The bottom line
Apex Predator is Hitman 3's best level because it hides eleven armed targets that you must find, and you only need to kill five. That twist makes the level open-ended and replayable, and it works because the designers tuned it through many failed versions.
Key takeaways
- Berlin has eleven armed agent targets, and none of them are marked. 1:05
- Targets are not on the map or in instinct vision, so you watch for suspicious people and wait for them to call their handler.
- The agents are tourists like you, so any area, public or locked, could hold one.
- You only need to kill five of the eleven, so the level changes every time you play. 3:41
- That gives over 400 combinations, and you can pick sets suited to sniper, suit-only or speedrun goals.
- Each target drops a useful item, such as a radio tower key, so some targets are worth more than others.
- Targets that hunt you turn the level into cat and mouse. 4:34
- They are armed enforcers disguised as bikers, technicians and party goers, like mini Agent 47s.
- Most kills rely on guns, distractions, poisons and traps rather than scripted puzzles, so it feels like solving a problem.
- The designers had to tame the danger and visibility through many failed prototypes. 5:46
- Marking every target from the start felt overwhelming, with ten marked NPCs spread over several floors.
- Instant-shoot targets were too punishing, and pairs or targets that summoned each other either overwhelmed the player or ended the mission too fast.
The level always needs to be able to find its way back to being functional. The machine needs to be able to keep running, no matter what happens.
Bjarne Kristiansen, level designer
Chapter summaries
0:00 A formula-breaking level
| Typical Hitman level | Berlin (Apex Predator) | |
|---|---|---|
| Targets | 1–3 | 11 ICA agents |
| Briefing | Glitzy target intro | None |
| Map & instinct | Location marked | Unmarked at first |
| Where they are | Locked inner sanctum | Anywhere, like tourists |
| Target behaviour | Unaware of 47 | Armed, hunting 47 |
| Kills required | All of them | Any 5 |
Berlin takes the boldest swing in Hitman 3 by removing the usual target briefing.
- Each Hitman 3 level bends the series formula, and Berlin bends it most. 0:03
- Dartmoor makes you a detective, Mendoza makes you protect Diana, and Dubai adds Bond-style flair.
- Berlin is a nightclub hidden in an abandoned nuclear power plant.
- You can strut across a packed dance floor or sneak backstage to a biker hangout and drug lab.
- The twist is daring because the targets, not the setting, are what change.
- Hitman levels normally tell you everything about your targets. 1:24
- A glitzy briefing comes first, and the map shows the exact location, as if you've dropped an AirTag in their pocket.
- Enforcers, the people with white dots over their heads, give the game away a little.
- Hitman 2's Mumbai level had a similar objective, but Berlin applies it to every target.
2:47 Systemic kills and open play
Berlin trades scripted set pieces for 47's everyday toolkit and a level that stays fresh.
- Most kills skip elaborate stories and lean on the sandbox. 2:47
- Agent Montgomery has a small storyline that ends in a shootout.
- Agent Banner can be electrified with dodgy DJ equipment.
- Other Hitman levels have plenty of point-and-click-style puzzle kills.
- Berlin puts more focus on guns, distractions, poisons and traps.
- Replaying Berlin respects your time. 3:57
- After your first playthrough, you can skip the linear story section.
- IO Interactive added this after feedback on Hitman 1 and 2.
- Other Hitman levels have you kill the same targets every time.
4:31 From a normal stage to a free-form one
Berlin began as a typical Hitman level and became fully optional through iteration.
- The level first had one main target, like most Hitman stages. 5:20
- Montgomery was the only target with a bodyguard.
- The rest were optional.
- Håkan: let's just make everything optional so you have more freedom as you explore.
- The team dropped the primary target because it limited how players could explore.
- Armed targets needed new rules. 6:08
- Berlin was the first level with armed targets who fight back.
- They don't run into lockdown or use bodyguards. They just try to kill you.
- Bjarne said the team had to work out how to design for that.
- Håkan: guards standing down feels silly on paper but it kinda works.
7:31 Teaching the new idea
A free kill and a stolen earpiece teach the player how the level works.
- An opening "snack target" tutorialises hunting agents. 7:40
- You kill one agent for free at the start.
- The designers use that kill to introduce the concept.
- The intro sequence exists partly for this reason.
- The first goon is the one you learn on.
- A stolen earpiece replaces the handler. 7:46
- The level has no handler to feed you information.
- You take the first goon's earpiece and listen to their handler.
- This is how the level updates the player without a handler.
- It is the earpiece that makes the tip-offs about agents possible.
7:58 A trilogy built on twists
Hitman 3 mixes up the formula, and when the risk pays off the results are among the trilogy's best levels.
- IO Interactive chose twists over more standard stages. 8:12
- It didn't always work, but Apex Predator did.
- The earlier games' favourites are Sapienza and Miami.
- Both were covered in earlier videos on the channel.
- Apex Predator is the presenter's favourite level of Hitman 3.
In the growth library
Mark Brown, with Hitman 3 level designers Bjarne Kristiansen and Håkan Almer, creator of Game Maker's Toolkit, interviewing two level designers at IO Interactive. Shows how Hitman 3's Berlin level, Apex Predator, breaks the series formula with eleven hidden, armed targets, and how the designers tuned it through prototypes that failed. The worth-watching part is the list of rejected versions (instant-kill targets, paired targets, targets that call each other) and why each one was cut.
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