Software:Hitman: Contracts

From HandWiki
Short description: 2004 video game
Hitman: Contracts
Developer(s)IO Interactive
Publisher(s)Eidos Interactive[lower-alpha 1]
Writer(s)Greg Nagan
Composer(s)Jesper Kyd
SeriesHitman
EngineGlacier
Platform(s)
Release
  • NA: 20 April 2004
  • EU: 30 April 2004
  • AU: 13 May 2004
Genre(s)Stealth
Mode(s)Single-player

Hitman: Contracts is a 2004 stealth video game developed by IO Interactive and published by Eidos Interactive for Microsoft Windows, PlayStation 2 and Xbox. It is the third installment in the Hitman video game series, and serves as both a remake of Software:Hitman: Codename 47 (2000) and sequel to Software:Hitman 2: Silent Assassin (2002), incorporating gameplay elements introduced in the latter into missions from the first game, which have been remastered with enhanced graphics. The game also includes several new missions, which serve as flashbacks experienced by the cloned assassin Agent 47 after almost being killed on a failed mission.

Hitman: Contracts was met with generally positive reviews; praise was directed at the improved gameplay elements, graphics, soundtrack, darker tone and atmosphere, while criticism was reserved for the lack of significant improvements and the familiarity with the previous two games. As of April 2009, the game has sold around 2 million copies.[1] High-definition ports of Contracts, Silent Assassin, and the sequel Blood Money were released on PlayStation 3 and Xbox 360 in January 2013 as the Hitman HD Trilogy.[2]

Gameplay

In Hitman: Contracts, players control protagonist Agent 47 from a third-person perspective, who is sent to various locations across the globe to assassinate specific targets. A wide array of weapons can be used, from kitchen knives, assault rifles and handguns to belt-fed machine guns. While stealth and subterfuge is encouraged, the game allows the player to take a more violent approach and gunfight their way to their mission goals. As players progress through the game, they can collect the various armaments found in the levels, allowing them to be used in future missions. Aside from the more straightforward ways of killing targets such as gunplay and strangulation, several missions allow the player more subtle ways to eliminate hits, such as judicious use of poison, or arranging "accidents" like a heat-induced heart attack inside a sauna.

Players are rated on their performance based on several factors; key among which are the number of shots fired, non-player characters (NPCs) killed (and whether they were armed adversaries or innocents), and the number of times the guards are alerted. The lowest rank is "Mass Murderer", which is awarded to players who kill large numbers of NPCs in the pursuit of their target and do not use stealth. The highest rank is "Silent Assassin", which is earned when the player accomplishes their mission without being detected, and generally without killing anyone other than the intended target(s).

Contracts continues the trend of context sensitive actions, which means that one button is used in multiple situations for multiple uses. For example, when the player is near a door, the context sensitive button will allow the player to perform door-relevant actions such as keyhole-peeking, lock picking, or if allowed, simply opening it. When the player is near an unconscious or dead NPC, the same button will allow the ability to either acquire the person's outfit, or drag the body to an area where it will not be found by various types of guards.

Along with the context sensitive button, the "Suspicion Meter" returns as well; this meter informs players of how close they are to blowing their respective cover. Actions like excess running indoors, brandishing weapons openly, residing in restricted areas, or sneaking can raise suspicion. Proximity will also usually raise the meter. If the "Suspicion Meter" fills, guards will open fire on sight of the player and the current cover becomes useless. If the guards discover a fallen body, or if an unconscious person wakes and alerts them, the "Suspicion Meter" will raise much faster than it would otherwise.

Disguises can be either found in the environment or taken from the bodies of male NPCs. Depending on the disguise, the player can then access areas restricted to most individuals in a level. These disguises can be seen through by guards, as stated above; e.g. if guards in a level are all wielding shotguns, a player dressed as a guard but not similarly equipped will draw more suspicion. Also, certain behaviors (like picking locks) will cause guards to see through a disguise as well.

Plot

On 17 March 2004, around two years after the events of Silent Assassin, Agent 47 is shot and critically wounded while carrying out a mission in Paris, France, for his employers, the International Contracts Agency (ICA). Returning to his hotel room, he reflects on his past, beginning with his escape from Romanian special forces after killing his creator, Dr. Otto Ort-Meyer, at his own facility. 47 then recalls various contracts he carried out over the years, including the assassination of two sexual fetishists who had kidnapped and murdered a client's daughter in Bucharest, Romania; the killing of a black marketeer in Kamchatka, Russia, selling weapons to terrorists, and the destruction of their weapon labs aboard a submarine; the murder of a corrupt nobleman and his son in England; the assassination of a biker crime lord in Rotterdam, Netherlands; and the killings of three of his five genetic "fathers", namely arms trafficker Arkadij Jegorov, who the bikers were doing business with in Rotterdam, terrorist Frantz Fuchs – incidentally, the brother of the black marketeer in Kamchatka – in a hotel in Budapest, Hungary, and the Triad boss Lee Hong in Hong Kong, China.

During this time, an ICA doctor arrives and performs emergency surgery on 47 before he can bleed out, but officers from the GIGN storm the hotel to capture 47. While the ICA doctor is forced to flee without dressing the wound, 47 regains his strength and prepares to deal with the officers, before recalling the briefing for his current contract. He remembers that he had taken out two of the three targets he had been sent to eliminate (an event later addressed in Software:Hitman: Blood Money), all of whom were involved in a child prostitution ring in Eastern Europe. He also recalls that the third target, corrupt GIGN officer Albert Fournier, survived 47's attempt on his life after being tipped off to his presence, and was responsible for his injury.

As the GIGN prepares to storm his room, which is slowly being filled with tear gas, 47 escapes from the hotel, intending to complete his contract. Upon reaching the streets, he finds and kills Fournier, before escaping to the Charles de Gaulle Airport. Boarding a plane that is leaving the country, 47 is reunited with his handler Diana Burnwood, who confirms his suspicion that someone knew about the contract and warns him that the ICA is being targeted by the same group. 47 agrees to handle the matter and takes possession of a file which names the group as the Franchise, an enemy of the ICA that seeks to undermine them and gain control of governments worldwide.

Development

The third Hitman game was originally meant to be the final game of a trilogy, but due to time pressure from IO Interactive's then publisher, Eidos, IOI split into two teams to work on Hitman: Contracts and Software:Hitman: Blood Money at the same time, with Hitman: Contracts being a smaller game containing remastered levels from Software:Hitman: Codename 47 (2000) in addition to new levels. Hitman: Contracts was developed on a tight schedule to release two years after Software:Hitman 2: Silent Assassin.[3] The game was released in 2004 in North America on 20 April,[4] in the UK on 30 April,[5] in Australia on 13 May,[6] and in Japan on 14 October.[7]

Soundtrack

Hitman: Contracts
Soundtrack album by
Jesper Kyd
ReleasedJune 2004
Genre
  • Classical
  • choral
  • electronica
  • ambient
  • EDM
LengthScript error: No such module "hms".
Label
Jesper Kyd chronology
Freedom Fighters
(2003)
Hitman: Contracts
(2004)
Splinter Cell: Chaos Theory
(2005)

Script error: No such module "Album ratings". Hitman: Contracts Original Soundtrack was composed by Jesper Kyd and released in 2004. The score features the same Latin choral arrangements as in all the other scores; however, they are heavily sampled and mixed into the dark electronic soundscape. As summed up by Kyd, "First of all it is a much darker score. Hitman 2 was an epic story that kind of spanned all over the world. This one, although there are different locations, it's not one big epic story. It's a lot of darker, psychological small stories mixed together, so the score follows the darker aspect of Hitman and his career."[8] The score was awarded the title of "Best Original Music" at the 2005 BAFTA Games Awards.[9]

Script error: No such module "Track listing".

Besides the original Jesper Kyd score, the game features the following songs:

  • "Put Your Head on My Shoulder" by Paul Anka in Level 2 "The Meat King's Party". 2:37
  • "A Different Kind of Love" by Dick Walter in Level 4 "Beldingford Manor" 5:18
  • "Immortal" by Clutch in Level 5 "Rendezvous in Rotterdam".[lower-alpha 2]
  • "Walking Dead" by Puressence in Level 6 "Deadly Cargo".
  • "Le Souteneur (Monsieur Claude)" by Faf Larage in Level 12 "Hunter and Hunted".

Reception

Reception
Review scores
PublicationScore
PCPS2Xbox
CGMStarStarStar[13]N/AN/A
CGWStarStarStar[14]N/AN/A
EdgeN/A7/10[15]N/A
EGMN/A8/10[16]8/10[16]
EurogamerN/A7/10[17]N/A
Game InformerN/A7.25/10[18]7.25/10[18]
GameRevolutionN/AB[19]N/A
GameSpot7.6/10[20]7.6/10[20]7.6/10[20]
GameSpyStarStar[21]StarStarStarStar[22]StarStarStarStar[22]
GameZone8.7/10[23]8.5/10[24]8/10[25]
IGN8.4/10[26]8.4/10[26]8.4/10[26]
OPM (US)N/AStarStarStarStarHalf star[27]N/A
OXM (US)N/AN/A6.4/10[28]
PC Gamer (US)72%[29]N/AN/A
Aggregate score
Metacritic74/100[10]80/100[11]78/100[12]

Hitman: Contracts received mostly positive reviews. Critics praised the improved gameplay elements, graphics, soundtrack, darker tone and atmosphere, while criticism was directed towards the familiarity and the lack of significant changes and additions from the previous game.[10][11][12]

Although GameSpot's Greg Kasavin liked that some of the missions from Software:Hitman: Codename 47 are featured here with graphical enhancements, he did feel it was a "cheap move." Kasavin also criticised the normal difficulty in the game; he felt it was too easy and that players can take the 'Mass Murderer' route with little to no consequences.[20] Air Hendrix of GamePro said of the PlayStation 2 and Xbox versions, "In this captivating outing, 47 revisits the past while modernizing the nagging flaws of his previous games, making for his best trail of assassinations yet."[30][lower-alpha 3]

Notes

  1. Square Enix Europe published the Xbox 360 and PlayStation 3 versions.
  2. At one point, Hitman: Contracts did not appear on Steam due to licensing issues with this particular song, despite all other Hitman games being released on the platform. They were eventually restored in 2014.
  3. GamePro gave the PlayStation 2 and Xbox versions each three 4.5/5 scores for graphics, sound, and control, and 5/5 for fun factor.

References

  1. "Corporate Strategy Meeting". 22 April 2009. http://www.square-enix.com/eng/pdf/news/20090422_02en.pdf. 
  2. Sarkar, Samit (28 January 2013). "Hitman: HD Trilogy trailer revisits the series' hits". Vox Media. https://www.polygon.com/2013/1/28/3924790/hitman-hd-trilogy-trailer. 
  3. Nick930 (10 November 2018). History of Hitman (2000 - 2018). YouTube. Google. Archived from the original on 3 October 2022. Retrieved 11 May 2024.{{cite AV media}}: CS1 maint: numeric names: authors list (link)
  4. Adams, David (20 April 2004). "Hitman: Contracts Ships". Ziff Davis. https://www.ign.com/articles/2004/04/20/hitman-contracts-ships. 
  5. Bramwell, Tom (14 April 2004). "This And That: Wednesday News Roundup". Gamer Network. https://www.eurogamer.net/news140404thisandthat. 
  6. "Hitman Contracts - available NOW!". Atari Australia Pty Ltd. 13 May 2004. http://www.atari.com.au/news/?action=view&id=658. 
  7. IGN staff (21 October 2004). "Gaming Life in Japan". Ziff Davis. https://www.ign.com/articles/2004/10/21/gaming-life-in-japan-120. 
  8. Spence D. (13 February 2004). "Jesper Kyd Speaks on Hitman Contracts". Ziff Davis. https://www.ign.com/articles/2004/02/14/jesper-kyd-speaks-on-hitman-contracts. 
  9. Sung, Mark (2 March 2005). "'Hitman: Contracts' Soundtrack Wins At 2005 Bafta Games Awards". http://www.monstersandcritics.com/soundtracks/news/article_4839.php/Hitman_Contracts_Soundtrack_Wins_At_2005_Bafta_Games_Awards. 
  10. 10.0 10.1 "Hitman: Contracts critic reviews (PC)". Fandom. https://www.metacritic.com/game/hitman-contracts/critic-reviews/?platform=pc. 
  11. 11.0 11.1 "Hitman: Contracts critic reviews (PS2)". Fandom. https://www.metacritic.com/game/hitman-contracts/critic-reviews/?platform=playstation-2. 
  12. 12.0 12.1 "Hitman: Contracts critic reviews (XB)". Fandom. https://www.metacritic.com/game/hitman-contracts/critic-reviews/?platform=xbox. 
  13. "Review: Hitman: Contracts". Computer Games Magazine (theGlobe.com) (165): 54. August 2004. 
  14. Cook, Denice (August 2004). "Hitman: Contracts". Computer Gaming World (Ziff Davis) (241): 73. https://www.cgwmuseum.org/galleries/issues/cgw_241.pdf. Retrieved 11 May 2024. 
  15. Edge staff (June 2004). "Hitman: Contracts (PS2)". Edge (Future Publishing) (137): 103. 
  16. 16.0 16.1 EGM staff (June 2004). "Hitman: Contracts (PS2, Xbox)". Electronic Gaming Monthly (Ziff Davis) (179): 90. 
  17. Reed, Kristan (15 April 2004). "Hitman: Contracts (PlayStation 2)". Gamer Network. https://www.eurogamer.net/r-hitmancontracts-ps2. 
  18. 18.0 18.1 Reiner, Andrew (June 2004). "Hitman: Contracts (PS2, Xbox)". Game Informer (GameStop) (134): 122. http://www.gameinformer.com/NR/exeres/BC67FD63-22D9-404D-8198-2C539F0250E6.htm. Retrieved 11 May 2024. 
  19. Sanders, Shawn (7 May 2004). "Hitman: Contracts Review (PS2)". CraveOnline. https://www.gamerevolution.com/review/33395-hitman-contracts-review. 
  20. 20.0 20.1 20.2 20.3 Kasavin, Greg (20 April 2004). "Hitman: Contracts Review (PC)". Fandom. https://www.gamespot.com/reviews/hitman-contracts-review/1900-6094118/. 
  21. Chick, Tom (23 May 2004). "GameSpy: Hitman: Contracts (PC)". IGN Entertainment. http://pc.gamespy.com/pc/hitman-contracts/517472p1.html. 
  22. 22.0 22.1 Leeper, Justin (22 April 2004). "GameSpy: Hitman: Contracts (PS2, Xbox)". IGN Entertainment. http://ps2.gamespy.com/playstation-2/hitman-contracts/508509p1.html. 
  23. Wrentmore, John (2 May 2004). "Hitman: Contracts Review - PC". http://pc.gamezone.com/gzreviews/r23317.htm. 
  24. Lafferty, Michael (26 April 2004). "Hitman: Contracts - PS2 - Review". https://www.gamezone.com/reviews/hitman_contracts_ps2_review/. 
  25. Hopper, Steven (5 May 2004). "Hitman: Contracts - XB - Review". https://www.gamezone.com/reviews/hitman_contracts_xb_review/. 
  26. 26.0 26.1 26.2 Perry, Douglass C. (16 April 2004). "Hitman: Contracts". Ziff Davis. https://www.ign.com/articles/2004/04/17/hitman-contracts-2. 
  27. Nguyen, Thierry (June 2004). "Hitman: Contracts". Official U.S. PlayStation Magazine (Ziff Davis) (81): 85–87. https://archive.org/details/official-u.-s.-playstation-magazine-issue-81-june-2004/page/n83/mode/2up. Retrieved 11 May 2024. 
  28. "Hitman: Contracts". Official Xbox Magazine (Future US): 72. June 2004. 
  29. "Hitman: Contracts". PC Gamer (Future US) 11 (7): 66. July 2004. 
  30. Air Hendrix (July 2004). "Hitman: Contracts (PS2, Xbox)". GamePro (IDG) (190). http://www.gamepro.com/sony/ps2/games/reviews/35700.shtml. Retrieved 11 May 2024. 
  • MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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