Hitman is one of those bold missions that looks at posts made on the Foundry forums and says “Rules? Ha! Where I come from, there ain’t no rules!”
You can find several posts made in the forums from Cryptic developers and even posts here at Starbase UGC that adamantly oppose the idea of deviating from a certain style of mission construction put forth by Cryptic many moons ago. My opinion on this? Yes, using nothing but “Continue” and highlighting only whole sentences of instructions lends itself well to a feeling of professionalism in your mission creation, but that’s not what the Foundry is about. The Foundry is about being able to tell stories, your stories, and having an audience to rate and enjoy them. Hitman takes this philosophy like a football and runs it 100 yards for a touchdown.
Granted, I would by lying if I told you I understood everything that was happening during Hitman. It’s certainly a story that involves a bit of backstory, and the mission description features a URL that will fill you in if you’re curious, but if you’re not you can still enjoy the mission for the most part. Boldness comes into the mission immediately when the description informs you that you are no longer the persona you’ve been building up all this time, but you are now, in fact, “Pel”, and you have your own crew of mercenaries that’s completely different from the ones you’ve been considering as your crew all this time. In fact, the “author” of the mission appears in a pop up and introduces you to your new crew before the mission starts, which is something I haven’t seen in a mission before. You’re contacted by an awesome spider that wants you to kill somebody, it seems, and the mission continues from there.
There is a LOT of dialogue in Hitman, and I’m iffy on that purely because I at least attempt to use use Continue for responses when what I need to say isn’t that important, but Hitman doesn’t make this distinction. Pel will always have something very particular to say, and this works strictly because Hitman puts you in someone else’s shoes.
Grammatically it drove me a little bonkers because the ellipsis, which are these things: “…”, seem to be spaced out like “. . .” very often throughout the mission, which meant that the dialogue often separated in the window by starting with a period on one line. This can be fixed fairly easily, though, and besides a few lines that seemed like run on sentences, or could benefit from a comma or two, there weren’t many glaring typos.
Additionally, some instructions are vague. Like so many other missions in the Foundry, Hitman fails to add the system name and the sectorblock to first part of the mission’s title, meaning that if you weren’t paying special attention to the contact screen or if you had to abandon the mission mid way through (like myself), you might not remember that the mission takes place in the Chapel System in the Beta Ursae Sectorblock. Additionally, one objective is to “sweep the asteroid” for a bio sign. This isn’t clear where to go, and pressing V to check didn’t help, so I spent several minutes spiraling around this asteroid until a popup window randomly appeared. That is a frustrating mechanic.
But by and large, Hitman is a reminder of what kinds of fascinating things can be done using the Foundry with a little bit of imagination and less rules. 5 Stars.