Hall of Classics: Hitman- Codename 47

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When IO Interactive released Hitman: Codename 47, the first in the extremely popular action series, it didn't exactly get top billing. Released in November 2000, the game received lukewarm reviews and sold just enough copies in the initial run to not sink the series before it really came into its own. Now the Hitman franchise is one of the most popular video game series of all time. Without a doubt, this is because of its sequel's strong showing in the console market. So, if it was such a buggy, poorly planned game, how exactly did Codename 47 spawn such an successful line?

The strength of the original Hitman is in the uniqueness of its premise, if not that premise's execution. The idea of taking on the role of a professional, modern-day assassin was novel enough, but the fact that IO didn't let it turn into a generic run-and-gun saved Hitman from falling into the pile of forgettable PC games from the era. If the earl and mid 1990's were golden years for PC gaming, the early 00's were a dire mess. The field was littered with overly-ambitious, hopelessly glitchy games like Vampire the Masquerade: Redemption and yes, Hitman: Codename 47. Aside from gems like the original Half-Life, most of the PC games from that period wanted more out of existing technology than they got.

Stiff models, inconsistent AI and less-than-fluid controls scheme aside, Hitman is actually still an extremely fun game. While a lot of games tout the ideas of stealth and multiple solutions to a given problem, Codename 47 is one of the only games I've ever played that makes good on those promises. Sure, Agent 47 can take more bullets than your average shooting range target, but things always go better for him when he can manage to get the job done without a single shot fired.

Incidentally, Codename 47 is an early example of the potential of ragdoll physics. Though fairly standard today, ragdoll was a new concept in 2000. As such, there weren't very many interesting applications. Even in modern game the use of ragdoll usually doesn't go beyond "enemy falls realistically". In Hitman, being able to move bodies not only added a layer of nuance to the gameplay, it also provided a unique challenge. It's not enough to just rub out an enemy, Agent 47 also has to make sure nobody finds the evidence.

The main problem, in my opinion, with Codename 47 is its lopsided level selection. Some of the missions are uniformly excellent, like everything in the China thread and the amazing "Traditions of the Trade" hotel mission. Most of the other levels are either too linear and action-centered or absurdly designed so completing objectives is more of a trial-and-error process than a clever action puzzle.

Ultimately, Hitman: Codename 47 feels more like a proof of concept for the rest of the series rather than a whole game unto itself. But for its few excellent levels, it still feels like a cheap, unfinished game, or at least an experiment for a new kind of shooter. If it weren't for the fun, good-looking sequels, I wouldn't classify Codename 47 as a classic so much as a fatally flawed gem.