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Hitman: Codename 47

Third-person stealth-action game

Agent 47 approaches a guarded doorway inside an ornate building.
Hitman: Codename 47 · Game artwork

About Hitman: Codename 47

Step into the role of Agent 47, a trained assassin sent by the Agency after targets across Hong Kong, Colombia, Budapest and Rotterdam. Plan each assignment around its people and routines, then use disguises, weapons, stealth and careful timing to reach the target and leave alive.

Hitman: Codename 47 introduces the bald assassin known as Agent 47, beginning with his escape from a Romanian asylum and the training that prepares him for work with the Agency. Once deployed, he receives contracts against criminal figures in different parts of the world. The early assignments send him into Hong Kong, Colombia, Budapest and Rotterdam, where each target is protected by a different network of guards, local enemies and public spaces. Mission briefings establish who must be eliminated and provide the information available before the operation. The opening training also introduces the controls and weapons that 47 will rely on once the assignments begin. The campaign follows his work as an assassin while questions about his past unfold across the contracts.

Each assignment is a space to read before it becomes a fight. Guards patrol entrances and corridors, while civilians can witness an attack or discover a body. The player can walk, run, sneak, lean around a corner, climb stairs or ladders, and switch to a scoped first-person view when using a sniper rifle. Binoculars also provide a closer look across an area. The map and mission status screens help orient 47, but the player still has to learn where people move and which routes connect the objective to an exit. Leaning can expose only a small view around a corner, while a double lean action lets 47 step farther out to shoot. A direct assault is possible, yet it can draw armed resistance and make the route out more difficult. Watching a patrol, choosing a quiet moment and keeping an exit in mind are practical parts of carrying out a contract.

Clothes offer a way to move through places where 47's suit would attract attention. He can take garments from a victim or find clothing on the scene, then use the new appearance to pass through some guarded areas. A disguise is not an automatic pass: guards who have been alerted can recognise him when he approaches and remains close to them. Bodies matter for the same reason. If a guard finds one, the area begins searching for the killer, so 47 can drag a body away and hide it. The manual warns that carrying a body leaves him very vulnerable, making it safer to choose a takedown close to its hiding place. A silent attack with the piano wire requires getting behind the victim and holding the weapon ready before releasing it. The systems fit together: a disguise may open a route, but a visible body or a close inspection can undo that cover.

Agent 47 approaches a guarded doorway inside an ornate building.
Agent 47 approaches a guarded doorway inside an ornate building. Official game screenshot; copyright belongs to its respective owners.

The equipment menu supports several approaches to an objective. 47 can use firearms, close-range weapons, the piano wire, and objects placed around a mission. A sniper rifle changes the camera to a scope view and lets the player adjust its zoom; the training lesson explains that its bolt-action design means a single round before a lengthy reload. Its limited ammunition and reloads make choosing a firing position part of the plan. When an object can be handled, the pointer menu presents the available action, such as taking an item or dragging a body. After contracts, the Agency's laptop tracks 47's work and money. Cleaner operations leave more of that money available, and funds can be used to buy weapons and equipment for later assignments. The choice is between arriving with a tool suited to a planned tactic and adapting to what is already available in the level.

The contracts place 47 among distinct targets and security problems. In Hong Kong, he is assigned to Lee Hong, leader of the Red Dragon Triad. The Agency describes Hong's compound as guarded by a small army, with the Hong Kong police on his payroll; the plan is to instigate a war with the rival Blue Lotus Triad and remove that protection. Its large compound includes a bar, restaurant, shop, brothel, helipad and park. In Colombia's Valle del Cauca, a drug lord operates from a rainforest camp containing a laboratory, mansion and airstrip, while the only road in is heavily guarded. Budapest brings Franz Fuchs, an Austrian terrorist preparing a chemical bomb for a peace summit at the Thermal Bath Hotel, crowded with security and press. Fuchs has already moved the bomb through security and into the hotel. In Rotterdam, arms dealer Arkadij Jegorov, also called Boris, hides in the harbor while preparing to sell a nuclear weapon blueprint and warheads to a dictator. He also supplies local gangs while police search for him. The Agency cannot search every ship, so it has to trace the vessel used for the deal. The briefings establish each immediate target, while letters found after successful hits connect the otherwise separate contracts. These four target contracts span a year of 47's work for the Agency, with the clues continuing between operations.

Agent 47 stands inside a tiled room.
Agent 47 stands inside a tiled room. Official game screenshot; copyright belongs to its respective owners.
Developer
IO Interactive
Genre
Third-person stealth-action game