Hitman 2: Silent Assassin ( Portable )



Published by: Eidos Interactive
Developed by: Io Interactive
Release Date: October 1, 2002
Genre: Third-Person Action

Hitman 2: Silent Assassin is a stealth-based, first/third-person shooter, developed by IO Interactive and published by Eidos Interactive. It was the second installment of the Hitman video game series, followed by Hitman: Contracts in 2004, and Hitman: Blood Money in 2006. The game was released first on October 1, 2002 in North America. It was released on PC, PlayStation 2, Xbox and the GameCube, the only Hitman installment in the series to be released on a Nintendo console so far.

Gameplay

Silent Assassin addressed many of the criticisms concerning the gameplay of the original game: The control scheme has been streamlined to better mirror that of a standard shooter: an optional first-person perspective was added, and a visual meter was added to give the player the ability to gauge enemies' suspicion level for stealth purposes. While the "suspicion meter" generally reacts appropriately (such as when the player enters a restricted area or draws a weapon in public), there were some sensitivity issues, possibly bug-related, which caused enemies to react adversely to the player for seemingly innocuous actions, such as close proximity. This feature was improved upon in the subsequent games of the series.

Also introduced in the game was the concept of a post-mission ranking system, in which the player is given a status based on how they completed the mission, rated along a stealthy-aggressive axis, between "Mass Murderer", a non-stealthy player who kills everyone, and "Silent Assassin", a stealthy player who manages to complete the level without being noticed and only killing the intended target(s). The game rewards the player for critical thinking and problem solving, encouraging the player not to treat the game as a simple shooter. Achieving Silent Assassin status on multiple missions rewards the player with bonus weapons.

Graphically, Silent Assassin can use either the Direct3D or OpenGL rendering engines.

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