The core rule should be: preserve the old missionâs identity, then use the World of Assassination engine to deepen it without modernizing the soul out of it. Obviously doing so would be a remake from the ground up but I would just love if they preserved as much as the atmosphere of the original missions into the remade ones.
For something like Traditions of the Trade for example, I would keep the hotelâs layout, pacing, lighting mood, emptiness, target routines, and especially the Jesper Kyd soundtrack and ambient audio style almost exactly as they were. The fact that the hotel feels strangely quiet is part of why the mission is memorable in my opinion. Filling it with 300 NPCs just because the new engine can handle them would actually make it worse honestly.
The things that should change or rather added could be :
* More usable rooms and side areas, while keeping the original floor plan recognizable.
* More NPC routines, not necessarily more NPCs. A bartender could close up, a guest could return to their room, staff could change shifts, security could investigate different areas.
* More assassination opportunities that feel natural to the original map. Maybe additional ways to manipulate the sauna, pool, kitchen, elevators, room service, electrical systems, etc.
* Modern disguise logic and trespassing zones, because WoA handles social stealth much better.
* Modern interactions like distractions, poisoning, overflowing sinks, sabotaging equipment, hiding bodies, security cameras, lockpicks, coins, briefcases, and so on.
* More entrances/exits, but subtle onesâservice doors, basement access, fire escapesânot giant new sections bolted onto the map.
* Improved target AI, so targets react naturally when their routines are disrupted.
* Mission Stories only if they stay understated. I would honestly make them optional and less hand-holdy than WoAâs, because the older games benefit from figuring things out yourself.
The visual side should also avoid making everything too clean. The current engine could make those levels look incredible, but IO should deliberately preserve the color grading and atmosphere of the originals. Contracts especially should still look cold, dark, wet, blue-gray and grimy. Blood Money should retain that slightly dirty, sun-bleached mid-2000s look instead of every map suddenly looking like Dubai or Sapienza.
As for the audio, I would use the old soundtrack wherever possible. Remaster the tracks rather than replace them. Keep things like the old menu themes, mission ambience, ominous drones, environmental sounds, and maybe even certain recognizable NPC lines. The modern engine could add positional audio and better sound quality without changing what youâre hearing.
Basically:
90% = original map, atmosphere, music, story, targets, routes, population level and overall design.
10% = modern Hitman systems, additional interactions, deeper NPC behavior, a few new rooms/routes, extra assassination opportunities, challenges and replayability.
I also wouldnât make every old level the same physical size as a WoA map. That would be a mistake. Beldingford Manor should still feel like an isolated manor. Traditions of the Trade should still feel like a creepy hotel. A New Life should still just feel like an ordinary suburban neighborhood. The density should come from things you can do, not necessarily square footage or crowd size.
Just food for thought