This might not be what people would expect from a Hitman game, but it's so good as its own odd little being that it pretty much has to be played not just because it's a curiosity, but because it's a darn good game, too.
It's a game I see such intelligence in that I want to discover and decipher for myself, and the satisfaction that comes from pulling off the perfect stealth operation is immense. It's the entirety of Hitman GO that has left me feeling so enamored. You can wear any disguise and use any method. You must eliminate him and finish the mission. The target of the level is Jasper Knight, an American chess master about to defect to the East who is hiding at a Cuban airfield. It's a clever game where solutions are often not obvious but can be deciphered. The Final Test is the second mission in HITMAN (2016) and the last mission in the tutorial section. The need to complete other objectives in order to progress (similar to Wind-Up Knight 2) forces players to think in other ways, too - from completing a level without killing enemies to using as few moves as possible. This is a game that requires thought, it can't just be mindlessly played. This intelligence spreads to the game as a whole: puzzles require the tracking and management of a variety of systems of enemy movement, realizing how each one will act, and where they will be when the player needs to get to a certain spot. It's really quite an intelligent approach, and one that does well for the game because it doesn't demean itself. The way it's presented makes it so that the silliness is on the player's perception, not what the game says. But the internal logic of the game itself plays everything straight and serious, such as when "Ave Maria" plays on levels with important assassination targets. Everything is meant to feel like a figure on a board, with enemies removed by them getting swept off of to the side. The whole situation is inherently silly: it's the stealth and assassination gameplay of the Hitman series, but on a board game and in a world that feels intentionally artificial and plasticky. And as Professor Layton once said, every puzzle has a solution.
It's less of a stealth game and more of a puzzler. Thus, it's about using their patterns and the limited tools available, like noise makers and disguises, to avoid and even take out the various enemies. Hitman GO is a bizarre mobile spin-off that transforms chrome-domed murderer Agent 47 and his assassination targets into figurines on a tabletop boardgame. He must make it to the exit without being spotted by the enemies on the board, who all move after he does, so they have an advantage, though each enemy has predictable behaviors. This is a turn-based affair, where players control Agent 47 along circuit-like boards where he can move one node at a time. This is an intelligently-designed, wonderful experience. It's a unique choice with a unique presentation to match, and while it's certainly odd at first, it comes together beautifully. It takes the core tenets of Hitman, and turns it into a strategic board game. If you dont want to cheat with Steam guides (and you shouldnt because this is a great game and very rewarding) and you just cant seem to find a solution. Hitman GO is one of the odder big-name games that I can remember in recent memory.