Hitman: Blood Money returns to the root of the series. Back to a sequence
of missions, rather than the fractured, annoying flashbacks of Contracts
(many of which were rehashes of original levels).
Every Hitman seems to tweak the unlock system. Here you earn cash based
on your level ratings. That money can then be spent on weapon upgrades
for your core equipment - your trademark silverballers, a shotgun, a
submachine gun, an assault rifle, and a sniper rifle. These improvements
include silencers, better sights, stocks, and a variety of ammunition
choices to do more damage or make less noise. Additional weapons can be
added to your arsenal by carrying them to a mission exit, though to be
honest there didn't seem to be any point in doing so because with a few
exceptions, your standard choices are unquestionably superior.
Blood Money makes a few changes to the mission ratings. Upon completing a
mission, you're presenting with your score in noise and violence.
Obviously both should be low to achieve the optimal "Silent Assassin"
rating. Additionally the game tracks how many witnesses there were and
if your face was captured on video. A witness, as it turns out, is anyone
who sees you carrying a weapon, even if appropriate to your costume (such
as a guard). High noise and/or violence will increase your notoriety,
though you can spend some of your earnings to lower it. I'm not sure
exactly what happens if you get a high notoriety.
I noticed that there are fewer obvious silent assassin methods presented
to the player and the mission levels seemed more complicated on average
than many of those from previous games. For instance, it's rare to find a
vial of poison sitting a few paces away from a bowl of soup. This game
also requires a bit more patience than previous iterations. There's a lot
of time spent waiting for people to hit their waypoints for optimal
killing (especially when it's one of the levels where the AI characters
stupidly and rigidly follows a seriues of baffling waypoints).
On the other hand, this game introduces the ability to make kills look
like accidents. An explosive on the cable holding up a chandelier, for
example, can detonate just as the target walks underneath. It's then
considered an accident, so there's no need to hide the body. Accidents
tend to be somewhat hidden, so you have to search for them. One side
effect of accidents and Silent Assassin kills is that you have almost no
need of any of your weapons except the fiber wire. It's disappointing to
have all these options for upgrades and yet to get the money needed for
upgrades, you won't want to even use the weapons you're upgrading.
Though graphics are improved, there's one big problem that's impossible to
overlook: the "hot" women are freakish. They all have giant globe breasts
that are unnaturally round and body proportions that strain credibility.
I had a few problems with the interface. The menu system had a few
glitches when it came to clicking on things. Every once in a while I'd
click something and it would not register. Instead, my mouse cursor would
be relocated to the center of the screen for some reason. The ESC button
would often be disabled during certain scenes and even beyond that it
would occasionally be unresponsive. My standard method to get to the game
menu was to double-tap ESC because it would often disregard the first one.
Save games are entirely transient. Once you finish a level or quit the
game, your saves are gone. So while the game tracks your progress by
level, you can't save the game in the middle of a mission and quit the
game with plans to come back later. You'll have to start that mission
over from the beginning.
This game has one of the better endings of the series but it's a bit too
easy to miss the hidden "treat". Even so, it was well done. All in all,
I found this to be a good addition to the Hitman series.