Reviews
[Review] ‘Hitman 2’ is a Stone Cold Killer
Is Agent 47 the coolest contract killer around? How satisfying is it to knock out goons with a fish? Find out in our Hitman 2 review.
IO Interactive have built on the bones of Hitman 2016 and in so many ways, what it has produced in Hitman 2 is a very traditional idea of a sequel. The same great parts, but more of it, and a few new treats sprinkled into the mix.
To be playing Hitman 2 after all that has transpired since the previous game’s release feels like something of a blessing. A chopping and changing content model eventually settled on an episodic structure that split fans, Square-Enix dumped developer IO Interactive after it sold less than it’d expected, but it did let IO go independent and retain the rights to Hitman. That was crucial, as it allowed Warner Bros Interactive Entertainment to pick up publishing duties for this sequel, and Hitman gets to live another day.
2016’s Hitman was an experimental soft reboot of the assassination series. It took the better parts of the divisive Hitman Absolution and joined it to the more traditional sandboxes of death that had made Hitman Blood Money such a beloved entry. There’s no great overhaul for Hitman 2 because there wasn’t much to change about its structure. Perhaps the most noticeable difference is the whole game is available day one this time.
Here we get six new locations, all varying in size and scope. Each comes with its story-based objectives, which are great for learning the ropes, and a multitude of paths to take to those objectives. As ever, the end goal of any mission is to kill your target and in a Hitman game, the delight and challenge is in finding the most inventive ways to make it look like an accident but still allowing you to improvise and be messy if things turn sour (and they will).

The locations contain an admirable number of moving parts that help and hinder Agent 47 in his path to the kill. in Hitman 2‘s opening level, you arrive at a remote beach and have to infiltrate a rather swanky looking house, which is the only building for miles. This mission acts as a tutorial for players old and new, noting the basic controls and rules where appropriate whilst showing this sequels new level of accessibility with a much-improved version of its ‘Opportunities’.
47 can now hide in tall grass and shrubbery, and this level shows that off quickly when you’re crouched unseen in tall grass as 47’s handler Diana suggests he take out the security camera with a well-placed shot. Not being seen effects your score and ranking for a mission so it makes sense to prevent digital proof of your visit becoming known. In Hitman tradition it’s not the only solution. You can, when you get inside the house and find the correct room, erase the video footage altogether, or you could simply sneak around and under the cameras. Hitman 2 is full of little choices like this, and it once again shows how much variety there is in any given playthrough.
The opening level is the smallest in scale of the six, and arguably the weakest on a first time play. The others are huge, sprawling worlds, filled with an exquisite range of opportunities, side stories, and improvisation. Any good Hitman should offer boundless replayability and that’s absolutely the case for Hitman 2. This is game where a fish is just as valid as a weapon as a silenced pistol (though throwing a big wet fish at an unsuspecting NPC is definitely more hilarious) and each map provides plenty of interesting tools, including a lot of costume and identity changes for our bald assassin to slip into.

On the surface, the likes of Santa Fortuna’s jungle village and the bustling streets of Mumbai seem straightforward, if almost overwhelming, but there’s so much to find in each area beyond the obvious. Mumbai, in particular, is a mixture of Hitman’s Sapienza and Marrakech levels, creating the labyrinthine quality of the former and the crowd level of the latter. It’s easy to slip by unnoticed through a crowd (Hitman 2 allows 47 to remain hidden in crowds, a godsend), but it’s also harder to get targets alone as there’s almost always a pair of eyes on you. It captures the thrill of the series at its peak. Figuring out these puzzles of death without turning it into a bloodbath is still among the most satisfying feelings in all of video games, and that Hitman 2 provides so many is a credit to IO Interactive’s dedication to the craft.
Hitman 2 is more consistent in its level quality than its predecessor. Every Hitman needs a standout though, a stage that draws the strengths of the series together into a classic level. While Mumbai is really good, it’s Vermont that steals the show. Taking place in a leafy suburb in the midst of an electoral campaign. There’s so much going on in an area that may not be as bustling as some of the stages, but it comes across as more of a lived-in place. Oh, and it’s jam-packed with fun little details and chances for Hitman’s signature dark comedy with its kills. To say more would spoil a level that is easily up there with the best IO Interactive has made for the series.
As with Hitman 2016, IO Interactive isn’t satisfied with just provided a selection of replayable sandboxes, there’s plenty more time investment to be found in Hitman 2, even more so than its predecessor. Contracts (user-created hits), Challenges, and Elusive Targets (limited time hits) all return, and two new modes join the fray that add a lot to the package.
Sniper Assassin is a sort of a standalone hi-score puzzle game where 47 can only take out targets with his high-powered sniper rifle. It reminds me very much of the arcade game Silent Scope and is a fun change of pace that ca be played in co-op.
The breakout star though is Ghost mode, a competitive 1v1 online multiplayer where both players have the same targets in their own versions of the same map. You must off five targets one after the other, and when one player makes a hit, the other has a short time period to off the same target in their world. Failure to do so awards the other player a point. You can also lose points by killing non-targets, so it’s a really tense battle of patience and quick-thinking. Do you make an improvised attempt to kill your target quickly when your opponent has beaten you to it on their side? It means you could cause chaos in your world that makes the next target a lot harder to reach, while your opponent saunters to it. IO Interactive didn’t have to add multiplayer to Hitman 2, but by making it fit the game’s core ideas, it’s created a refreshing experience. It’s just on the Miami map for now, but it’ll be exciting to see it transition to the maps new and old.
Old maps? Owners of Hitman 2016 can download the Legacy pack for Hitman 2 for free, and remarkably this adds every single level and mission from that game, and gives them a polish up with Hitman 2’s new mechanics. It’s a smart idea, and means that Hitman 2 can continue to grow and retain its legacy. It does, however, show up a deficiency in Hitman 2.

The cutscenes between story missions are no longer fully animated. Instead, we get a bunch of fancy stills with voiceovers. Now, cutscenes are not the draw in Hitman anyway, the levels are God, and all Hitman has ever needed for a story is a bit of background on the targets, and some in-level information. Hitman 2 insists upon continuing the 2016 story, which was light to begin with. The old cutscenes show up unaltered, and just make the new look stills feel a bit daft. The story itself is okay, but not really necessary. It’s definitely the low point of Hitman 2.
There are other minor quibbles. The game engine struggles with density at times, stuttering the frame rate. Nothing major, but noticeable all the same. Occasionally the facade of a living world slips hard when automated processes get interrupted at odd times. Hitman 2 isn’t going for realism though, so it’s not as immersion breaking as it could be.
While Hitman 2 is, in many ways, more of an upgrade to the previous game than a full-blooded sequel, it’s crammed full of interesting interaction and now its topped off with a genuinely excellent multiplayer in the form of Ghost Mode and legacy content, it’s the best Hitman package ever put together.

PS4 Hitman 2 review code provided by the publisher
Hitman 2 is out now on PS4, Xbox One, and PC as a Gold and Collector’s Edition. Standard Edition is out November 13.
Reviews
‘The Backrooms: Lost Tape’ Review: An Entertaining But Unnecessary Upgrade
With all the hullabaloo surrounding Kane Parsons’ big screen adaptation of/sequel to his Backrooms web-series, it’s easy to forget that the Backrooms phenomenon itself actually began years ago. Since 2019, countless creators have tried to leave their own unique mark on this memorable piece of collaborative fiction, with game developers being especially interested in exploring the architectural nightmare of the rooms in virtual environments.
However, now that this once-niche creepypasta has escaped the online bubble and permeated all of popular culture, several of these developers have decided to rework and rerelease some of their old titles in order to reach a new audience. Puppet Combo did this with their interpretation of The Backrooms last month (originally released in 2019 as Day Seven), and now Cortez Productions is doing the same with the console release of The Backrooms: Lost Tape.
However, Lost Tape is more than just a cleverly timed rerelease, with Vini Cortez having taken the time to completely overhaul the 2022 game’s graphics and transfer the project over to Unreal Engine 5.6 – complete with bug fixes, exclusive new content, and a brand new visual style that’s a little too impressive when compared to what the original version of the game was trying to do. In fact, I’d argue that this is more of a remake than anything else, though it’s still built over the skeleton of that original game.

In the updated title, which is presented as a found footage anthology where each “tape” tells a self-contained story, players initially take control of a movie theater usher named Josh as he no-clips into the titular Backrooms and tries to find his way out of a liminal labyrinth. The second (and final) tape follows Josh’s brother Nikolas as he attempts to track down the missing usher and ends up embarking on his own journey through infinite hallways and not-so-empty pools.
What follows is a highly atmospheric first-person walking simulator with the occasional light puzzle and a handful of thrilling chase sequences. While the liminal environment is obviously the star of the show here, the rooms are actually populated by monsters in this game, and our characters have plenty to say about the situation they find themselves in.
Unlike Parsons’ more introspective take on the Backrooms mythology, Cortez has decided to incorporate the multiple levels of the Backrooms wiki as well as several crossovers with the SCP “franchise”. While I personally don’t mind this inclusion due to the creepypasta’s collective origins, die-hard fans might be bothered by the fact that you can run into SCP-173 (affectionately referred to as Peanut by some fans) while wandering around the yellow hallways.
However, the real problem here is the fact that the game is simply presenting imagery and ideas made by other people without adding anything new to these familiar elements. There is an undeniable novelty to exploring these beautiful renditions of classic liminal environments, but Lost Tape offers little in the way of originality in both narrative and presentation. This extends to the unfortunate use of generative AI in some of the new textures and audio files – issues that weren’t present in the 2022 version of the title.

Though Cortez has promised that he’s working on bringing back the VHS filter that made the original experience so grungy and atmospheric, the glossy new visuals make the game feel a lot less scary while also consuming way more computing power than can be reasonably expected from an indie title. Sure, the game is pretty in a “tech-demo” sort of way, but there’s no reason for it to be hogging resources like a blockbuster AAA title.
This is made even more frustrating by the fact that this found footage anthology is technically still incomplete. The two existing tapes only scratch the surface of the setting’s narrative potential, and Cortez has announced that the next ones will only be available as (likely paid) DLC. Josh and Nikolas’ tapes are self-contained yarns that’ll each get you about a feature film’s worth of entertainment, though a lot of that runtime is taken up by very slowly walking from one point to another. But it’s a shame that there isn’t a concrete promise of more content to come.
At the end of the day, Backrooms: Lost Tape isn’t a bad game. Cortez really nails the liminal atmosphere and even breathes new life into tired SCP tropes, and the upcoming VHS filter will likely resolve most of my gripes with the revamped visuals. That being said, I find it hard to recommend a project that took a completely functional experience and spoiled it with AI-generated assets and poorly-optimized “upgrades” that no one was really asking for – especially since it doesn’t give existing owners the chance to roll back to a previous version of the game.
So, if you’re looking for more Backrooms-related thrills after enjoying the A24 adaptation, Lost Tape isn’t necessarily a bad place to start, but there are certainly better and more original options out there.
Backrooms: Lost Tape is available now on Steam and PS5.

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