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Hitman Go

From Alfawiki
Adapted from the English Wikipedia article Hitman Go, available under CC BY-SA 4.0Updated 9 August 202516 sources
Square Enix Montréal
Company typeSubsidiary
IndustryVideo game development
Founded2011
Headquarters
Canada
Key people
Daniel Lutz (creative director)
Number of employees
11
ParentSquare Enix


Template:Infobox video game

Hitman Go is a turn-based puzzle title created by Square Enix Montréal and distributed by the European branch of Square Enix. Initially revealed in February 2014, the game launched on iOS in April of the same year, followed by an Android release in June 2014. Versions for Windows and Windows Phone arrived in April 2015. Subsequently, in February 2016, a "Definitive Edition" was made available on PlayStation 4, PlayStation Vita, as well as Linux and Windows through Steam. This marked the debut project of Square Enix Montréal, a studio established in 2011. The development team of eleven completed production in 2013 using the Unity engine.

Players maneuver Agent 47, the central character from the Hitman series, across a sequence of grid-like stages. Each level consists of nodes connected by lines and is styled to resemble a board game featuring miniature figurines representing the characters. Enemy units can be eliminated by moving onto their occupied node during a turn, akin to chess gameplay. As players progress, additional enemy varieties and gameplay elements are introduced to enhance puzzle complexity.

Although initial reactions to Hitman Go were mixed among critics upon announcement, it ultimately garnered favorable reviews praising its artistic design, visual appeal, straightforward mechanics, and successful adaptation of the Hitman experience to mobile platforms. The game also earned multiple nominations and awards from various gaming outlets and organizations. Its follow-up, set within the Tomb Raider universe and titled Lara Croft Go, was released in August 2015.

Gameplay

File:Hitman go screenshot.jpg
A typical level in Hitman Go. Agent 47 is positioned on the left side and must navigate past adversaries to reach the goal node at the top right.

Hitman Go is a turn-based puzzle entry within the Hitman video game franchise.[1] Each stage unfolds on a grid composed of interconnected nodes and pathways. Nodes serve as spaces that can be occupied by either the player or enemies, while lines denote possible movement routes during turns.[1][2] Players control Agent 47 using touchscreen gestures; swiping along a line directs him to move in that direction for one turn.[3] In the "Definitive Edition" available on PC platforms, this input method is replaced with click-and-drag mouse controls.[4] After completing a move, all adversaries simultaneously advance according to their programmed patterns.[5] Objectives vary per level but commonly involve guiding Agent 47 to an endpoint or eliminating designated targets.[6] Players can dispatch enemies by occupying their node during a turn; conversely, enemies can defeat Agent 47 if they move onto his node.[2]

As players advance through stages, challenges grow more intricate with the introduction of new enemy types and gameplay mechanics. Each enemy is distinguished by unique colors that signify their movement behaviors. Some foes remain stationary or rotate on one node, while others patrol along fixed routes.[7] Later levels may require retrieving keys scattered across nodes to unlock doors obstructing progress.[3] Trapdoors serve as portals connecting different board areas, enabling instant movement between them within a turn.[6] Certain nodes contain potted plants that conceal Agent 47 from detection while he occupies them.[7] Players can acquire colored disguises allowing safe passage past enemy types matching that color without being spotted.[6] Throwable items are available to disrupt enemy patrols and alter their patterns.[7] Firearms appear on select levels for ranged elimination of targets or obstacles.[6]

Most stages feature optional objectives such as collecting briefcases or completing levels without killing opponents; fulfilling these grants stars used to unlock subsequent chapters.[6] The initial release included five chapters,[2] one inspired by a mission from Hitman: Blood Money.[6] Following launch, two extra chapters were introduced post-release, including one based on a level from Hitman 2: Silent Assassin.[8][9] The game also offers in-app purchases that provide hints for solving puzzles or immediate access to locked chapters.[1][8]

Development and release

Hitman Go was created by the Canadian game developer Square Enix Montréal. This title marked the studio's debut project, which was established in late 2011 by staff members from existing Square Enix Europe branches. At its inception, the studio revealed that their inaugural endeavor would be a new entry in the Hitman series. Initially, the team's goal was to produce high-budget console games within the franchise and grow to a workforce of approximately 150 employees. However, after about a year and while still expanding, the planned console game was cancelled, prompting a strategic pivot toward mobile gaming. This shift resulted in roughly one-third of the development personnel departing from the team.

During the early stages of Hitman Go's concept development, four individuals were involved. The initial prototypes were crafted using printed character pieces on paper. The project received approval for full production around mid-2013. Daniel Lutz took on the role of creative director, and the team size eventually expanded to eleven members over the course of development. The studio evaluated multiple game engines before selecting Unity, attracted by its accessibility, compatibility with major mobile platforms, and prior experience among some developers. Within a few days, a functional prototype and a simple level editor were created, and after two weeks, this initial version was showcased to other studio members.

In designing Hitman Go, Lutz and his team carefully considered elements such as pricing, gameplay duration, brand identity, genre expectations, audience preferences, production limitations, and monetization strategies. Regarding genre choices, Lutz mentioned that although an endless runner could have been developed for Hitman, this approach did not align with the franchise's core values nor meet fan expectations. Instead, they concluded that adapting Hitman into a board game format was more fitting, as it allowed players to deliberate and strategize before making moves—reflecting the franchise’s reputation as a "thinking man’s game." The development team experimented with a mechanic enabling players to wait for targets akin to traditional Hitman titles; however, this feature was ultimately removed because it undermined puzzle integrity by allowing unrestricted target elimination. Visually, inspiration came from architectural models and dioramas. Characters were designed in static poses reminiscent of chess pieces without limb animation. Rather than employing detailed textures—which demand more memory—the artists utilized color swatches so that many characters shared materials. This technique permitted diverse coloration while minimizing draw calls. The decision was made to exclude dialogue, cutscenes, or an extensive narrative framework due to the tendency for mobile gamers to engage in brief play sessions.

The public announcement of Hitman Go occurred in February 2014. It launched on iOS on April 17, 2014, followed by an Android release on June 4 of the same year. Versions for Microsoft Windows and Windows Phone became available on April 27, 2015. At the Electronic Entertainment Expo 2015, Oculus VR demonstrated a version tailored for Samsung Gear VR hardware. Later that year, on December 5 at PlayStation Experience, it was revealed that Hitman Go would be coming to PlayStation 4 and PlayStation Vita in 2016. This edition launched on February 23, 2016 as the "Definitive Edition," featuring enhanced graphics and all previously released content. The "Definitive Edition" also became available on Linux and Windows through the Steam platform.

Reception

Hitman Go garnered generally positive feedback from critics, as reflected by its scores on the video game review aggregator Metacritic.[10] Initially, some reviewers expressed doubts about the franchise's shift from its traditional third-person stealth gameplay to a mobile puzzle format. However, after experiencing the game, many acknowledged it as an inventive and enjoyable reinterpretation of the series.[2][6][5][7]

The game's artistic style and board game-inspired design received widespread acclaim.[6][5] Anthony John Agnello from Joystiq found the color scheme and theme of Hitman Go more attractive than the visual approach used in Hitman: Absolution. He particularly praised the level selection interface and the incorporation of board game box elements within the menus.[3] Brittany Vincent of Destructoid also admired the clean layout of menus and icons, likening the game’s levels to miniature dollhouses.[2] Writers from both Eurogamer and IGN compared the character models to small-scale board game figurines.[6][7] Arthur Gies from Polygon commended the straightforward gameplay mechanics and minimalist design, asserting that Hitman Go successfully encapsulated core aspects of the franchise through an elegant board game format.[5] Agnello from Joystiq described Hitman Go as an impressive first effort for Square Enix Montréal, highlighting how well its gameplay suited touchscreen devices.[3] Additionally, critics appreciated the game's replayability and the challenge presented by optional bonus objectives.[3][5]

Certain elements of the game's design received criticism, particularly regarding the grid-based system that limited available routes for completing levels. Although Gies from Polygon felt that mechanics like distraction and assassination were effectively adapted into the board game setting, he expressed frustration that some stages required eliminating non-target guards to progress.[5] Vincent from Destructoid echoed this sentiment, disappointed that a fundamental aspect of the original series was diminished.[2] Both Eurogamer and IGN commentators considered the in-app purchase prices excessive but noted these could be easily bypassed due to widespread availability of level solutions online.[6][7] Reviewing the "Definitive Edition," Phil Savage of PC Gamer pointed out that the PC adaptation still revealed its mobile origins. He found mouse controls involving click-and-drag less than optimal but praised its visual appeal and gameplay quality.[4] Mat Paget from GameSpot was disappointed with the virtual reality iteration of Hitman Go, stating it failed to deliver the immersive escapism expected from VR experiences. Despite acknowledging the core game's excellence, he advised against purchasing this version due to its shortcomings.[11]

In terms of accolades, Hitman Go earned two nominations at the 2014 Golden Joystick Awards for Best Visual Design and Best Mobile Game.[12] The following year, it was shortlisted in two categories—Debut Game and Mobile & Handheld—at the 11th British Academy Games Awards.[13] Both GameSpot and IGN included it among their contenders for Best Mobile Game of 2014 in year-end lists.[14][15] Furthermore, it secured two wins at the 2014 Canadian Videogame Awards for Best Game Design and Best iOS Game.[16] At the 2014 National Academy of Video Game Trade Reviewers (NAVGTR) awards, Hitman Go received a nomination in the Game, Special Class category.Cite error: Invalid <ref> tag; refs with no name must have content

Successors

During E3 2015, Square Enix Montréal unveiled Lara Croft Go, a follow-up to Hitman Go that takes place within the Tomb Raider franchise. The title became available on August 27, 2015. Players navigate Lara Croft across levels designed with interconnected nodes and pathways using touchscreen input. Although the gameplay and fundamental mechanics resemble those of Hitman Go, the development team aimed to avoid a mere graphical overhaul; instead, they focused heavily on puzzle-oriented exploration and gameplay features characteristic of the Tomb Raider series. The subsequent year, Square Enix Montréal introduced another analogous game, Deus Ex Go, inspired by the Deus Ex universe.

External links

Template:Hitman series Template:Square Enix Montréal

  1. ↑ 1.0 1.1 1.2 Cite error: Invalid <ref> tag; no text was provided for refs named gamasutra_design
  2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Cite error: Invalid <ref> tag; no text was provided for refs named destruct_review
  3. ↑ 3.0 3.1 3.2 3.3 3.4 Cite error: Invalid <ref> tag; no text was provided for refs named joystiq_review
  4. ↑ 4.0 4.1 Cite error: Invalid <ref> tag; no text was provided for refs named pcgamer_review
  5. ↑ 5.0 5.1 5.2 5.3 5.4 5.5 Cite error: Invalid <ref> tag; no text was provided for refs named polygon_review
  6. ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 Cite error: Invalid <ref> tag; no text was provided for refs named ign_review
  7. ↑ 7.0 7.1 7.2 7.3 7.4 7.5 Cite error: Invalid <ref> tag; no text was provided for refs named eurog_review
  8. ↑ 8.0 8.1 Cite error: Invalid <ref> tag; no text was provided for refs named destruct_update
  9. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named ign_update
  10. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named metacritic_ios
  11. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named gspot_review
  12. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named digispy_golden
  13. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named guardian_bafta
  14. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named gspot_best
  15. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named ign_best
  16. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named prnews_award