If Codename 47 started it, Silent Assassin defined it.
Hitman levels has always been a puzzle box that you have to crack and figure out, stealth set in modern days where you can go gun-blazing if you wish to do so. Trial and error, learning your possible paths, getting to your target without making a mess is part of the schtik, but splattering the walls sure is a possibility.
Despite lacking some mechanics that ended up being fundamentals of its own genre later, as a kick ass mix of action and stealth released in 2002, being able to run, walk, sneak and crouch walk, these multiple stances of movements weren't a common thing back then and really allows you to go with the flow of a level.
While having some annoying levels like Hidden Valley and At the gates, one like Anathema, which is pretty much the first real level of the game, is a staple of amazing level design. While you have your more sandbox levels like Invitation to a party, Tracking Hayamoto and Death of Hannelore, a lot of the levels still require you to follow a more straight forward path toward your objectives though.
You can feel the inspiration in the later titles where Sapienza can be quite reminiscent of previously mentioned level Anathema in some ways or Marakesh feeling like a straight remake of Temple City Ambush in modern days.
Comming from the first game, It's always a kick to have physical bullets push the hell out of the enemies with their ragdoll flying from a blast of you ballers. It feel so good. So good. inverse kinematics and ragdoll physics is a win in my book. This is where you'll get some steam off after failing your stealth run before restarting. or going for a clean Psychopath rating.
Talking about ratings, there's a lot of them, based on some calculations for Stealth, Aggression or both with core and secondary ratings. To name a couple, you have Silent Assassin (duh), Professional, Expert, Natural, Henchman, Executioner, Hired gun and more. Accomplishing SA in a couple of levels will unlock you some rewards too.
"Wow, I can't believe I even managed to pull this off."
Even without the gameplay flexibility and map size of the newer titles, if you have a bit of fun with the game and use some imagination, you can manage to make some crazy moves and hits for sure.
The AI is pretty insane but certainly breakable. Sometimes broken too. Nothing that restarting the mission can't fix, which isn't as bad as it may seem since you should be able to retrace your steps much more quickly learning the map. Its crazy to think and see that NPCs will turn their head as well as watch their back and will or won't see you depending on where they're looking. Running may seem like a flip of the coin sometimes but you get used to it, taking care of walking when you think it's favorable.
Let's not forget about the soundtrack composed and performed by a master of its craft : Jesper Kyd.
The new titles may have spoiled us with such eye candy, taking pretty much everything from the former titles and making everything even better but it's always good to go back to the roots. Add to that a bit of nostalgia, may if be by putting yourself in the shoes of the early 2000's or if you played it back in the days.
Still a classic.