Hitman GO: VR Edition

Hitman GO: VR Edition

At the outset, I’d like to just link to my review of Hitman GO Definitive Edition from which this VR Edition is very much based on. Rather than regurgitate old info, I’ll focus on the few key differences that the VR Edition brings to the proverbial table. The VR Edition takes the Definitive Edition — including all ninety-one levels and content updates which entails the Opera, Airport, and St Petersburg areas — and packages them in a slick VR interface. Having played this game on three different platforms now, I’m happy to say the VR Edition is the most enjoyable, even if not the most convenient when compared to the portability of the Vita. The board-game design that was such a clever idea in the first place is more pronounced and commendable in VR because playing in the Rift does give you that sense of presence as though you’re literally playing this 3D board game in person.

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Granted, you’re still using a gamepad instead of your hands to move the pieces, but having to use your hands would be prohibitively cumbersome anyway. As is, the triggers to zoom in and out, the right stick is to rotate your view smoothly in 360 degrees, and the left stick to move in the four main directions. Standing up and moving your head around does change the perspective some, but this game is best played standing or sitting still and using the gamepad. That said, the white oval indicator or reticule if you will, is present, and it’s used to look at spaces on the “game board” to select them, for example if you’re throwing an object for distraction. Additionally, if you look up slightly, you see the game’s three-icon menu that you can access by pressing A. So while having the game in VR does not make for huge control changes, I definitely felt more focused with the game than I did on the PS4 or Vita because of that sense of presence of being there, surrounded both visually and aurally by the game.

Hitman GO is as much (or more, really) about observation and planning your moves as it is about actually doing the moves. This is a perfectly fitting design for a game that’s meant to emulate a lone assassin having to handle (either by killing or better yet avoiding altogether) a number of security personnel and bodyguards while completing his mission. Certain enemies are static, others patrol, weapons are introduced as you progress, the challenge ramps up throughout the fifteen chapters but at a steady pace. In addition to new challenges though, you’re always given new tools — distractions first, then disguises, “teleporters,” (a mechanic allowing you to move from one spot to another without having to go thru all the ones in between), and later hiding and sniping spots, and more. There’s plenty of quantity here with ninety-one levels and also ample, well-paced additions to the gameplay to keep it interesting and challenging.

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While Challenging, I like that Hitman GO gives a nod to people’s time by not punishing the player for failure or restarting the level. In fact, at any point, if you’ve gotten yourself in a bind or for whatever reason, you can simple tilt your head up, put the reticule on the Restart icon, tap A, and instantly restart the level. If you’re on a level that has music (as opposed to just sound effects), the music literally doesn’t miss a beat while you do this. That works especially well during the beautiful Ave Maria rendition that’s played on the ‘boss’ levels. In addition to instant, punishment-free restarts due to failure or player decision, you can also check out the Hints to see how to complete the level with the bonus objectives. These include up to two challenges that vary by level, but include goals like completing the level using fewer than X turns, not killing anyone, collecting a briefcase, and so forth. In my experience, any level that has a briefcase cannot also be completed with the “use fewer than X turns” challenge, so it gives the player reason to go back and play the same level with a different secondary objective (i.e., in addition to the primary goal of getting to the exit space, or point). Unlocking new chapters is based on a points system, so you will have to replay these levels for these bonus objectives to continue to advance.

With that, let’s wrap up in the summary…