circa: 2002
genre: action-adventure
engine: IO Interactive Glacier
- atmospheric effects
- dust: feet impact (Hitman, pigs, some human enemies), helicopter rotors, vehicle tires
- smoke: fire (torches), helipad flare
- sparks: breaking lightbulbs
- weather: clouds (moving), rain (+ splash & sheets)--cutscene only?, wind (drapes--some, hanging lanterns, light strings, wheat--cutscene only?, trees--some)
- other: sandstorm
- collision detection: (still perhaps the most accurate of any 3D game); doors stopped by Hitman
- physics
- gravity: bodies (see collision detection), breaking objects settle into place, dropped objects
- pulling (dragging) bodies (limb collision as they're being dragged on ground and bump into things)
- fabric: hanging drapes/tapestries & shower curtain 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 sways and bounces around depending on his movement direction
- bullet impact (pushes Hitman/enemies? and) shakes dead bodies
- vehicle shocks/suspension
- lighting: static, colored; flickering; candles, chandeliers, explosions, windows
- shadows: real-time, distance-lengthening/-shortening, vertical angle adjustment; Hitman, humans, pigs
- static: buildings, trees, various objects
- skeletal animation: very realistic
- transparency: chair mat, glass, lasers, water
player character
- moves: attack, change clothes, climb (in/out of trucks, ladders, over walls, through windows), crouch, drop object, lean (left/right), pick (locks, up object), run, strafe, use, walk
- look through keyholes
- breathing
- view perspective: 1st-/3rd-person; character body + shadow in both
level design
- locations: Sicely, Italy; St. Petersberg, Russia; Malaysia; Afghanistan
- environmental interaction
- break: candles, champaign bottle, lights (ceiling, hanging lightbulbs, table lamps, wall), mirrors, monitors, vases, wall, watermelons, windows
- open/close: doors (lockers, normal, roll-up garage), safes
- pickup: bomb (+ remote), camera, champaign glasses, chocolate, clothes, dust brooms, flowers, groceries, guidance system, keycards, keys, money, pizza (box), statue, weapons/ammo
- pull (drag): bodies (human, rat)
- push: bodies (pig only?), NPCs, scarecrow
- ride: elevator, truck
- when shot: wall antlers tilt
- when walked on: boards creak (+ tilt--cutscene only?), potato chips crunch
- other: change clothes (on unconcious/dead body, or separate), cut fugu fish, destroy fuses, honk car horn, plant hacking device, poison drinks, slide wall painting to reveal safe, stop [electrical] units
- puzzles: evade detection, find/kill people, poison drinks
weapons:ax, anesthetic (chloroform), crossbow, fiber wire, golf club, guns (.22 silenced, .357 revolver, .54 pistol, 9mm (+ silenced), AK-47, Deagle .50, revolver, shotgun, Silverballers .45, sniper rifle, submachinegun, Uzis), katana, knives (combat, kitchen); bullet holes
NPCs
- animals/enemies: humans; passive: fish, pigeons, pigs, rats
- AI
- humans: react to dead bodies and eventually catch on if Hitman changes clothes; dodge, run away; exposed weapons & gunshots startle
- pigeons/pigs: gunshots startle
- pigeons: take off and fly away when Hitman approaches
- pigs/scarecrow: look at Hitman
inventory: weapons/ammo, binoculars, compass, map (2D, pan, zoom), hacking device; see pickupable objects