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Ending Level in Hitman 3

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Ending-level design is usually the trickiest because it has to be special(new experience) yet familiar(existing mechanisms). We want to test players for one last time and make players feel they mastered all mechanisms in the game. It is hard to impress players by not adding new mechanisms, especially at the point where all mechanisms were mastered by players and all design tricks were used by level designers. We use a combination of the following three features: epic combats, cinematic scenes, or ending the game narratively in most ending level design. These three features could refer to gameplay, presentation, and story. Let’s see how Hitman3 managed to end the game by utilizing all three things, making them work together, and creating an immersive simulation.

 

A bold attempt in the end level of Hitman 3 is to empower players with limited freedom (free to kill everyone). This type of power is very dangerous for a game featuring strategy and stealth assassination like Hitman because it wouldn’t be challenging and interesting if players just slaughtered NPCs/ enemies and break the game experience easily. That’s why designers didn’t grant this power at the beginning of the game, and added a lot of restrictions on slaughtering (like alerting players to focus on the main target, enemy alerting system, losing points on killing non-target NPCs, adding restriction narratively, etc.) On the other hand, designers did notice that as players immerse as Agent 47 throughout the game, they would feel frustrated from the game that not allowing them to do what they were excepting Agent 47 could do (As a master of assassination and a one-man army, the agent 47was capable of killing everyone he see). In the end level, the frustration was released because players could finally kill everyone on the train (it comes with a proper explanation because they all belong to Providence ). The gameplay matches players' expectations, which makes this level unforgettable and unique.

 

It also reminds me of the invincibility in Super Mario Bros, when Mario got a superstar he would be granted invincibility for 10s. When I was playing Super Mario in my childhood, I felt it was the most joyful 10s in my life because all the suffering and struggles(Goombas and Koopa Troopas) were not a big deal to me anymore, my tension was released. In fact, it was so joyful that I tried to turn on some cheat sheets to turn on the invincibility forever, but then it ruins the whole game experience and that’s how I learned my first lesson in game design: limited freedom feels more free and joyful.

 

 

The layout of the end level of Hitman 3 is very different compares to the end levels in the previous Hitman Series. The last two end levels were designed in a regular Hitman-style level but increased the complexity of the level—multiple layers/entrances/vantage points, shortcuts, and various tasks to help players complete their goals. While in Hitman3, the end level was very linear, single-layered, and had restricted space. It might feel too simple for an end level(after all it ends the whole three series of Hitman), but I believe that sometimes less is more. It stands out from other levels and brings a new linear-level experience to the player while keeping some of the core Hitman features (like multiple tools, weapons, and ways to assassinate). Not to mention that the first cutscene was so dramatic, where the player wakes up in a surgery room and is assumed in a hospital, but found out he was on a moving train. 

 

 

The main goal of this level is to confront the leader of Providence, so the level was set up in a way where players can feel confronted by the leader all the time. The target is steady and far away in front of the player. While the player moves closer and closer to the head of the train, the feeling of confrontation feels stronger. In order to build up the tension, a railway light obstacle was introduced in the level, which forced the player to continuously dodge while moving.

 

 

The enemy waves and resources layout also corresponds to the story, the closer you get to the leader, the stronger enemies you will encounter, from doctors to guards, from guards to elite guards. Players can sense the progression of the level both from the physical space and the difficulty.

 

After seeing what’s new in the ending level, let’s take a look at some good designs from previous levels and been used in the ending level, too. It is impressive to see how designers compressed all the core Hitman experience in a relatively small level. 

 

The train blocks provide a natural space for combat while the connection between blocks is the buffer area in pacing control. Connection parts between two blocks are always safe, which gives the player a space to rest and plan.

 

 

Players need to climb outside to the top to bypass enemies and explore. The affordance and visual guidance are clear. Ice feels slippery so that it cannot be hung on, and thus it became an obstacle during the climbing. 

 

 

 

 

When getting closer to enemies, there are always vantage points and potential paths for players to take the next move. (either enemies are distracted or enemies are facing the other side)

 

 

 

                                      The bar is a covered path for backstabs   The patrolling enemy provided a time to sneak in

 

Even for the ending level, designers still provided replayability. I played 5 times of this level and each time I still find something new when I tried. There are so many interactive items in the train and different interactions could combine together and become a new strategy to beat the level and create emergent gameplay. 

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