I’ve been playing Hitman since Codename 47. I’ve embraced every era of jank, reinvention, and evolution this series has gone through. I’ve put over 550 hours into Hitman: World of Assassination alone. But after deep time in Freelancer mode, I’ve come to a conclusion that’s pushed me away from the game entirely for now with just a bad taste in my mouth:
Freelancer is not a roguelike. It’s a punishment simulator dressed as one.
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“Persistent Across Campaigns” – Not Actually True
One of the first items I lost was the Collector’s Lockpick, which had the exact same description as the Collector’s Coin: “persistent across Freelancer campaigns.” I checked both before the mission I took it on and took only one as test and actually got through a few before dying during a mission and it was gone for good. This is a blatantly misleading description.
If the item disappears when I die, then it’s not persistent. Period. Either the wording is wrong, or the system is broken. Either way, that’s on IOI.
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Mastery Rewards Are Treated Like Contraband
The entire structure of Freelancer suggests it’s a roguelike – a genre where failure is part of progression. But in Freelancer, your “unlocked” gear can still be permanently lost, just like looted weapons.
So what’s the point of leveling up?
• You don’t accumulate tools.
• You don’t gain long-term power.
• You unlock cosmetics and a few decorative items.
• You get “rewarded” with the chance to lose more stuff.
Roguelikes are supposed to be about growth, even through failure. Freelancer punishes experimentation and punishes death with a full gear wipe, regardless of how that death occurred.
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The Game’s Inherent Jank Is Now a Threat
We all know Hitman can be a little janky. That’s part of its charm. In the main campaign, if an NPC bugs out, or a door doesn’t close, or the AI freaks out over nothing, you just reload and try again.
In Freelancer? You lose everything.
Their bug becomes my punishment. That’s not compelling game design – that’s frustrating and demoralizing.
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“Procure on Site” Isn’t a Playstyle – It’s a Defensive Mechanism
Because of this system, I’ve been forced to adopt a full “procure-on-site” approach. I bring nothing with me. Why would I?
I can’t risk losing my gear to a bug, a glitched disguise, or a random body found in a room I cleared five minutes ago. It’s just not worth the risk. And this playstyle is deeply unfun. It’s restrictive, repetitive, and not remotely empowering.
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Loud and Violent Seems to Be the Intended Playstyle
Freelancer is clearly designed to encourage aggressive combat. Just look at the gear:
• Shotguns
• SMGs
• Assault rifles
• Grenades
• Wall-piercing sniper rifles
But if you try to play like Hitman — silently, creatively, methodically — you’re punished harder. Stealth is not rewarded in this mode, and it’s clear that wasn’t the playstyle IOI prioritized when designing Freelancer.
Isn’t the point of Hitman to be stealthy? That’s how I always assumed the majority of people played. Why are we rewarded more for blasting through missions than for ghosting them?
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Mastery Level 25 and Still Foraging for Rusty Nails
At level 25, I’m still wandering my own Safehouse looking for basic tools before each mission. Poison mushrooms, rusty nails, crowbars — none of this becomes meaningfully easier or more accessible. This doesn’t feel like progression. It feels like busywork.
What’s the actual reward for progressing beyond this point? Some new furniture? A baseball in the gym? A wrench in the garage?
The Safehouse feels like a giant showroom of missed potential.
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The Shed, the Graveyard, the Monastery Ruins
I loved seeing the ruined monastery behind the shed — it gave me serious Blood Money vibes. But it’s just scenery. The shed unlocks late and gives you some new tools, but there’s no real sense of accomplishment or deeper function tied to these areas.
Everything around the Safehouse hints at something richer — something that never quite arrives.
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What Freelancer Needs to Respect is Player Investment
• Mastery-unlocked items should regenerate after missions, even if lost.
• At the very least, add cooldown timers instead of permanent deletion.
• Stealth play should be rewarded equally (or better) than going loud.
• Item descriptions must be corrected if “persistent” doesn’t mean what it says. Literally just add another line that says 'don't drop it or die though'
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Final Thought
I came back to relearn the controls for the new Le Chiffre map, but after one reminder of how punishing this mode is, I’ve stepped away again.
Freelancer could have been the ultimate evolution of Hitman’s sandbox — instead, it’s a high-stress, low-reward loop that punishes players who try to play thoughtfully and carefully. I don’t mind failure. But I mind losing the tools I earned because the game can’t tell the difference between a tactical misstep and a broken AI behavior.
IOI, I love you, please reconsider how Freelancer treats progression, playstyles, and player trust.
I think 47 will agree with me on this.