs can see 47's reflections in mirrors, the briefcase, and the PIP system, which shows whenever 47 is caught on camera, a target is killed or a body is discovered, returns as well, the latter albeit as a smaller HUD element so important things are not covered by it.
    • While it doesn't apply to the legacy levels (their dialogue is relatively unchanged), NPCs in each level speak with the region's accent.
    • Originally, there were no plans for a PC version of the Collector's Edition, but fan requests changed IOI's (or, more likely, Warner Bros.'s) mind.
    • All Season 1 missions are brought into Hitman 2 as DLC. If you already owned said content in Hitman, you got it for free in Hitman 2.
    • When the first Columbia trailer dropped showing only shots of dense jungle, fans started to fear that IOI had inexplicably decided to reimagine one of the most hated levels in Codename 47. Said fears were put aside once more footage was released, revealing Colombia to be a multi-environment level akin to Sapienza.
    • The dialogue in the tutorial missions set in the ICA facilities was tweaked to further emphasize that the seemingly lethal takedowns are All Part of the Show. Most notably, after the infamous ejector seat execution of Jasper Knight, Diana says "Never thought they'd use a functioning jet! Good thing you didn't disable his parachute" to imply that the Jasper Knight actor survived and thus avoid the question as to why the ICA would hire two people responsible for the actual murder of one of their employees during a training exercise.
    • Another slight change in the dialogue has Diana helping 47 during The Final Test by guiding him through the ejector seat opportunity, while in the previous game, she did nothing but warn him about Soders.
    • An early patch to (at least) the PS4 version added the option to choose whether the console should focus its power on the game's framerate at the expense of graphics or the opposite. Considering that Digital Foundry lamented the lack of said option in its analysis of the game, it's likely not a coincidence.
    • Colorado was one of the most disliked levels in the original game due to it's central conceit- the entire level is a hostile area, meaning Silent Assassin, Suit Only runs relied heavily on RNG and luck to skirt by. Even then, it was gimped somewhat due to being a Wham Episode, as 47 needs to exit through the storm cellar every time to keep the plot moving. The result is a linear, difficult, and frustrating level that, despite having a high level of detail and fun interactions and environments, is a difficult chore to get through. The Legacy Pack rendition of the level includes a few more hiding spots and some tall grass, allowing 47 to sneak around much easier and thus making the SASO challenge not only much more doable but a lot more fun. It also adds in the ability to use the other exits in the mission if you've completed it once, averting the problem with only one exit before. The result is a much more enjoyable Colorado for everyone to enjoy, and even it's most die-hard haters note that the improvements are quite effective.
  • Awesome Music: Niels Bye Nielsen returns from 2016, and after getting a lot of flak from fans about his different style of music compared to Jesper Kyd's work, Niels has refined his work to be in line with Kyd's work. Pretty much every track produced for the game is amazing to listen to, with Miami, Mumbai and Isle of Sgail standing out.
  • Base-Breaking Character: Lucas Grey. Some fans like him for being badass and having a prior history with 47, while others find him manipulative and neglectful of his subordinates, letting 47 eliminate over 10 of them and simply disbanding the militia after forming a team with 47, as well as suspecting that he'll betray 47 later on in the story.
  • Best Level Ever: All the five main levels have their defenders, but Miami, Columbia and Mumbai are the ones people tend to rave about. Whittleton Creek also has its fans, though that's mostly due to the Nostalgia Level and its aesthetic rather than the actual mission, which is itself criticized for its mandatory puzzle mechanics. The two DLC expansion pack levels; New York and the Maldives (HAVEN Island) were also well received, the former due to being a unique level set inside, in this case a bank, and the latter was touted as some gorgeous Scenery Porn, though criticisms for both being a bit short were quite plentiful.
  • Complete Monster: "The Censor", aka "Joseph Gorski", is a Serial Killer from Vermont. Acting under the twisted belief that everyone has the potential to be a killer, he deliberately murders people whom he thinks "will act out on that potential" and afterwards grades them based on how much they struggled for their lives. Having already killed over 15 people, he plans to continue murdering people, until he finds a victim that manages to confirm his believes by fighting back and killing him.
  • Crosses the Line Twice: The "Defenestration" achievement obtainable in the DLC New York level, requiring the player to crash the bank's stock by selling all of the shares personally, then killing the target by pushing her out of her window as if she committed suicide over the collapsed prices. This unlocks a new escape route, allowing 47 to climb up the railing and walk off the building in an apparent suicide attempt. It's Played for Laughs and utterly hilarious.
  • Damn You, Muscle Memory!: If you play any of the Sniper Assassin levels in the game, and then start playing "The Vector" from the Patient Zero campaign, then you'll need to re-adjust your timings, as while bullets do have some travel time in "The Vector", it's much faster than the sniper assassin levels. You also don't have to deal with scope steadiness either.
  • Disappointing Last Level: Some players are disappointed by "The Ark Society" not being climactic enough to end the second season on, mainly due to the Washington twins feeling akin to a Giant Space Flea from Nowhere considering they were only mentioned in the previous level and never built up to any degree. Additionally, the sole reason they're targets is because they're carrying the kill switches holding the Constant, rather than anything else. Though Diana does point out that they're not exactly the kindest of souls, who totally have it coming anyway. Haven Island, while well-received, also got this reaction from some players as it became clear that Providence targets were being saved for a sequel.
  • Ensemble Dark Horse: Out of all the targets, Dawood Rangan is unquestionably the most popular. Janus also has his fans due to his complicated backstory and moral ambiguity.
    • Mark Faba, likewise, is the most popular Elusive Target (for both seasons). I wonder why...
  • Even Better Sequel: While 2016 was a great game, it had it's flaws. These included a muddled U.I, a lack of series stables like reflective mirrors and the briefcase, as well as many smaller issues with performance and polish. H2 fixes just about all of those issues and has some of the best levels in the entire series to boot. And since you can import all the levels from 2016 into this game (and all of the levels have been updated with new features and mechanics to make them better), 2016 has become somewhat irrelevant.
  • Evil Is Cool: The Constant is a man who seems to always have a plan for everything, is a Graceful Loser who never appears to be fazed about anything, and can figure out a lot about a person just from a few sentences. All of this while looking like a guy who you could see doing office work. His way of taunting Diana? Give her what he promised her to begin with; information about 47. Namely the fact that he detonated the car bomb that orphaned her. Just two missions later and he already escaped from captivity, betrayed the Partners and embezzled money from their accounts.
  • Evil Is Sexy: Alma Reynard, Sierra Knox, Andrea Martinez and Ljudmila Vetrova have gotten this reputation.
  • Fan Fic Fuel: Killing The Constant is the single most common contract for the final level. Ironic, considering you're not meant to kill him in the level proper.
  • Game-Breaker:
    • The briefcase breaks Season 1 missions in half, as while the levels have been updated with some of the newer features that Hitman 2 brings to the table, such as long grass and crowd blending, the level remains largely the same as in 2016. For example, if you put a sniper rifle in the briefcase and start "Situs Inversus" in 47's room, you can simply snipe Yuki Yamazaki from your balcony. In the previous game this was impossible as you couldn't smuggle items to 47's room, and by the time you'd get the rifle from another room, she'd would've already have moved on, and she never revisits that specific spot again unless she's alerted to your presence.
    • The 2 ICA tasers make any custom contracts with guards as targets a joke, as you can "accident kill" them in plain view with the gadget and NPC can be tricked to lead the target to one with a coin.
    • Beating three mission stories in "Golden Handshake" gives you the ICA Electrocution Phone, which is even more extreme, since can be used to kill regular targets this way as well (and they'll pick it up if they see it, so all you have to do is leave it in front of a target and wait.) For example, it's possible to kill Viktor Novikov in an accident twenty seconds into the first mission by tossing it in front of him, waiting for him to pick it up, and hitting the trigger. Not only does it trivialize accident kills, it also trivializes any mission or escalation where you have to kill someone within a specific timeframe, since you can remotely activate it at any point, from any distance, without breaking Silent Assassin conduct. And it trivializes many Elusive Targets - an Elusive Target mission can be replayed at any point before you actually kill the target, so the most dangerous part for anyone who wants a Silent Assassin rating is escaping after the kill. With the ICA Electrocution Phone, this isn't an issue - you can just trigger it while standing right beside the level exit.
    • The Sieker 1, a dart gun that fires emetic poison darts, makes many previously difficult silent assassin challenges trivial; provided you can reach a vantage point to fire it from, it can easily separate targets from everyone around them.
  • Good Bad Bugs:
    • Tossing objects at a locked route to a person's heads return from 2016, which itself was from Absolution, but for some reason the speed for tossing the briefcase was significantly slower than all other objects. This means that you could see the object tracking much clearer than you would otherwise be able to with swords and the like, allowing you to see briefcases chase people around corners among other amusing things. The briefcase bug got silently patched out in Update 2.14, and now travels as fast as other melee weapons. IO did later add in a homing briefcase as an item, the Executive Briefcase MK.II.
    • In "Nightcall", Alma Reynard will flee to the shoreline should you scare her away from her panic room. Since there's no other lockdown locations for her to go to, her AI will instead choose to run in the opposite direction of 47 afterwards, which usually means that she'll run into the ocean and immediately drown.
    • Sedating someone with the Kalmer 1, then shooting their head before their body hits the ground is a bug that allows for said body to never be found. It popped up during the sedative rework in Update 2.24, and has remained unpatched.
  • Goddamn Bats: Cameras on Professional and Master Mode. They're hard to see, detect illegal actions which alarm guards that are nearby, and are placed in large numbers in helpful routes and locations. However, destroying the security footage disables all cameras in the level, so this can be avoided. Unlike in 2016, camera's between the two modes don't change places, making it, in some respects, easier to know where the camera's are placed.
  • Hilarious in Hindsight: The previous game has 4 separate releases (Digital, Physical, GOTY, Definite). With the Legacy Pack, it gets a fifth release.
  • It's Short, So It Sucks!: "Nightcall" only having up to a Mastery Rank of 5 and "Another Life" having a Mastery Rank of 15 caused some players to voice their concerns over the two maps being much smaller and more condensed compared to the usual. "Another Life" more-or-less escaped this complaint on release. However, players were still disappointed by the wasted potential of "Nightcall", since it is essentially a glorified tutorial mission, something deemed unnecessary considering the prologue from HITMAN (2016) is still playable, regardless of if you own the Legacy Pack or not. This complaint also evolved into one that notes that between both missions missing 20 Mastery Levels, this means that the game is technically missing an entire mission's worth of content.
    • Detractors of "Golden Handshake" believe that the target should have had a much more complex and longer patrol route rather than remaining in her office. There are only five Mission Stories, with only two directly affecting the patrol route of the target and causing her to leave the room. Much like "Another Life", this mission also only has a Mastery Rank of 15.
  • It's the Same, Now It Sucks!:
    • Some were somewhat disappointed by the gameplay, since it's mostly identical to the previous game. Downplayed after the reveals of the new additions, the returning features, and the reveal that the entire previous game is included in this one (for free if you own 2016).
    • The majority of the fanbase is upset by the Mark II variants of weapons being the exact same weapon other than a "2" sticker on it, feeling as though it's a cheap way to fill the mastery rewards without even doing a proper reskin.
    • Pretty much every "Special Assignment" mission; "Embrace of the Serpent", "Illusions of Grandeur", "A Silver Tongue", and "A Bitter Pill", have been universally condemned by the playerbase for a whole myriad of reasons. Chief among them being that because the levels do not change up a given location very much, if at all, these levels are paid content, and are part of the Expansion Pass that costs $30 normally. Lots of players felt like IOI making them was a waste of resources for such short missions that only have a few ways to reliably off them, as well as not changing enough of the maps' scenery to justify the mission, with only using a fraction of a level they're based in. Other players cited the missions' general lengths make them feel more like permanent Elusive Targets rather than a completely reskinned level, Ala the previous games' Bonus Episodes (which is what the Special Assignments are the equivalent of, despite IOI trying to claim otherwise). Story-wise, all the targets are actually pretty interesting, with the latter two missions having a story tie to each other, but many feel the targets are wasted when their gameplay AI routine is no more than a large square or triangle in a tiny area of the map, meaning they never explore outside of their starting point. "The Snow Festival" avoids this problem by being part of the Legacy Pack (but initially was time limited content), and was essentially free to returning players, not to mention being set in a small level to begin with (Hokkaido, instead of Columbia, which is vastly bigger). You would be very hard-pressed to find a person who would find these missions any more than an average affair.
  • Jerkass Woobie: Sierra Knox. A brusque, corrupt and murderous young woman, who was always neglected and ignored by her father.
  • Just Here for Godzilla: Many people bought the game specifically to kill Mark Faba; A.K.A: Sean Bean. He's also the only target to be given two canonically separate contracts, and is the face used on the Marketing for the Miami pack.
  • Love to Hate: Dawood Rangan is a Jerkass and Hate Sink without a single redeeming quality. However, he’s such an entertaining douche that he ends up being one of the most memorable targets in the series.
  • Les Yay: Between Sierra Knox and her lawyer, Brigette Cabot, as meticulously detailed in this Reddit thread.
  • Man of a Thousand Voices: Dave Foquette, Dave Hill, Elsie Bennett, Aakash Shukal, Adam Bond, Matthew Gravelle, Oliver Cotton, Yuri Lowenthal, Rochelle Greenwood, and many, many more VA's. IOI certainly got a lot of mileage out of their performances, as more than three quarters of the cast voices at least one other character in the game (Legacy or otherwise), so be prepared to hear these people a lot in your playthroughs.
  • Memetic Loser: Orson Mills has gained this reputation, as not only does Alma consider him expendable and a replacement for her previous boyfriend, both the devs and the fans call him "Sean 2" thanks to Alma jokingly calling him that. The fact that he's not even a target shows that he's Not Worth Killing either.
  • Memetic Mutation:
    • Diana's tendency to announce when you've spotted a target by loudly shouting "THAT is (target name), (optional snide comment) She did this most famously in the previous game with Viktor Novikov ("THAT is Viktor Novikov. Head of Sanguine, and Ringleader of IAGO. Quite the résumé."), where it became a massive meme. In this game, it's expanded upon here, and Diana has become The Snark Knight whenever a target is in her line of sight. Became an Ascended Meme as "The Last Resort", "A Bitter Pill" and "A Silver Tongue" all have her target identification quips starts with an uppercase "THAT".
    • The Ghost Mode announcer sounds very stilted, and has some amusing lines that get repeated quite often. Should your opponent not be doing that well and keep killing NPCs and guards while you're in the lead, the Announcer will make sure to remind you of this every time they kill yet another NPC.
      Announcer: You are in the lead. Keep it up!
    • The homing briefcases animation looking silly as mentioned under Good Bad Bugs. For example, this kill in Haven Island against Steven Bradley saw videos of the briefcase going viral.
    • "IT'S ORSON! OR-SON!"
    • Fanart of Dawood Rangan.
    • After Mark Faba's reappearance in Miami, Hitman players showed off particularly brutal kills on him in an attempt to stop him from coming back, even shredding him inside the garden shredder.
  • Narm:
    • The Snow Festival suit and Winter Sports Suit, which, while cool-looking, feel very out of place in a game where the levels consist of an MGS-style infiltration mission (Colorado), three missions in hot climate (Mumbai, Columbia and Sapienza) and one in a secret location with a strict dress code (Isle of Sgail). The only level with snow in it is Hokkaido, and that's a Legacy Pack location via DLC. They also aren't as absurd as some of the other suits, the former being a arctic parka, the latter being a snowboarding/ skiing outfit, which are pretty normal, unlike the Legacy GOTY Clown Suit that looks absurd anywhere, so they don't necessarily fall into Narm Charm either.
    • 47's repeated use of the alias "Tobias Rieper" got grating for some fans, wondering if the repeated use of the already unusual pseudonym would have raised any red flags amongst targets.
    • The way 47 can outright poison drinks, glasses and food when dressed as a waiter by obviously sprinkling poison from a suspicious bottle into the drink or dish.
  • Narm Charm: The 12-gauge shotgun was added to the game when The Bank was released, with the gimmick of being concealable. However, bringing the weapon into the level with you in the primary slot made 47 unequip it as soon as he entered the level. Depending on the location and starting position, you could attract suspicion before you entered the level. It was most famous on Paris, where you just handed a shotgun as well as your invite to the guard, and they don't bat an eyelid.
  • Older Than They Think: A lot of journalists and people attribute some of the new mechanics to being made for this game, when that isn't true. Stealth Grass, for example, was used in Absolution.
  • The Scrappy: Nolan Cassidy is like this game's Ken Morgan. A boring, stock character who is completely overshadowed by an Ensemble Dark Horse in the same level (Jordan Cross and Janus, respectively.) Coincidentally, Both Morgan and Cassidy are voiced by James Sobol Kelly, who also voiced Sean Rose (who had great Mission Stories, but was ultimately a forgettable character in a Scrappy Level).
  • Scrappy Mechanic:
    • The clues in Whittleton Creek are always mandatory, requiring you to find at least three clues along with eliminating the two targets to finish the mission. Fans believe that, while it is unique and interesting at first, it ruins the mission's pacing on replays of the map. This is a similar complaint to Colorado from Hitman 2016, where only the underground bunker was available as an escape in the campaign, requiring you to get Sean's Mask to leave the level. Colorado in Hitman 2 no longer forces one exit after a single play-through of the level, and in Whittleton Creek's case, there are easier, smaller clues to find, which don't take long to complete, but are out of the way enough from each other to become annoying to deal with, especially with repeated Save Scumming (or even when you can't save, like in Master Difficulty).
    • The Holiday Hoarders and Snow Festival missions being seasonal content complicated completing its challenges at first release. They all take some time to complete, and mid-mission saves were longer possible, meaning if you mess up at any point, you have to start all over again. Both levels were made free permanently in December 2019, which mitigated these issues.
    • For the legacy pack, there is one particular guard in the party area for Paris that, for reasons unexplained, is an enforcer for 47 in his SUIT, despite having a formal invitation. This was likely to take advantage of the new crowd blending feature, but this change has sparked some confusion and ire from fans. This is more confusing, as the "Vampire Magician" disguise does not prompt the same suspicion from that same guard, despite looking arguably goofier.
  • Scrappy Weapon: The ICA Electrocution Phone. The general consensus in casual circles is that while the phone is an easy way to kill targets, as well as being fun for the first few times in use, it's a fairly boring item that loses its appeal really quickly. Similarly, Veteran players don't like the weapon at all because it's a massive Game-Breaker that makes the games' other lethal options far slower by comparison, as well as being too simple to use. It counting as an accident kill, when no other phone item does so just adds to the frustration. Thus, many consider it overpowered, bordering on Pay-To-Win (as it's a DLC item that makes the game easier).
  • Self-Imposed Challenge: The Kill 'em All run, often referred to as the "Kill Everyone Challenge" is, well, a Genocide run taken to its logical extreme (technically every run in Hitman is a genocide run as you have to kill the targets to complete the mission). The challenge has you go around killing every Guard, NPC, your Target(s), anything with a heartbeat and a head in a level, so long as they are not mission-critical (such as The Constant in the main mission) that is. There are easily around 600 NPC's in a given level, so good luck!
  • Shocking Moments: Every HITMAN (2016) mission is in this game, from Paris, to Landslide, all the way to Patient Zero, all with updated features to boot. And if you had the first game, the missions were added at no additional cost. No-one saw that coming.
  • Special Effects Failure:
    • Presumably due to no longer having Square Enix's budget or resources, the story cutscenes have been downgraded to motion comic-esque stills. As if to compensate, the actual mission briefings pump up their Design Student's Orgasm nature. However, the DLC missions feature fully animated cutscenes made in-engine.
    • The new lines from Diana in the ICA prologue sound completely different from the old lines, despite both still being used. This makes Diana's lines jarring in how she suddenly changes tone and speech when jumping between the two.
  • Spiritual Adaptation: You are a genetically engineered agent for a clandestine secret organization in the service of The Illuminati to hunt down a morally-ambiguous terrorist organization that is secretly led by your brother. Halfway through the game, you have the opportunity to turn against the Illuminati and take them down. Are we discussing Hitman 2 or Deus Ex?
  • Tainted by the Preview: A piece of gameplay that included the briefcase revealed that it has no animations beside the standard "pick up agency pickup". The game proper has animations for most sniper rifles, although they aren't as elaborate as they were in Bloody Money, to players' collective relief.
  • That One Sidequest: Multiple challenges in the Isle of Sgàil.
    • "Making Waves" was removed, but required dumping 47 bodies into the water. Thanks to the jagged nature of the island, bodies might not even fall straight into the water and won't count to the goal.
    • "Magpie" requires collecting 30 commemorative tokens hidden throughout the level. Quite a few are found in strange places and on random people that must be knocked out to be acquired.
    • "None Shall Pass" is similar in that it requires blending in on all plinths scattered throughout the level. You can only blend in using the Knight Armor from the Penthouse, which is considered an illegal disguise everywhere. On the bright side, 47 can take much more punishment in this outfit than normal.
    • "7 Minutes in Heaven" requires Sophia Washington and Blake Nathaniel to be stuffed into the same closet in a security room. While Sophia does go there as part of her patrol route, Blake does not and must be dragged through several crowded rooms to get there.
    • Similarly, "King of the Castle" requires both twins to be thrown off the balcony of the penthouse. Voting against Sophia during the "Winds of Change" opportunity will lead to you being able to meet her easily. However, Zoe never goes to the penthouse balcony and will have to be dragged from the ground floor all the way to the top, inevitably passing numerous civilians and guards along the way.
    • To unlock the phantom suit, you need to kill 100 targets in ghost mode; it's not necessarily difficult, but A) each match ends once either player has 5 points and B) many players tend to quit the game if they are losing. Even if you won each match with all 5 points, it'd still take 20 matches to reach the goal. Hilariously, a challenge that sounds difficult (3 wins in a row) becomes surprisingly easy due to the players' aforementioned tendency to quit early.
  • They Wasted a Perfectly Good Character:
    • Several players have expressed some disappointment over the lack of an option to purchase a VIP ticket from the black market dealer in Miami. The fact that coins can be used to buy stuff in other scenarios and that he trying to sell you one only to automatically assume you're not interested feels like there is supposed to be a way to buy one from him doesn't help. As a result, the only way to get any tickets from him is to take him out.
    • Rico Delgado, nephew of the late Fernando Delgado. Swearing revenge on his uncle's killer, he built the Delgado Cartel back from the ground up and back to glory. With a sizeable criminal empire and a personal vendetta against 47, Rico would have made a fantastic main or major villain, but is relegated to a single mission. He could really have been replaced with any random druglord with no prior history with 47.
    • Wazir "the Maelstrom" Kale is described as having become a shadow of himself, bloodthirsty and desperate to regain glory. When we actually meet him, however, he is a rather stable man.
    • "The Censor" elusive target was in the main game news as a serial killer and his briefing hinted the possibility of him killing again. However, his official appearance consists of him making a very tiny patrol loop around the party in Whittleton Creek and making thinly-veiled threats to other partygoers.
    • The Heavenly Guard colonel Jin Noo and captains Lhom Kwai and Re Thak had unique character designs, combat ability and intriguing backstories, with Lhom Kwai being in contact with Triads and Human Traffickers and Re Thak being a Tragic Villain who lost her entire family to falsified charges. A proper main mission exploring their lives would have been dramatic and exciting, but they were all killed off in a Sniper mission.
  • They Wasted a Perfectly Good Plot: The end of the "Social Climbing" opportunity in the final mission has the Constant confronting Sophia Washington for conspiring to have him killed. Washington taunts him for his middle-class origins while standing at the edge of the tower. This culminates in... the Constant berating her and storming off. It would have been more climatic if, similarly to the the Cross-Morgan confrontation in the previous game, the Constant shoved the Rich Bitch off the tower to her death.
  • Uncanny Valley:
    • The sweet old lady in "Another Life" sure has an off-putting smile. Considering she is a Serial Killer, it's clearly intentional.
    • The NPCs in the Sniper Assassin maps have very low resolution models and have empty holes where their eyes would be since you're not expected to see them up close.
    • The briefing video for "Golden Handshake" abandons the comic-book esque briefings of the other missions and are instead fully animated... but the model quality is nowhere near it was for the previous game.
  • Win the Crowd: The reveal that the missions of the previous game will be remastered and added to the game, complete with the new gameplay additions and gear of the sequel, had fans screaming in joy.
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