Multiplayer: None (Primary Game). Ghost Mode was a 1v1 competitive mode in Hitman 2, not carried over directly. Sniper Assassin had co-op. Freelancer is single-player.
Setting: Various Global Locations (Dubai, Dartmoor, Berlin, Chongqing, Mendoza, Carpathian Mountains + Hitman 1 & 2 locations)
Platforms: PC (Windows), PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch (Cloud Version), Google Stadia (discontinued)
Unique Feature: World of Assassination Platform (integrates H1/H2), Deep Sandbox Levels, Mission Stories & Creative Kills, Disguise System, Location Mastery & Unlocks, Freelancer Roguelike Mode.
Perspective: Third-Person
Multiplayer: None (Single-Player Only, with 'No Return' roguelike mode in Remastered)
Setting: Post-Pandemic United States (Jackson, WY; Seattle, WA; Santa Barbara, CA), ~25 years after outbreak
Platforms: PlayStation 4, PlayStation 5 (Remastered)
Diana Burnwood (Via Comms / Narrative): Agent 47's primary handler. She provides mission briefings, intelligence on targets and locations, real-time updates during missions, and exfiltration guidance via radio communication. She is a crucial narrative and gameplay support figure but does not physically accompany 47 on missions.
Human
Lucas Grey (Temporary AI / Narrative): During certain story missions in Hitman 2 and the beginning of Hitman 3, Lucas Grey fights alongside Agent 47 as an AI-controlled companion or coordinates actions with him. His presence is scripted for specific narrative sequences.
Human (Fellow Clone)
Olivia Hall (Via Comms / Narrative): A skilled hacker allied with Lucas Grey and later 47. She provides technical support, hacking assistance, and intelligence via radio communication during certain missions.
Human
No Persistent Gameplay Companions: Agent 47 is a lone operative by nature. The core gameplay loop focuses on his individual skills in stealth, disguise, and assassination. He does not have persistent AI companions that follow him or can be commanded during missions.
Dina (AI - Ellie's Path): Accompanies Ellie for a significant portion of her journey in Seattle. Provides combat support with her weapons, assists with environmental interactions (e.g., boosting Ellie, opening doors), engages in dialogue, and is central to Ellie's emotional arc. She can be downed and require revival.
Human
Jesse (AI - Ellie's Path, Temporary): Joins Ellie (and sometimes Dina) for certain missions in Seattle. A capable fighter who provides combat assistance and participates in story events.
Human
Lev (AI - Abby's Path): Accompanies Abby for a large part of her storyline. Skilled with a bow and agile, providing ranged support and assistance in traversal. His relationship with Abby is a core element of her character development. Can be downed.
Human (Seraphite Apostate)
Yara (AI - Abby's Path, Temporary): Lev's older sister. Joins Abby for a period, providing combat support despite a severe injury. Her medical knowledge is also relevant.
Human (Seraphite Apostate)
Manny Alvarez (AI - Abby's Path, Temporary): Fights alongside Abby during several WLF-focused missions. Provides covering fire and participates in squad-based combat scenarios.
Human (WLF Soldier)
Various WLF Soldiers (AI - Abby's Path, Temporary): During missions where Abby is operating with her WLF squad, other unnamed soldiers provide general combat support.
Human (WLF)
Dogs (Alice - WLF, Bear - Rattlers, temporary companions to Abby/Ellie in some contexts): Alice is a WLF dog Abby interacts with. Bear is a Rattler dog. In some limited gameplay sequences or interactions, a dog might temporarily act as an ally or detection unit.
Canis familiaris
Key Collectibles
Location Mastery Unlocks (Starting Locations, Agency Pickups, Gear, Suits): Earned by gaining XP and leveling up Mastery for each specific mission location (up to Level 20). Unlocks new starting points within the level, allows smuggling items via Agency Pickups, and grants new weapons, gadgets, and cosmetic suits for use in any mission.
Challenges (Assassination, Discovery, Feats, Targets): A vast list of specific tasks and objectives to complete within each mission, categorized by type. Completing challenges grants XP towards Location Mastery and sometimes unlocks specific items or achievements/trophies. Examples include eliminating a target in a specific way, finding all disguises, or completing a mission with a Silent Assassin rating.
Intel & Mission Stories: Clues, documents, overheard conversations, or environmental interactions that reveal 'Mission Stories' – guided opportunities for often elaborate, unique, and sometimes humorous ways to assassinate targets. Following these stories can lead to unique kills and easier access.
Disguises: Found by incapacitating NPCs. While not 'collected' in a persistent inventory (except for starting suit selection), discovering and utilizing all available disguises in a level is often a tracked challenge and key to unlocking all areas and opportunities.
Items & Weapons (Found in Level / Unlocked): Numerous melee weapons, firearms, tools, and environmental objects can be found and used within each mission. Unlocking weapons and gear through Mastery allows them to be selected for loadouts or smuggled in.
Shortcuts & Keys: Persistent shortcuts (e.g., permanently unlocked doors, ladders) can be opened within levels, making subsequent playthroughs or different approaches easier. Keys or keycards grant access to restricted areas.
Freelancer Mode - Merces & Gear Collection: In Freelancer mode, players earn Merces (currency) to purchase weapons, gear, and tools from suppliers for their campaigns. Successfully completing campaigns allows them to add collected high-tier weapons to their permanent Safehouse collection. Failure can result in losing non-Safehouse gear.
Artifacts (Notes, Letters, Diaries, Maps, etc.): Numerous documents found throughout all environments. They provide rich backstory on the world before and after the outbreak, personal stories of survivors, insights into faction ideologies, clues for safes, or context for ongoing events. Crucial for understanding the game's deep lore.
Trading Cards (Ellie's Sections): Collectible superhero-themed trading cards hidden in Ellie's playable sections. Each card features unique artwork and a short character bio. Finding all of them unlocks a trophy.
Coins (Abby's Sections): Collectible US state quarters found by Abby during her playable sections. Each coin represents a different state. Finding all of them unlocks a trophy.
Journal Entries (Ellie): Specific points of interest, emotional moments, or significant discoveries trigger Ellie to write or sketch in her journal. These are automatic story-related collectibles that provide insight into her thoughts and feelings.
Workbenches: Locations where Ellie and Abby can upgrade their weapons using scavenged Parts. Finding all workbenches contributes to completion.
Safes: Locked safes that require finding a combination clue (often in a nearby Artifact) to open. Contain valuable resources, supplements, or sometimes Training Manuals.
Training Manuals: Found in specific locations, often hidden or in safes. Each manual unlocks a new branch in the player's skill tree, allowing them to learn new abilities.
Strange Artifact (Pendant - Precursor Orb): A unique collectible referencing Naughty Dog's Jak and Daxter series, found in a specific location.
Agent 47's signature sidearms. Essential for stealthy takedowns (silenced variants) or as a backup combat weapon. Various models with different stats (accuracy, damage, suppression level, magazine size).
Rapid-firing weapons effective at close range if stealth is broken. Can be found in levels or unlocked via mastery. Often available in silenced versions.
Devastating at close range, ideal for loud encounters or eliminating heavily armored targets quickly.
Sniper Rifles (e.g., Sieger 300 Ghost, Jaeger 7 Lancer, Druzhina 34 Arctic): Long Range Firearm (Precision Assassination)
Used for eliminating targets from extreme distances. Many variants offer different levels of suppression, zoom, and special properties (e.g., subsonic, armor-piercing). Often require assembly from parts smuggled in a briefcase.
Fiber Wire: Melee (Silent Garrote)
Agent 47's classic tool for silent, non-messy strangulation kills from behind. A starting item.
Numerous everyday objects that can be used to knock out NPCs silently from behind or in melee combat. Essential for non-lethal playthroughs and acquiring disguises.
Can be used to contaminate food or drink, or directly injected. Lethal poison kills targets discreetly. Emetic poison makes them sick and seek a bathroom. Sedative poison knocks them out.
Various explosive devices for creating diversions, eliminating targets through 'accidents,' or breaching locked doors. Some are designed to be inconspicuous.
Distraction Items (Coins, Various Throwable Objects): Utility (Stealth)
Coins are a staple for luring NPCs or making them investigate a sound. Many other small objects can be thrown for similar purposes.
Unlockable tools that aid in infiltration. Lockpicks open simple doors. Scramblers bypass electronic locks. EMP charges disable security devices. The Sieker 1 silently delivers emetic poison from a distance.
Pistols (Semi-Automatic, Revolver): Sidearm
Ellie and Abby use various pistols, including semi-automatics and revolvers. Can be upgraded for stability, fire rate, capacity, and equipped with silencers (craftable for some).
Devastating at close range. Different types offer varying fire rates and capacities. Ellie uses a pump-action, Abby can find others like a double barrel.
Bow (Ellie): Silent Ranged
Ellie's signature silent weapon. Can use standard arrows, craftable explosive arrows, and later, poison arrows (DLC/Remaster). Arrows can often be retrieved.
Crossbow (Abby): Silent Ranged
Abby's primary silent ranged weapon. Fires retrievable bolts. Can be upgraded with a scope and stability improvements.
A wide variety of improvised and dedicated melee weapons. Can be upgraded by attaching blades or bindings to increase damage and durability. Break after extended use.
Can be crafted and attached to certain pistols and SMGs to allow for silent ranged takedowns. Have limited durability.
Armor / Gear Sets
No Equipable Armor System (Damage Mitigation): Agent 47 does not equip traditional armor pieces for direct damage reduction that can be swapped or upgraded. His survivability in combat relies on player skill in using cover, stealth, takedowns, and managing his health (which regenerates to a certain point, with full restoration often requiring finding specific items or being out of combat for a period). Some starting suits in Freelancer mode might offer a slight initial health advantage, but this is not a core armor system.
Disguises (Stealth 'Armor'): The primary form of 'protection' in Hitman is the disguise system. Wearing an appropriate disguise allows Agent 47 to blend in with different groups of NPCs and access restricted areas without arousing immediate suspicion. Different disguises grant varying levels of access and may be scrutinized by specific 'Enforcer' NPCs. This system is about social stealth rather than direct damage mitigation.
Cosmetic Suits: Players can unlock a vast array of cosmetic suits for Agent 47 to wear at the start of missions or change into. These are purely visual and do not provide any gameplay advantages or defensive stats. They are unlocked through Mastery, Challenges, Elusive Targets, or DLC.
No Equipable Armor System: Neither Ellie nor Abby equip traditional armor pieces that provide direct stat bonuses or can be upgraded. Their survivability is determined by their base health (which can be increased via skill upgrades for Abby, and finding Training Manuals that unlock health skills for both), player skill in combat/stealth, and the use of health kits. Clothing changes are purely cosmetic and tied to story progression or unlockable skins in the Remastered version.
Crafted Items & Skill Upgrades (Implied Protection/Resilience): While not 'armor,' skills related to damage resistance, faster healing, improved dodging, or increased health act as a form of defensive progression. Crafting potent health kits is crucial. Some weapon upgrades might improve handling, indirectly aiding defense by allowing quicker enemy dispatch.
Outfits/Customization
Agent 47's Signature Suit (Black Suit, White Shirt, Red Tie): Agent 47's iconic default attire. While this is his primary look, players can unlock and choose to start missions in a vast array of other cosmetic suits.
Unlockable Suits (Themed, Location-Specific, Challenge Rewards): A wide variety of cosmetic suits can be unlocked by completing challenges, achieving high Mastery Levels in locations, successfully eliminating Elusive Targets, or through DLC/Deluxe Editions. Examples include tactical gear, formal wear, casual outfits, humorous costumes, and suits inspired by previous Hitman games. These are purely visual.
Disguises (In-Mission): A core gameplay mechanic. Agent 47 can incapacitate NPCs and take their outfits to use as disguises. Each disguise grants access to different areas of a level and changes how other NPCs react to 47. There are hundreds of unique disguises across all locations, from guard uniforms and waiter outfits to more outlandish costumes like a flamingo mascot or a scarecrow.
Gloves (Often part of Suit Unlocks): Many unlockable suits come with specific glove designs, contributing to the overall aesthetic.
Freelancer Mode Safehouse Customization: In Freelancer mode, players can spend Merces (in-game currency) to customize various areas of Agent 47's safehouse, including the kitchen, garage, living areas, and exterior, with different furniture, decorations, and themes. This doesn't directly affect 47's wearable clothing but adds a layer of personalization.
Ellie's Outfits: Ellie wears several distinct outfits throughout the game, reflecting the different environments and stages of her journey (e.g., Jackson winter gear, Seattle casual/combat attire, Santa Barbara outfit). These are story-dictated and not directly customizable by the player in the base game beyond what's equipped for a chapter. The Remastered version adds unlockable cosmetic skins for Ellie.
Abby's Outfits: Abby also wears different outfits based on her role and location (e.g., WLF soldier uniform, more rugged attire later). Similar to Ellie, these are tied to story progression. The Remastered version adds unlockable cosmetic skins for Abby.
Backpack Customization (Minor): While not extensive, Ellie can find and attach keychains to her backpack, which are small cosmetic collectibles.
Unlockable Skins (The Last of Us Part II Remastered): The PS5 Remastered version introduces a variety of unlockable cosmetic skins for both Ellie and Abby, as well as weapon skins. These are earned by completing challenges in the 'No Return' mode or through other means, and can be applied in Story Mode or No Return.
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World & Exploration
Playable Vehicles
No Player-Controlled Vehicles (General Traversal)
Agent 47 primarily traverses mission locations on foot, utilizing stealth, disguises, and environmental navigation (climbing pipes, ledges, using ladders). There are no player-drivable cars, motorcycles, boats, or aircraft for general exploration within the sandbox levels.
Contextual Vehicles (Used for Exits, Scripted Events, or as Environmental Elements): Various (Cars, Boats, Helicopters, Trains, etc.)
Vehicles are present in many levels as environmental details, potential 'accident' kill opportunities (e.g., sabotaging a car), or as specific means of exfiltration once mission objectives are complete (e.g., escaping in a speedboat, helicopter, or car). Some mission stories might involve interacting with or briefly being inside a vehicle during a scripted sequence, but free-roam driving is not a feature.
Fast Travel (Via Starting Locations / Unlocked Shortcuts - Within Mission Replays): Mission Start / Level Navigation Mechanic
When replaying missions, players can choose different unlocked starting locations (often requiring specific disguises) to begin closer to certain objectives. Within levels, discovering and unlocking persistent shortcuts (like doors from the other side or kickable ladders) allows for faster navigation on subsequent attempts or during different approaches.
Horse (Shimmer, Callus, etc.): Mount / Land Traversal
Used by Ellie and other characters for traversing larger outdoor areas, particularly in Jackson and some sections leading to or within Seattle. Allows for faster travel and escape.
Motorboat: Watercraft
Used by Ellie (and Dina) to navigate the flooded streets and waterways of Seattle. Essential for exploring certain districts and reaching specific objectives.
Enemy Vehicles (Trucks, Jeeps - WLF/Seraphites/Rattlers): Hostile Land Vehicles
Human factions utilize various vehicles for patrols and transport. While not typically drivable by the player for extended periods, they often feature in combat encounters, either as moving cover, obstacles, or targets for explosives.
Traversal on Foot (Stealth & Parkour-lite): Player Locomotion
Primary mode of movement. Involves walking, running, sprinting, climbing, jumping, squeezing through gaps, going prone, and dodging. While not as acrobatic as Dying Light, traversal is key for stealth and navigating complex environments.
The genetically engineered, master assassin. Known for his professionalism, precision, and ability to blend in using disguises. In this trilogy, he confronts his past and the organization that created him, Providence, while questioning his own purpose.
Diana Burnwood: Ally / Handler (ICA, later Independent)
Agent 47's long-time handler at the International Contract Agency (ICA). Provides mission briefings, intelligence, and moral guidance. Her relationship with 47 is central to the narrative, especially as they work against Providence.
Lucas Grey (The Shadow Client / Subject 6): Ally / Former Antagonist / Fellow Clone
A childhood friend and fellow genetically engineered operative from Dr. Ort-Meyer's facility. Initially an antagonist in Hitman (2016) seeking to destroy Providence, he becomes 47's key ally and friend in Hitman 2 and 3.
Arthur Edwards (The Constant): Main Antagonist / Leader of Providence
The enigmatic and highly intelligent leader of Providence, the secretive organization that secretly controls global affairs. He is the primary antagonist of the World of Assassination trilogy, manipulating events from the shadows.
The Partners (Carl Ingram, Marcus Stuyvesant, Alexa Carlisle - Hitman 3 Targets): Antagonists / Leaders of Providence
The three current leaders (Partners) of Providence, who become primary targets for 47 and Grey in Hitman 3 as they dismantle the organization.
Olivia Hall: Ally / Hacker (Associate of Lucas Grey)
A skilled hacker who works closely with Lucas Grey and later assists 47 and Diana in their fight against Providence.
Various Targets (Across all three games): Assassination Objectives
A vast array of individuals targeted by 47 throughout the World of Assassination trilogy, each with their own backstories, routines, and connections to the larger conspiracy or criminal enterprises.
In Freelancer mode, targets and some support NPCs are procedurally generated with unique traits and appearances, creating diverse assassination challenges.
Ellie Williams: Protagonist
One of the two main playable characters. Now 19, living in Jackson. A traumatic event sends her on a brutal quest for revenge to Seattle. She is skilled with firearms, a bow, and stealth, but is deeply scarred by her past and driven by rage and grief.
Abby Anderson: Protagonist / WLF Soldier
The second main playable character. A strong and capable soldier in the Washington Liberation Front (WLF). Her own quest for revenge intertwines with Ellie's, and players experience a significant portion of the game from her perspective, revealing her motivations and relationships.
Joel Miller: Supporting Character / Ellie's Surrogate Father
Ellie's father figure from the first game. His actions at the end of Part I have profound consequences that set the events of Part II in motion. His presence is felt throughout Ellie's journey.
Dina: Ally / Ellie's Partner & Romantic Interest
A resident of Jackson and Ellie's close friend and romantic partner. She accompanies Ellie on her initial journey to Seattle, providing support and a contrasting perspective on Ellie's quest for vengeance.
Jesse: Ally / Ellie & Dina's Friend
A capable survivor and leader of patrols in Jackson, and Dina's ex-boyfriend. He follows Ellie and Dina to Seattle to help them, offering a more level-headed approach.
Tommy Miller: Supporting Character / Joel's Brother
Joel's younger brother and a key figure in the Jackson community. He also embarks on a quest for revenge, often operating independently.
Owen Moore: Supporting Character / Abby's Ex-Boyfriend & WLF Soldier
A disillusioned WLF soldier and Abby's former romantic partner. He struggles with the WLF's methods and desires a different life.
Mel: Supporting Character / WLF Medic / Owen's Partner
A WLF medic and Owen's pregnant partner. Her relationship with Abby is strained due to past events.
Manny Alvarez: Supporting Character / Abby's Friend & WLF Soldier
Abby's loyal friend and fellow WLF soldier. Provides support and some comic relief within Abby's group.
Yara: Supporting Character / Seraphite Apostate
A young former Seraphite who, along with her younger brother Lev, escapes the cult. Abby helps them, forming an unlikely bond that challenges Abby's worldview.
Lev (Lily): Supporting Character / Seraphite Apostate
Yara's younger transgender brother, whose defiance of Seraphite traditions forces them to flee. He is skilled with a bow and forms a strong connection with Abby.
Isaac Dixon: Antagonist Figure / WLF Leader
The ruthless and pragmatic leader of the Washington Liberation Front, focused on eradicating the Seraphites and expanding WLF control.
The deceased founder and spiritual leader of the Seraphites. Her teachings and legacy continue to drive the cult's actions and beliefs, making her an indirect antagonistic force.
A series of story-driven assassination contracts set in diverse global locations. Each mission presents Agent 47 with one or more primary targets to eliminate, along with optional objectives (e.g., retrieving an item, specific assassination methods). Levels are large sandboxes offering multiple approaches and high replayability.
Hitman 1 & Hitman 2 Campaign Missions (Via World of Assassination Access Passes)
If the player owns or purchases access to Hitman (2016) and Hitman 2 (2018) content, all their respective campaign missions (e.g., Paris, Sapienza, Marrakesh, Bangkok, Colorado, Hokkaido from H1; Hawke's Bay, Miami, Santa Fortuna, Mumbai, Whittleton Creek, Isle of Sgàil from H2) become playable within the Hitman 3 (World of Assassination) platform, utilizing its updated engine and mechanics.
Escalation Contracts
Multi-stage contracts with progressively increasing difficulty and often complex or restrictive conditions (e.g., specific disguises, kill methods, time limits, added complications). Each stage builds upon the last. Some are part of Deluxe content or themed DLCs (Seven Deadly Sins).
Elusive Targets (Time-Limited)
Special, time-limited missions where players have only one chance to assassinate a unique target with a specific backstory. If the player fails or the target escapes, the contract is lost permanently for that run (though Elusive Targets often get reactivated in batches later). Successfully completing them unlocks unique suits.
Contracts Mode (User-Generated Content)
Players can create their own assassination contracts within existing mission locations by marking NPCs as targets and setting specific kill conditions or disguise requirements. These contracts can then be shared online for other players to attempt, fostering a community of challenge creators.
Sniper Assassin Missions (Haven Island, Hantu Port, Siberia - from Hitman 2)
Dedicated sniper missions where Agent 47 must eliminate multiple targets and their bodyguards from a fixed sniper perch within a time limit, often by creating chain reactions or 'accident' kills using his sniper rifle. Can be played solo or in online co-op (co-op functionality might vary in WoA).
Freelancer Mode Campaigns (Roguelike)
A single-player roguelike mode where Agent 47 takes on campaigns against various criminal syndicates. Each campaign consists of several missions leading to a showdown with a syndicate leader. Players must manage resources (Merces), acquire gear from suppliers, and risk losing non-Safehouse items upon failure. Features a customizable Safehouse as a persistent hub.
Featured Contracts
Curated selections of community-created contracts highlighted by IO Interactive, often with specific themes or challenging conditions.
Story Chapters (Jackson, Seattle Day 1-3 for Ellie & Abby, The Farm, Santa Barbara)
A series of linear, narratively-driven chapters that progress the intertwined stories of Ellie and Abby. Each chapter is typically set in a distinct location or marks a specific day in their respective journeys. Missions involve exploration, stealth, intense combat encounters with human factions and infected, puzzle-solving, and highly cinematic story moments.
Flashback Sequences
Several chapters or segments within chapters are flashbacks, providing crucial backstory for Ellie, Joel, and Abby, revealing past events that shape their present motivations and relationships (e.g., Ellie's museum visit with Joel, Abby's experiences leading up to the main conflict).
Optional Exploration Areas & Encounters
Within the larger 'wide-linear' levels, there are numerous optional buildings, side paths, and hidden areas to explore. These often contain valuable resources, collectibles (Artifacts, Trading Cards, Coins), safes, Training Manuals, or trigger small, unscripted encounters with enemies.
Puzzle Solving (Environmental & Mechanical)
Integrated into level progression, players must solve environmental puzzles involving finding paths, moving objects (like dumpsters), using ropes for traversal, restoring power to doors, or finding safe combinations.
Major Set-Piece Encounters & Boss Fights
Spectacular, highly scripted action sequences and challenging boss fights against unique infected (like the Rat King) or formidable human opponents. These serve as climactic moments within the narrative.
No Return Mode Runs (Remastered)
In the roguelike 'No Return' mode (PS5 Remastered), each 'run' consists of a series of randomized combat encounters with different objectives (e.g., survive waves, assassinate a target, hold a position) culminating in a boss fight. Successfully completing encounters and runs unlocks new playable characters, skins, and gameplay modifiers.
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Multiplayer
Multiplayer Details
N/A
A standalone multiplayer game set in The Last of Us universe (reportedly titled 'The Last of Us Online') was in development but was later announced to be canceled or significantly re-evaluated by Naughty Dog. The Last of Us Part II itself is a purely single-player experience.
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Editions & DLC
Available Editions
Available in Standard Edition and Deluxe Edition. Deluxe Edition included Deluxe Escalation Contracts, Deluxe suits and items, digital soundtrack, digital 'World of Hitman' book, and director commentary. Pre-orders often included the 'Trinity Pack' (suits and briefcases themed after Hitman 1, 2, & 3). Hitman 3 eventually became 'Hitman: World of Assassination,' bundling Hitman 1 GOTY Access Pass and Hitman 2 Standard Access Pass for all owners, effectively making it the definitive platform for the trilogy.
Available in Standard Edition, Special Edition (SteelBook, art book), Collector's Edition (Ellie statue, bracelet, art book, lithograph, pins, stickers, digital content), and Ellie Edition (Collector's content + Ellie's backpack replica, soundtrack vinyl). A PS5 remaster, 'The Last of Us Part II Remastered,' was released in January 2024, including graphical enhancements, new modes like 'No Return' (roguelike survival), Guitar Free Play, Lost Levels with developer commentary, and DualSense integration.
Post-Launch Content / DLC
Major post-launch content includes the 'Seven Deadly Sins' collection (seven themed DLC packs with unique Escalation Contracts, suits, and items). The 'Freelancer' mode was a significant free update, adding a roguelike campaign with persistent progression and customizable safehouse. Numerous free Elusive Targets, Escalation Contracts, and Featured Contracts have been added. The game also evolved into 'Hitman: World of Assassination,' integrating content from the previous two games for owners.
No major story DLC was released for The Last of Us Part II. The primary post-launch addition was the 'No Return' roguelike survival mode, new skins, and Lost Levels included in 'The Last of Us Part II Remastered'. The original game received updates for difficulty modes (Grounded) and accessibility.
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FAQ
Frequently Asked Questions
Q: What is Hitman: World of Assassination? A: Hitman: World of Assassination is the current branding for Hitman 3, which now serves as a platform to access the content from all three games in the trilogy (Hitman (2016), Hitman 2 (2018), and Hitman 3 (2021)) within a single, unified interface, provided the player owns the respective Access Passes or base games.
Q: How does the Disguise system work? A: Agent 47 can incapacitate NPCs and take their outfits. Wearing a disguise allows him to blend in with that group of NPCs and access areas restricted to that role (e.g., a guard disguise allows access to security rooms). However, certain 'Enforcer' NPCs (marked with a white dot) can see through specific disguises if 47 gets too close or stays in their line of sight.
Q: What are Mission Stories? A: Mission Stories are guided opportunities within each level that present unique and often elaborate ways to get close to and eliminate targets. They are discovered by finding intel or overhearing conversations and can lead to cinematic or 'accident' kills.
Q: What is the 'Silent Assassin' rating? A: Silent Assassin is the highest rating achievable on a mission. It requires eliminating only the target(s), no bodies found (unless it was an accident kill or they were hidden), not being caught on camera (or destroying the evidence), and not being spotted committing any illegal actions. Achieving this rating often unlocks specific challenges and rewards.
Q: What is Freelancer mode? A: Freelancer is a free, single-player roguelike mode added to Hitman: World of Assassination. Players take on campaigns against criminal syndicates, earning Merces (currency) to buy gear and upgrade a customizable safehouse. Failure on a mission can result in losing collected (non-Safehouse) gear for that campaign, adding high stakes.
Q: Are there different ways to kill targets? A: Yes, a hallmark of the Hitman series is the immense player freedom in how to eliminate targets. This can range from direct confrontation (though often difficult), to stealthy melee or silenced pistol kills, to elaborate 'accident' kills (e.g., dropping a chandelier, poisoning food, sabotaging equipment), using sniper rifles, or exploiting unique environmental opportunities.
Q: Is The Last of Us Part II a direct sequel to the first game? A: Yes, it is a direct sequel set five years after the events of The Last of Us Part I, continuing the story of Ellie and Joel.
Q: Do I need to play The Last of Us Part I before Part II? A: It is extremely highly recommended. The Last of Us Part II's entire narrative, character motivations, and emotional impact are built upon the events and relationships established in the first game. Playing Part I first is essential for full understanding and appreciation.
Q: Why are there two playable characters, Ellie and Abby? A: The game features a dual protagonist structure to explore themes of perspective, empathy, and the cyclical nature of violence. Playing as both characters allows players to understand the motivations and experiences of individuals on opposing sides of a deeply personal conflict.
Q: Is The Last of Us Part II an open-world game? A: No, it is not a traditional open-world game. It features large, expansive 'wide-linear' levels that offer significant room for exploration, stealth, and finding alternate paths, but players are generally guided along a narrative through-line within these zones.
Q: What is 'No Return' mode in The Last of Us Part II Remastered? A: 'No Return' is a new roguelike survival mode added in the PS5 Remastered version. Players choose a character (from a roster including Ellie, Abby, Joel, Tommy, and others, each with unique traits) and attempt to survive runs through randomized encounters, earning currency to unlock new characters, skins, and gameplay modifiers.
Q: Are there different endings in The Last of Us Part II? A: The Last of Us Part II has one primary, definitive ending to its main narrative. Unlike some RPGs, player choices do not lead to branching endings for the core story, though the interpretation and emotional impact of the ending are subject to player perspective.
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Technical Details
Graphics & Visual Fidelity
Powered by IO Interactive's Glacier Engine, Hitman 3 showcases highly detailed and atmospheric sandbox locations from around the world. It features impressive lighting, reflections (especially with ray tracing), dense crowds, and detailed character models. Each location has a distinct visual identity and ambiance. Ray tracing for reflections and shadows was added in a post-launch update on PC and current-gen consoles.
Powered by an advanced version of Naughty Dog's proprietary engine, The Last of Us Part II is renowned for its groundbreaking graphics, particularly its incredibly detailed character models, lifelike animations (especially facial animations), and meticulously crafted, dense environments. Features advanced lighting, realistic weather effects, and a stunning level of environmental detail and decay. The PS5 Remastered version offers enhanced fidelity, native 4K, and higher framerate options.
Audio & Soundtrack
Original score composed by Niels Bye Nielsen, featuring tense, atmospheric, and cinematic orchestral pieces that adapt to gameplay situations (stealth, combat, discovery). Sound design is crucial for stealth, with distinct audio cues for footsteps, guard patrols, conversations (for intel), and environmental hazards. Weapon sounds are impactful.
Original score composed by Gustavo Santaolalla (returning from Part I) with contributions from Mac Quayle for more intense combat/Abby segments. The music is deeply emotional, often melancholic, featuring acoustic guitar, strings, and ambient textures that perfectly underscore the game's tone. Sound design is incredibly realistic and impactful, crucial for stealth (enemy callouts, footsteps), combat (visceral weapon sounds, infected screeches), and environmental immersion.
User Interface (UI/UX)
Features a clean and minimalistic HUD. Important information like objectives, suspect identification (Instinct mode), and interaction prompts are displayed contextually. The mini-map shows NPC locations and points of interest. Menus for inventory, mission planning, challenges, mastery, and contracts are accessible. Instinct mode highlights targets, interactable objects, and guard routes through walls.
Features an immersive and minimalistic HUD. Health is often indicated by screen effects and character animations rather than a persistent bar (though one can be enabled). Ammo count and equipped items are displayed contextually. Crafting and upgrade menus are accessed through Ellie's/Abby's backpack. Listen Mode highlights enemies through walls. The UI is designed to keep players immersed in the world.
Accessibility Options
Offers a range of accessibility options, including customizable controls (PC), extensive subtitle and caption customization, options for aim assist, UI scaling, colorblind modes, options to reduce visual clutter or demanding effects, and various gameplay toggles for difficulty and interaction prompts.
Naughty Dog set a new industry standard for accessibility with Part II, offering over 60 options. These include comprehensive control remapping, extensive subtitle/caption customization, options for visual aids (high contrast mode, screen magnifier, traversal/combat audio cues), navigation and traversal assistance, options to skip puzzles, combat accessibility (invisible while prone, reduced enemy perception/accuracy, auto-pickup), and text-to-speech/speech-to-text features.
laptop_windowsGPU (L): NVIDIA GeForce RTX 3070 Ti Mobile (8GB, Max TGP) / RTX 4070 Mobile (8GB, Max TGP). **An RTX 3080 Mobile or RTX 4080 Mobile would provide a more consistent experience.**
laptop_windowsGPU (L): NVIDIA GeForce RTX 2070 Mobile (8GB) / RTX 3060 Mobile (6GB, High TGP). **An RTX 3070 Mobile or RTX 4060 Mobile would be a better target.**
layersRAM: 16 GB
saveStorage (Tier): 100 GB NVMe SSD
1080p (Full HD) - Recommended (1080p ~60 FPS, High Preset, No Ray Tracing)(High Preset, Ray Tracing OFF)
CPU: Recommended desktop CPU for 1080p/60FPS High settings.
CPU (Laptop): Estimated mid-range laptop CPUs.
GPU: Recommended desktop GPU for 1080p/60FPS High.
GPU (Laptop): Estimated performance-focused laptop GPUs. 6GB+ VRAM recommended.
RAM: 16GB RAM strongly recommended.
Storage: SSD strongly recommended.
laptop_windowsGPU (L): NVIDIA GeForce GTX 1660 Ti Mobile (6GB) / RTX 2060 Mobile (6GB). **An RTX 3060 Mobile or RTX 4050 Mobile (High TGP) is a good target for 1080p High.**
layersRAM: 16 GB
saveStorage (Tier): 80 GB SSD
—
1080p (Full HD) - Minimum (1080p ~30-60 FPS, Low/Medium Preset, No Ray Tracing)(Low to Medium Preset, Ray Tracing OFF)
CPU: Minimum desktop CPU for playable framerates.
CPU (Laptop): Estimated laptop CPU equivalent. Modern i5/Ryzen 5 U or H series better.
GPU: Minimum desktop GPU.
GPU (Laptop): Estimated laptop GPUs. 4GB VRAM is a practical minimum.
RAM: 8GB minimum, but 16GB significantly improves performance.
Storage: HDD absolute minimum, SSD highly recommended.
memoryCPU: Intel Core i5-2500K @ 3.3GHz or AMD Phenom II X4 940 / AMD Ryzen 3 1200
developer_boardGPU: NVIDIA GeForce GTX 660 / GTX 1050 or AMD Radeon HD 7870 / RX 460
CPU: Flagship CPU for attempting 4K/60FPS Ultimate.
CPU (Laptop): Absolute flagship laptop CPUs.
GPU: Flagship desktop GPU for 4K Ultimate, heavily reliant on DLSS/FSR with Frame Generation.
GPU (Laptop): The absolute best laptop GPU, will be pushed to its absolute limits. Aggressive upscaling mandatory.
RAM: 32GB RAM highly recommended for 4K Ultimate.
Storage: NVMe SSD required.
—
memoryCPU: Intel Core i9-13900K or AMD Ryzen 9 7950X3D (Estimated)
laptop_windowsGPU (L): NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will be extremely challenged. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be the target for a more comfortable 4K experience with high settings. (Highly Speculative)**
layersRAM: 32 GB
saveStorage (Tier): 100 GB NVMe SSD
2160p (UHD/4K) - Ultimate RT (Estimated 2160p/4K ~60 FPS, Ultra Preset, RT On, DLSS Performance + Frame Gen)(Ultra Preset, Ray Tracing ON, DLSS Performance + Frame Generation (if available))
CPU: Flagship CPU for attempting 4K Ultra RT.
CPU (Laptop): Absolute top-tier laptop CPUs.
GPU: Flagship desktop GPU for 4K Ultra RT, heavily reliant on DLSS/FSR with Frame Generation.
GPU (Laptop): The absolute best laptop GPU, will be pushed to its limits with 4K Ultra RT. Upscaling + Frame Gen mandatory.
RAM: 32GB RAM highly recommended for 4K Ultra RT.
Storage: NVMe SSD required.
memoryCPU: Intel Core i9-12900K or AMD Ryzen 9 5900X/7900X
laptop_macCPU (L): Intel Core i9-12900HX / AMD Ryzen 9 6900HX or better. **Modern flagship Intel/AMD HX series (e.g., 13980HX, 7945HX).**
laptop_windowsGPU (L): NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will require aggressive DLSS settings including Frame Generation for playable 4K Ultra RT. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be targeted for a more robust experience. (Highly Speculative)**
layersRAM: 16 GB
saveStorage (Tier): 80 GB NVMe SSD
—
save Overall Storage
Spec: Approx. 80 GB available space (SSD Recommended). This includes the base game and can increase with access to Hitman 1 & 2 locations within the World of Assassination platform. Note: An SSD is highly recommended for faster loading times between missions and for smoother asset streaming. Type: SSD
Spec: 100 GB available space (NVMe SSD Required) (Speculative). Note: An NVMe SSD would be mandatory for the best experience due to extreme asset detail and streaming demands. Type: NVMe
desktop_windows Operating System
Spec: Windows 10 (64-bit) Explanation: 64-bit Windows 10 or Windows 11 is required.
Spec: Windows 10 64-bit (Version 1909 or newer) / Windows 11 (Speculative) Explanation: 64-bit Windows 10/11 would be required.
gamepad DirectX Version
Spec: DirectX 12 Explanation: DirectX 12 API is required.
Spec: DirectX 12 (Speculative) Explanation: DirectX 12 API would likely be required.
info_outline Other Game Notes
Official PC system requirements from IO Interactive. Performance can vary depending on specific hardware, settings, level complexity (especially large crowds or detailed interiors), and background applications. An SSD is strongly recommended for optimal loading times. Ray tracing features (added post-launch) are demanding.
Laptop Performance Note: Laptop models of listed desktop GPUs will require comparable performance, high TGP (Total Graphics Power), and good cooling. **Hitman 3 can be demanding at higher settings, particularly with ray tracing enabled, due to its detailed environments and complex AI simulations.**
Laptop Consideration: G P U T G P: Good TGP is important for consistent framerates, especially with RT.
Laptop Consideration: Cooling Thermals: Robust cooling is essential for sustained performance in dense sandbox levels.
Laptop Consideration: C P U Power Limits: A strong CPU is needed for managing numerous NPCs, AI routines, and physics-based 'accidents'.
Laptop Consideration: R A M Speed Dual Channel: Fast dual-channel RAM benefits performance.
Laptop Consideration: M U X Switch Optimus: Using a MUX switch or NVIDIA Advanced Optimus is recommended.
Optimization Detail: Upscaling Tech: Supports NVIDIA DLSS and AMD FSR 1.0 (later versions of FSR might be supported via patches or mods). Intel XeSS support added in a patch.
Optimization Detail: Key Settings Impact: Level of Detail, Shadow Quality, Texture Quality, SSAO (Screen Space Ambient Occlusion), Reflection Quality, and Ray Tracing (Reflections, Shadows, Sun Shadows - if enabled) heavily impact performance. The game's simulation depth can also be CPU intensive.
Game Name: Hitman 3
CONSOLE GAME - PC SYSTEM REQUIREMENTS ARE HIGHLY SPECULATIVE based on The Last of Us Part I PC port and expected demands for a potential Part II PC port. An SSD would be MANDATORY.
Laptop Performance Note: Laptop models of listed desktop GPUs will require comparable performance, very high TGP (Total Graphics Power), and excellent cooling. **If ported to PC, The Last of Us Part II would be an extremely demanding title, requiring top-tier laptop hardware for high settings and resolutions.**
Laptop Consideration: G P U T G P: Maximum TGP will be absolutely crucial.
Laptop Consideration: Cooling Thermals: Exceptional cooling needed to prevent severe thermal throttling.
Laptop Consideration: C P U Power Limits: Laptops with sustained high CPU power limits and strong single/multi-core performance.
Laptop Consideration: R A M Speed Dual Channel: Fast dual-channel RAM (DDR5) would be essential.
Laptop Consideration: M U X Switch Optimus: Using a MUX switch or NVIDIA Advanced Optimus would be critical.
Optimization Detail: Upscaling Tech: Would likely support NVIDIA DLSS (Super Resolution & Frame Generation), AMD FSR 2.0+, and Intel XeSS if ported.
Optimization Detail: Key Settings Impact: Texture Quality, Model Quality, Shadow Quality, Reflections, Volumetric Effects, Character Detail, Animation Quality, and Particle Effects would heavily impact performance. Ray tracing, if implemented, would be exceptionally demanding.
Game Name: The Last of Us Part II
build Optimization Details
Upscaling Tech: Supports NVIDIA DLSS and AMD FSR 1.0 (later versions of FSR might be supported via patches or mods). Intel XeSS support added in a patch.
Key Settings Impact: Level of Detail, Shadow Quality, Texture Quality, SSAO (Screen Space Ambient Occlusion), Reflection Quality, and Ray Tracing (Reflections, Shadows, Sun Shadows - if enabled) heavily impact performance. The game's simulation depth can also be CPU intensive.
Upscaling Tech: Would likely support NVIDIA DLSS (Super Resolution & Frame Generation), AMD FSR 2.0+, and Intel XeSS if ported.
Key Settings Impact: Texture Quality, Model Quality, Shadow Quality, Reflections, Volumetric Effects, Character Detail, Animation Quality, and Particle Effects would heavily impact performance. Ray tracing, if implemented, would be exceptionally demanding.
laptop Laptop Considerations
G P U T G P: Good TGP is important for consistent framerates, especially with RT.
Cooling Thermals: Robust cooling is essential for sustained performance in dense sandbox levels.
C P U Power Limits: A strong CPU is needed for managing numerous NPCs, AI routines, and physics-based 'accidents'.
R A M Speed Dual Channel: Fast dual-channel RAM benefits performance.
M U X Switch Optimus: Using a MUX switch or NVIDIA Advanced Optimus is recommended.
G P U T G P: Maximum TGP will be absolutely crucial.
Cooling Thermals: Exceptional cooling needed to prevent severe thermal throttling.
C P U Power Limits: Laptops with sustained high CPU power limits and strong single/multi-core performance.
R A M Speed Dual Channel: Fast dual-channel RAM (DDR5) would be essential.
M U X Switch Optimus: Using a MUX switch or NVIDIA Advanced Optimus would be critical.
check_circle_outline Recommended based on listed requirements for UHD (4K).
Lenovo Legion Pro 7 16IRX9H with RTX 4090
memoryIntel Core i9-14900HX
developer_boardNVIDIA GeForce RTX 4090
layers32GB DDR5-5600MHz
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will be extremely challenged. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be the target for a more comfortable 4K experience with high settings. (Highly Speculative)**
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will be extremely challenged. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be the target for a more comfortable 4K experience with high settings. (Highly Speculative)**
MSI Vector 16 HX AI with RTX 5080 and Intel Ultra 9-275HX
memoryIntel Core Ultra 9-275HX
developer_boardNVIDIA GeForce RTX 5080
layers32GB DDR5-5600MHz
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will be extremely challenged. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be the target for a more comfortable 4K experience with high settings. (Highly Speculative)**
check_circle_outline Recommended based on listed requirements for UHD (4K).
MSI Vector 16 HX with RTX 5070 Ti
memoryIntel Ultra 7 255HX
developer_boardNVIDIA GeForce RTX 5070 Ti
layers32GB DDR5 5600MHz
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will be extremely challenged. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be the target for a more comfortable 4K experience with high settings. (Highly Speculative)**
MSI Vector 16 HX AI with RTX 5080 and Intel Ultra 9-275HX
memoryIntel Core Ultra 9-275HX
developer_boardNVIDIA GeForce RTX 5080
layers32GB DDR5-5600MHz
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will be extremely challenged. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be the target for a more comfortable 4K experience with high settings. (Highly Speculative)**
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will be extremely challenged. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be the target for a more comfortable 4K experience with high settings. (Highly Speculative)**
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will be extremely challenged. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be the target for a more comfortable 4K experience with high settings. (Highly Speculative)**
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will be extremely challenged. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be the target for a more comfortable 4K experience with high settings. (Highly Speculative)**
MSI Raider 18 HX AI with RTX 5090 and Intel U9-285HX
memoryIntel Core Ultra 9 285HX
developer_boardNVIDIA GeForce RTX 5090
layers64GB DDR5-6400MHz
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will be extremely challenged. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be the target for a more comfortable 4K experience with high settings. (Highly Speculative)**
ASUS Strix Scar 16 (2025) with RTX 5090 and Intel Core Ultra 9 275HX
memoryIntel Core Ultra 9 275HX
developer_boardNVIDIA GeForce RTX 5090
layers32GB DDR5-5600MHz
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will be extremely challenged. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be the target for a more comfortable 4K experience with high settings. (Highly Speculative)**
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will be extremely challenged. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be the target for a more comfortable 4K experience with high settings. (Highly Speculative)**
ASUS ROG Strix G18 with RTX 4080 and intel i9 14th Gen
memoryIntel Core i9-14900HX
developer_boardNVIDIA GeForce RTX 4080
layers32GB DDR5-5600MHz
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will be extremely challenged. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be the target for a more comfortable 4K experience with high settings. (Highly Speculative)**
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will be extremely challenged. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be the target for a more comfortable 4K experience with high settings. (Highly Speculative)**
info_outline
Laptop recommendations are estimates based on available component benchmarks and game requirements.
Actual performance may vary depending on settings, drivers, cooling, power limits, etc.
Prices and availability subject to change. As an Amazon Associate, we earn from qualifying purchases.