IO Interactive’s stellar World of Assassination trilogy has capped off with a bang with Hitman 3. IO proves yet again just how much they are in a league of their own, where level design is concerned. Hitman 3 brings players a whole slew of intriguing locales to plot our bloody deeds this time around. Level’s ranging from Dubai to China and even a level taking place in Argentina. Truly, there exists a great variety here, with even a few levels changing up the tried and true Hitman formula.
Every Hitman 3 Level Ranked
So, I want to take the opportunity to dive into each level and see its pros and cons. The Hitman craze I currently find myself trapped within does not have a light at the end of the tunnel anytime soon. With that said, let us jump in and rank every level in Hitman 3!
6. Carpathian Mountains
With each “Ranking every Hitman 3 level list,” you can expect to find this near the bottom. Point blank, this is a bad Hitman level, and without a doubt the worst in Hitman 3. The Carpathian Mountains almost acts as a pseudo epilogue for the game, with Mendoza being the true farewell for the series. Funnily enough, the mission is titled, ‘The Farewell’ solidifying that assumption on my part.
Carpathian ranks this low because it is not your typical Hitman level. And yet, that is not necessarily a bad thing. The level takes place entirely on a speeding train so, as you can imagine, your freedom is extremely reigned in. Despite that, I could not help but appreciate a level that removes the leash and lets you jump in, guns blazing. Not only does it counter how I play stealth games, but it is also discouraged in Hitman games. There is some great payoff towards the end of the level, but I can not in good faith rank this shooting gallery any higher. No matter how fun the shooting gallery might have been.
What wasted potential! I am an absolute sucker for neon-soaked streets in practically anything. Chongqing’s opening streets accomplish this aesthetic perfectly. Unfortunately, the majority of the level is spent navigating bland, underground laboratories. It does not help either that both labs feel completely disconnected with not only one another but the city streets above. Managing to make this feel like several levels stitched together. Whenever the series attempted this in the past, Sapienza and Hokkaido for example, the labs always feel organically integrated. They were natural extensions of these places. I just do not feel the same way here.
Despite the majority of the level’s aesthetic not working for me, there is still a lot that does. Particularly, the mission stories. These actually uncover a lot of the, admittedly, sinister ongoings of the facilities here. So, it only motivated me to want to take out these targets in some of the worst ways imaginable. And Chongqing, certainly satiates that desire with some of the series most entertaining kills. One sees a target getting burned alive with her own reactor core and another sees a target’s brain getting overridden with his own machine. Good stuff!
Also, while Royce’s facility was not the most interesting, I do appreciate the cautious approach you need when exploring. Like Hokkaido, guards roam in mass making every movement on the players part count. It is a true test of how far you have come to understand the game’s stealth mechanics and I am always in support of getting out as quiet as possible.
Plainly put, Dubai acts as the foundation of what you can expect from here on out. Dubai is not gigantic by any means., especially when compared to the levels in Hitman 2. But the laser-focused design keeps it from feeling overwhelming. Dubai is not only dense with plenty to discover, but it also succeeds in being the most visually attractive locale in-game. This appeal ultimately urges the player to want to explore every nook and cranny. Which, personally, I can not say I held the same sentiment for levels like Chongqing or Marrakesh.
The level begins quite cinematically, with Agent 47 skydiving onto the scene. After some, Mission Impossible shenanigans, you feel right at home with some classic Hitman hijinks. Hijinks, pertaining to 47 blending amongst high society, brushing shoulders with those engaging in banal formalities. The level takes place entirely within a skyscraper, gilded in gold. While here, Dubai consists of a central atrium, where you will find a large majority of the party-goers. There is a dimly lit art gallery, brimming with opportunities. An outside bar and even an excessively, expensive penthouse containing rooms galore.
It is a fairly straightforward layout, but I think that is what makes Dubai work so well as the introduction. Because of the simplicity of the layout, I found the level easy to sort of map out in my head. Coming to a point, where I knew every corridor and where to turn, ultimately ensuring I did not get too lost.
Lastly, there are some awesome kills in Dubai as well. A lot of which, being multi-stepped kills that truly rewards the player’s patience. For example, the art installation kill and, of course, the exploding golf ball kill, which I did not even find until my fourth playthrough. All around, Dubai is an amazingly good time.
Ultimately, Dartmoor’s placing feels the one I am most at odds with. I want to push this level higher up due to spending the most time here. It is one of the few levels I have achieved level 20 mastery with. In essence, Dartmoor represents IOI in their most playful state. You can just tell they absolutely had a blast putting this one together.
IO fully commits to the murder mystery, Agatha Christie theme. A large, European mansion, dreary backdrop and all. Similarly, to Dubai, this is not the most complex level in terms of structure. Where complexity may lack, there is still an abundance of layers to peel back. No more apparent than with the target’s family. Never have we had a target in a Hitman game feel as readily available to learn about, like Alexa and her toxic family. I found that the more I came back to each of the family members, the more layers you can peel back. I discovered there was more than the bare surface level with these people.
There is a couple of unique kills worth pursuing. Some include having Emma poison Alexa or smothering Alexa in her stress room. Personally, electrocuting Alexa during the family photo will always warrant a maniacal laugh from me. But, all in all, IO absolutely crushes the atmosphere. Dartmoor feels isolated, detached, and almost its own self-contained mission. Complete with a murder mystery, you do not even have to engage with, secret passages and tantalizing secrets to uncover.
Man, this one is quite the sandbox that definitely requires more than a single play-through to fully appreciate. Setting-wise, I absolutely adore Mendoza and in my eyes, it rivals Hokkaido, Haven Island, Miami, and Sapienza. Mendoza consists of an isolated mansion in the foothills. Complete with a winery, underground cavern system, and boathouse. Thankfully, the underlying theme of wine is not just for show. It is further perpetuated with every aspect within the level. You can disguise yourself as a sommelier to present wine. While heading to the garden, sees you disguising yourself as the guide who is preparing a wine tour.
Naturally, this opens up the door for some of the series most laugh-out-loud and unique kills. The tour essentially guides you through an on-rails spree of comedic murder. Everyone has praised the grape crusher kill and for good reason. It is Hitman at its most absurd, which absolutely rocks. What truly elevates this kill is having Diana Burnwood along for the ride. The long in the background character actually takes part in this mission. With this kill, having her distract the people in the tour while you push your target into the grape crusher. You can even lock the target and another unsuspecting person inside a freezer leaving 47 and Diana smiling maniacally for a job well done. This is not even mentioning the opportunities you have at your disposal within the mansion itself. One even includes using a target’s wife to kill them.
Mendoza is capped off with the series classiest exit to date. Mendoza may feel like the common ground, more in line with a Dubai, for instance. However, the level still manages to provide players with a solid farewell.
Berlin is a strobe light, claustrophobic and sweaty rave that never fails to impress. Aesthetically, not one of my favorites, but Berlin makes up for it in its disregard of Hitman tropes. There is no briefing and less guidance as you are dropped into, quite literally, the lion’s den. Instead of the usual targets, Berlin swaps them for ICA assassins with the added twist of them coming to hunt you down this time around.
You are essentially left in the dark as to what is happening. It is a risky move that manages to feel incredibly liberating. In essence, it is a game of cat and mouse. Who will find who first? It is not only the culmination of the series, but Berlin is also a testament to IOI’s trust in the player. More than anything, it is meant to put the player into a position to utilize all of the skills they have honed over the years. It creates a true playground where murder and bloody schemes feel completely in sync with the player’s own motivation.
As a result, Hitman 3’s Berlin offers a chance to tackle the level completely untethered with unprecedented freedom. It all coalesces into not only my favorite mission Hitman 3, but one of the best in the series. It sits comfortably at the top of my ranked list for Hitman 3.
And that will wrap up this list of every Hitman 3 level ranked. All in all, I think IO Interactive showcased, they have achieved a knack for level design. Despite some resonating more than others, I do not downright hate any of these locales. Each level in Hitman 3 brings something unique to the table, with its own set of possibilities to discover. That is all I can really ask for in this series.