circa: 2000
genre: action-adventure
engine: IO Interactive Glacier
- atmospheric effects
- collision detection: (perhaps the most accurate of any 3D game)
- physics: gravity (breaking objects: glass--bottles more realisically fall straight down instead of out like in most games, fishtank water pours out & fish flop around); see collision detection
- pulling bodies (limb collision as they're being dragged on ground and bump into things)
- hanging tapestries, plant leaves, vines, & some window drapes collide with Hitman's body as he walks against them, ripple, flow up and/or around his body, then fall back to center and settle into place
- Hitman's tie and other characters' hair sway and bounce around depending on their movement direction
- lighting: static, colored; flickering, fire
- shadows: real-time, distance-lengthening/-shortening, vertical angle adjustment; Hitman and human enemies
- skeletal animation: very realistic
player character
- moves: attack, change clothes, crouch, drop object, lean (left/right), pick up object, run, strafe, use, walk
level design
- locations: Hong Kong, China; Valle del Cauca, Columbia; Budapest, Hungary; Rotterdam, The Netherlands
- environmental interaction
- pickupable objects: bombs (+ case), clothes, doorknob sign, flower box, idol, jade sculpture, keys, towels, weapons/ammo
- pullable: bodies
- pushable: bodies, other characters, railroad track switches
- other: change clothes (on unconcious/dead body, or separate), police uniform + gun don't alert metal detectors
- puzzles: redirect train to break locked gates
weapons: bullet impact pushes Hitman/enemies and shakes dead bodies
NPCs
- animals/enemies: dogs (Doberman Pincers), humans, pigs (passive), jaguar
- AI: humans react to dead bodies and eventually catch on if Hitman changes clothes; dodge, run away
inventory: weapons/ammo, binoculars, compass, GPS receiver/transmitter, kevlar vest; see pickupable objects