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: Competitive & Cooperative (Original PS4 release). Single-player only in Legacy of Thieves Collection.
Setting: Various Globe-Trotting Locations (Panama, Italy, Scotland, Madagascar, Libertalia)
Platforms: PlayStation 4, PlayStation 5 (Legacy of Thieves Collection), PC (Windows - Legacy of Thieves Collection)
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.
Samuel 'Sam' Drake (AI): Nate's older brother. Accompanies Nate for the majority of the game. Sam is a capable AI companion in combat, engaging enemies with firearms and melee. He also assists in traversal (e.g., boosting Nate up ledges, cooperative environmental interactions) and participates in puzzle-solving and dialogue.
Human
Victor 'Sully' Sullivan (AI): Joins Nate and Sam for significant portions of the adventure. Provides combat support, often with heavier weapons or from a strategic position (like piloting a vehicle). Offers guidance and witty banter. Assists in traversal and puzzle elements.
Human
Elena Fisher (AI - Temporary): Accompanies Nate during certain later chapters of the game. She is resourceful and capable in combat, using firearms and assisting Nate. Her presence is crucial for narrative and emotional development during these segments.
Human
Online Multiplayer Teammates (Original PS4 Version): In the original PS4 multiplayer modes, players would team up with other human-controlled characters, utilizing various weapons, Mysticals (supernatural power-ups), and Sidekicks (AI support characters like Snipers or Brutes that could be summoned).
Human (Player Characters)
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.
Treasures: 109 small, often shiny, collectible artifacts hidden throughout the game's chapters. These range from ancient coins and pirate trinkets to jeweled objects. Finding them often requires careful exploration of environments, sometimes in out-of-the-way spots.
Journal Entries: Contextual items or landmarks that Nathan Drake can interact with, causing him to sketch or write about them in his journal. These entries provide additional lore, character thoughts, or clues for puzzles. There are 25 specific Journal Entry collectibles.
Journal Notes: Loose notes, letters, or documents found in the environment that Nathan can pick up and read. These often provide backstory about historical figures like Captain Avery, the founding of Libertalia, or the lives of its inhabitants. There are 23 specific Journal Note collectibles.
Optional Conversations: Specific moments where a speech bubble icon appears above an NPC's head (usually Sam, Sully, or Elena). Interacting triggers unique, optional dialogue exchanges that flesh out character relationships and provide additional story context. There are 36 of these.
Rock Cairns: Piles of stacked rocks found in some of the larger, more open environments. Nate can knock them over. While not a traditional collectible with a counter, interacting with them is a minor activity. (More prominent as a collectible in The Lost Legacy).
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.
Used for taking out enemies from a distance with high precision. Some are bolt-action, others semi-automatic.
Heavy Weapons (e.g., RPG-7, China Lake GL, DShK): Primary Firearm (Explosive/High Power)
Powerful weapons like rocket launchers, grenade launchers, and mounted machine guns encountered in specific sections or dropped by heavy enemies.
Melee (Fists, Environmental Objects, Grappling Hook Takedowns): Close Quarters Combat
Nate can engage in hand-to-hand combat with punches, grapples, and environmental takedowns. The grappling hook can also be used for aerial melee attacks.
Standard grenades and dynamite can be thrown. Red propane tanks or barrels in the environment can be shot to cause large explosions.
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: Nathan Drake does not have an equipable armor system where players can find or upgrade different pieces of armor for stat boosts. His survivability is based on his health (which regenerates when out of combat) and player skill in using cover, dodging, and defeating enemies efficiently. There are no armor items to collect or equip.
Cosmetic Outfits (Multiplayer & Bonus Content): In the original PS4 multiplayer mode, and as unlockable bonus content for the single-player campaign (often after first completion or via special editions), various cosmetic outfits for Nathan Drake and other characters were available. These were purely visual and did not offer gameplay advantages.
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.
Nathan Drake's Outfits: Throughout the story, Nathan Drake wears several distinct outfits appropriate to the location and situation (e.g., casual wear at home, rugged adventure gear in Madagascar, diving suit, formal attire for an auction). These are generally fixed for specific chapters. Unlockable cosmetic outfits are available after completing the game or through special editions/Legacy of Thieves Collection, allowing players to replay chapters with different looks (e.g., classic Drake outfits, wetsuits).
Multiplayer Character Customization (Original PS4): The original PS4 multiplayer mode allowed extensive customization of playable characters (heroes and villains from the Uncharted series) with hundreds of unlockable clothing items (hats, shirts, pants, accessories) and taunts.
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Progression & Upgrades
Skills & Progression
N/A
Uncharted 4 does not feature a traditional RPG skill tree or extensive character stat upgrades for Nathan Drake. Progression is primarily through acquiring new weapons and gear found in levels or dropped by enemies. There are no craftable upgrades for Nate's personal abilities. Gameplay mastery comes from improving player skill in combat, stealth, platforming, and puzzle-solving. Some weapon 'upgrades' are simply finding more powerful versions or attachments. The grappling hook is a key new tool that enhances traversal and combat options.
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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.
Jeep (4x4): Land Vehicle (Off-Road)
A rugged jeep used by Nate, Sam, and Sully for traversing the expansive plains and muddy tracks of Madagascar. Features a winch that can be used to pull down structures, create paths, or pull the jeep up steep inclines.
Motorboat: Watercraft
A small motorboat used for navigating the waters around the islands leading to Libertalia. Allows for exploration of coves, beaches, and underwater areas (for diving).
Motorcycle (Briefly): Land Vehicle (Two-Wheeled)
Featured in a high-speed chase sequence during the Madagascar market escape. Player control is part of this scripted set-piece.
Enemy Vehicles (Trucks, APC-like vehicles): Hostile Land Vehicles
Shoreline mercenaries utilize various vehicles, including pickup trucks with mounted guns and armored personnel carrier-like vehicles, which often feature in combat encounters or chase sequences. Nate typically destroys these rather than driving them for extended periods.
Grappling Hook (Traversal Tool, not a vehicle): Personal Traversal Gear
While not a vehicle, the grappling hook is a key traversal tool that allows Nate to swing across large gaps, rappel up and down cliffs, and perform dynamic maneuvers, significantly expanding his movement capabilities.
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.
The charismatic and adventurous protagonist. Now attempting a normal life with Elena, he is pulled back into treasure hunting by the reappearance of his long-lost brother, Sam. Known for his wit, resilience, and incredible luck.
Nate's older brother, previously presumed dead. His return and desperate situation ignite the quest for Avery's treasure. He is more reckless and obsessed with treasure than Nate.
Elena Fisher: Ally / Nate's Wife / Journalist
Nate's resourceful and intelligent wife, a successful journalist. She is initially unaware of Nate's return to adventure but eventually gets involved, serving as his moral compass and a capable partner.
Victor 'Sully' Sullivan: Ally / Mentor / Treasure Hunter
Nate's long-time mentor, father figure, and partner in adventure. A seasoned treasure hunter, Sully provides support, resources, and wise counsel (and often a seaplane).
Rafe Adler: Main Antagonist / Wealthy Treasure Hunter
A wealthy, ruthless, and obsessive treasure hunter who was once partnered with the Drake brothers. He feels betrayed and entitled to Avery's treasure, employing the Shoreline mercenary group to achieve his goals.
Nadine Ross: Secondary Antagonist / Leader of Shoreline
The pragmatic and highly skilled leader of Shoreline, a South African private military company hired by Rafe Adler. A formidable combatant and tactician.
A historical figure connected to Captain Henry Avery and the founding of Libertalia, whose story and clues are uncovered by the Drakes.
Captain Henry Avery (Historical Figure): Legendary Pirate Captain
The infamous pirate captain whose legendary treasure is the object of the game's central quest. His story and the fate of Libertalia are key to the narrative.
Various Shoreline Mercenaries & Other Minor NPCs: Enemies / Supporting Cast
The game features numerous unnamed Shoreline mercenaries as common enemies, as well as other minor characters encountered during Nate's journey.
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 (Prologue - Epilogue)
A series of linear, narratively-driven chapters that progress the main story of Nathan and Sam Drake's hunt for Captain Avery's treasure. Each chapter is set in a distinct location and features a mix of exploration, platforming, puzzle-solving, stealth, and intense combat encounters, punctuated by cinematic cutscenes.
Puzzle Solving Sequences
Integrated into main story progression, these involve deciphering clues from Nate's journal, manipulating environmental objects, aligning symbols, or using light and shadow to uncover hidden paths or mechanisms related to Avery's trials and Libertalia's secrets.
Major Set-Piece Encounters
Spectacular, highly scripted action sequences that serve as climactic moments within chapters. Examples include the Madagascar jeep chase, collapsing clock tower escape, ballroom brawl, ship graveyard battle, and encounters with armored vehicles or heavily armed enemy groups.
Stealth Sections
Numerous areas allow or encourage a stealthy approach. Nate can use tall grass, cover, takedowns from ledges or above, and silenced weapons (if found) to eliminate enemies or bypass encounters without raising an alarm.
Vehicle Traversal & Combat Sections
Specific chapters feature drivable vehicles like a jeep (in Madagascar) or a boat (around island chains). These sections involve navigating large environments, sometimes engaging in vehicular combat, or using the vehicle's winch for environmental puzzles.
Flashback Sequences
Several chapters are flashbacks depicting earlier events in Nate and Sam's lives, such as their time in a Panamanian prison or their childhood in an orphanage. These provide crucial backstory and character development.
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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, artbook, Naughty Dog points), Libertalia Collector's Edition (12" Nathan Drake statue, SteelBook, artbook, Naughty Dog points, sticker sheet, multiplayer outfits/weapon skins). Later released as part of the 'Uncharted: Legacy of Thieves Collection' for PS5 and PC, which also includes 'Uncharted: The Lost Legacy' and features enhanced graphics and performance options.
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.
The primary post-launch content was the standalone story expansion 'Uncharted: The Lost Legacy' (starring Chloe Frazer and Nadine Ross), which was also included in the 'Legacy of Thieves Collection'. The original PS4 version of Uncharted 4 received numerous free updates for its multiplayer mode, including new maps, modes, weapons, and cosmetic items. No single-player story DLC directly for Nathan Drake's Uncharted 4 story was released.
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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 Uncharted 4: A Thief's End the last Uncharted game with Nathan Drake? A: Yes, Naughty Dog has stated that Uncharted 4: A Thief's End is the conclusion to Nathan Drake's story arc. While the Uncharted universe continued with 'The Lost Legacy' (starring Chloe Frazer), Drake's journey as the protagonist effectively ends here.
Q: Do I need to play the previous Uncharted games to understand Uncharted 4? A: While Uncharted 4 has a self-contained main plot, playing the previous three games (Drake's Fortune, Among Thieves, Drake's Deception) is highly recommended. It significantly enhances the emotional weight of the story, the understanding of character relationships (especially with Elena and Sully), and the impact of Nathan Drake's final adventure.
Q: What is new in terms of gameplay in Uncharted 4 compared to previous titles? A: Uncharted 4 introduced several new gameplay mechanics, including a grappling hook for enhanced traversal and combat, more open 'wide-linear' level designs with drivable vehicles (jeep, boat), improved stealth mechanics with tall grass and enemy tagging, and more dynamic melee combat with environmental interactions.
Q: Does the 'Uncharted: Legacy of Thieves Collection' include multiplayer? A: No, the 'Uncharted: Legacy of Thieves Collection' for PS5 and PC includes the single-player campaigns of Uncharted 4: A Thief's End and Uncharted: The Lost Legacy only. The multiplayer modes from the original PS4 releases are not included in this collection.
Q: How long is Uncharted 4: A Thief's End? A: The main story campaign of Uncharted 4 typically takes around 15-20 hours to complete. Finding all collectibles and exploring thoroughly can extend this to 25-30+ hours.
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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 Naughty Dog's proprietary engine, Uncharted 4 is renowned for its groundbreaking visuals, especially at the time of its PS4 release. It features incredibly detailed character models with realistic animations and facial expressions, breathtaking and diverse environments, advanced lighting and shadow effects, and spectacular cinematic set pieces. The level of environmental detail, from foliage and water effects to material textures, is exceptional. The PS5 and PC versions in the 'Legacy of Thieves Collection' offer enhanced resolutions, frame rates, and graphical settings.
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 Henry Jackman, featuring sweeping orchestral themes, adventurous melodies, and emotionally resonant pieces that underscore the narrative's highs and lows. The music dynamically adapts to gameplay, building tension during combat and enhancing the sense of wonder during exploration. Sound design is top-notch, with impactful weapon sounds, detailed environmental ambiances, and stellar voice acting.
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 a minimalistic and cinematic HUD, displaying ammo count, equipped weapon, and contextual prompts for interactions, stealth, and combat. A simple objective marker guides players. No traditional mini-map during gameplay to enhance immersion; players rely on environmental cues and Nate's journal. The journal contains sketches, notes, and puzzle solutions.
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 has been a leader in accessibility. Uncharted 4 (especially in the Legacy of Thieves Collection) offers a wide array of options: extensive control remapping, subtitle and caption customization (size, color, background, speaker names), options for motion blur/camera shake, aim assist lock-on, options for QTEs (hold vs. tap), high contrast modes, audio cues for collectibles and combat, navigation assistance, and more.
720p (HD) - Minimum (720p ~30 FPS, Medium Preset)(Medium Preset)
CPU: Minimum desktop CPU for lower settings.
CPU (Laptop): Estimated laptop CPU equivalent. Modern i5/Ryzen 5 U or H series better.
GPU: Minimum desktop GPU for lower settings.
GPU (Laptop): Estimated laptop GPUs. 4GB VRAM is absolute minimum.
RAM: 8GB minimum, but 16GB strongly recommended by developers for a smoother experience.
Storage: HDD absolute minimum, SSD highly recommended.
laptop_windowsGPU (L): NVIDIA GeForce GTX 1050 Mobile (4GB) / GTX 1650 Mobile (4GB). **An RTX 3050 Mobile would be a significantly better starting point.**
layersRAM: 8 GB
saveStorage (Tier): 126 GB HDD (SSD Recommended)
1080p (Full HD) - Performance (1080p ~60 FPS, High Preset using Performance Upscaling/Settings)(High Preset (Tweaked for performance, DLSS/FSR Performance may be needed))
CPU: CPU for 1080p/60FPS High.
CPU (Laptop): High-end laptop CPU.
GPU: Recommended desktop GPU for 1080p/60FPS High.
GPU (Laptop): Performance laptop GPUs. 8GB VRAM ideal.
RAM: 16GB RAM recommended.
Storage: NVMe SSD strongly recommended.
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memoryCPU: Intel Core i7-7700K or AMD Ryzen 7 3700X
laptop_windowsGPU (L): NVIDIA GeForce RTX 2070 Super Mobile (8GB) / RTX 3060 Mobile (6GB, High TGP). **An RTX 3070 Mobile or RTX 4060 Mobile (High TGP) will provide excellent 1080p High performance.**
layersRAM: 16 GB
saveStorage (Tier): 126 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.**
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): 126 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
laptop_windowsGPU (L): NVIDIA GeForce RTX 3080 Mobile (10GB/16GB, Max TGP) / RTX 4070 Mobile (8GB, Max TGP). **An RTX 4080 Mobile would be better for consistent 1440p Ultra performance.**
layersRAM: 16 GB
saveStorage (Tier): 126 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)**
CPU: Flagship CPU for attempting 4K/60FPS Ultimate.
CPU (Laptop): Absolute top-tier laptop CPUs.
GPU: Flagship desktop GPU for 4K Ultimate, heavily reliant on DLSS/FSR.
GPU (Laptop): The absolute best laptop GPUs, will still need upscaling for smooth 4K Ultra.
RAM: 32GB RAM highly recommended for 4K Ultimate.
Storage: NVMe SSD required.
—
memoryCPU: Intel Core i9-9900K or AMD Ryzen 9 3950X
laptop_macCPU (L): Intel Core i9-11980HK / AMD Ryzen 9 5900HX 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 DLSS Performance for stable 4K Ultra at ~60FPS. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be targeted for a more comfortable native experience. (Highly Speculative)**
layersRAM: 16 GB
saveStorage (Tier): 126 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: 126 GB available space (SSD Recommended). Note: An NVMe SSD is highly recommended for the best experience, minimizing load times and improving texture streaming in detailed environments. Type: SSD
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) Explanation: 64-bit Windows 10 (specified version or newer) or Windows 11 is required.
gamepad DirectX Version
Spec: DirectX 12 Explanation: DirectX 12 API is required.
Spec: DirectX 12 Explanation: DirectX 12 API is 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
Official PC system requirements for 'Uncharted: Legacy of Thieves Collection' (which includes Uncharted 4). Performance can vary depending on specific hardware, settings, and in-game scenarios. An SSD is strongly recommended for optimal performance.
Laptop Performance Note: Laptop models of listed desktop GPUs will require comparable performance, high TGP (Total Graphics Power), and excellent cooling. **Uncharted 4 on PC is a graphically intensive title, and good laptop hardware is needed for higher settings and resolutions.**
Laptop Consideration: G P U T G P: Good TGP is important for consistent framerates.
Laptop Consideration: Cooling Thermals: Robust cooling is essential for sustained performance during action-packed sequences.
Laptop Consideration: C P U Power Limits: A decent CPU is needed for complex environments and AI.
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: Key Settings Impact: Texture Quality, Model Quality, Shadow Quality, Reflections, Ambient Occlusion, Anisotropic Filtering, and Character Detail heavily impact performance. Using upscaling is recommended for higher resolutions/settings.
Game Name: Uncharted 4: A Thief End
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: Supports NVIDIA DLSS 2 and AMD FSR 2.0.
Key Settings Impact: Texture Quality, Model Quality, Shadow Quality, Reflections, Ambient Occlusion, Anisotropic Filtering, and Character Detail heavily impact performance. Using upscaling is recommended for higher resolutions/settings.
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: Good TGP is important for consistent framerates.
Cooling Thermals: Robust cooling is essential for sustained performance during action-packed sequences.
C P U Power Limits: A decent CPU is needed for complex environments and AI.
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.
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 require DLSS Performance for stable 4K Ultra at ~60FPS. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be targeted for a more comfortable native experience. (Highly Speculative)**
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will require DLSS Performance for stable 4K Ultra at ~60FPS. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be targeted for a more comfortable native experience. (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 require DLSS Performance for stable 4K Ultra at ~60FPS. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be targeted for a more comfortable native experience. (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 require DLSS Performance for stable 4K Ultra at ~60FPS. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be targeted for a more comfortable native experience. (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 require DLSS Performance for stable 4K Ultra at ~60FPS. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be targeted for a more comfortable native experience. (Highly Speculative)**
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will require DLSS Performance for stable 4K Ultra at ~60FPS. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be targeted for a more comfortable native experience. (Highly Speculative)**
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will require DLSS Performance for stable 4K Ultra at ~60FPS. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be targeted for a more comfortable native experience. (Highly Speculative)**
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will require DLSS Performance for stable 4K Ultra at ~60FPS. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be targeted for a more comfortable native experience. (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 require DLSS Performance for stable 4K Ultra at ~60FPS. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be targeted for a more comfortable native experience. (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 require DLSS Performance for stable 4K Ultra at ~60FPS. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be targeted for a more comfortable native experience. (Highly Speculative)**
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will require DLSS Performance for stable 4K Ultra at ~60FPS. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be targeted for a more comfortable native experience. (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 require DLSS Performance for stable 4K Ultra at ~60FPS. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be targeted for a more comfortable native experience. (Highly Speculative)**
track_changesTarget GPU: NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will require DLSS Performance for stable 4K Ultra at ~60FPS. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be targeted for a more comfortable native experience. (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.