
Hitman: Codename 47
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Hitman: Codename 47
Plan assignments as an assassin using stealth and tactical problem-solving. Draw on surveillance information, weapons, and several possible routes to complete each job with minimal attention. Steam player rating: 70% from 4,294 reviews. Release date: March 14, 2007.
Credits
Lowest recorded in 36 months
$0.622025-10-16 · GameBilletBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | Yes | Yes |
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
Show 2 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
How it plays
The Steam PC version is single-player. Assignments reward planning, stealth, and multiple routes.
Language
English full audio is available. English, French, German, Italian, and Spanish have subtitles.
03Frequently asked questions
Can I play solo?
Yes. The Steam PC version is listed as single-player.
How are missions structured?
The story spans five chapters, and the description highlights planning, surveillance, and multiple routes through assignments.
Is there a training mission?
A weapons and agility training session is included.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
The Hitman series of games was one I had always meant to get around to. I owned three of the games for quite a while, but after picking up the last two (Contracts and Absolution) I finally decided to start playing through them. Going into the first one, I fully expected it to be underwhelming. It is old after all (released in 2000). But even that didn't adequately prepare me for some of the infuriating old school design choices this game uses. First off, the game has occasional moments of brilliance. The Hong Kong missions and the Budapest mission are shining examples of the potential of the Hitman premise. But all the missions surrounding it are slogs to get through. And it all comes down to one simple problem. Often, Hitman: Codename 47 doesn't seem to understand what the word "stealth" even means. Take, for example, the third jungle mission. You're tasked with taking out a drug lord. But he's holed up inside a mansion inside of a fenced compound crawling with guards. There is literally no way to take him out silently. The room he's in has only one entrance, and the moment you open the door he grabs a big machine gun and starts shooting up the place. And if you leave any nearby guards alive, they will start shooting you immediately. Sure, you have a couple respawns, but they don't do anything because the moment you get close to the guards that killed you they recognize you and sound the alarm once again. And it was in this mission that I finally realized how inconsistent the AI is. Sometimes, they're incredibly stupid. You can kill a guy on the other side of an open doorway from another guy, and that guy won't even notice. However, sometimes you silently choke a guy who's in a completely different room (behind a closed door no less) from another guy, and the moment you walk through the door that guy somehow knows what you did and immediately starts shooting. And there's no checkpoints so if everything hits the fan guess what? You're starting that twenty minute long mission all over again. This wouldn't be nearly as much of a problem if it wasn't for the randomness of it all. The guard who psychically knows that I killed his friend? A large portion of the time, it doesn't happen. And there's no logic to it. Sometimes he knows. Sometimes he doesn't. And this is endemic throughout the entire game. Then there's the mission design, and that's where the game will occasionally get incredibly lazy. For example, one mission involves getting through a bunch of gates to get to a boat where your target is hiding out. Unfortunately, no matter what disguise you are wearing (even if it's the same exact one as the guards protecting the gates), they won't let you through. They yell at you when you get close, and if you try to pass, they start shooting. It makes even less sense when you consider that EVERY OTHER GUARD CAN WALK THROUGH JUST FINE. I feel like a lot of the people still praising this game are feeling nostalgia because they played the game when it was new. Considering that I haven't, maybe I'm just being overly critical because I'm more used to modern game design. Whatever the case may be, I do not recommend this game, especially considering that I've heard Contracts remakes the best missions from this one (namely Hong Kong and Budapest). I honestly would have skipped it if it wasn't for my masochistic completionist ways. I do plan on reviewing the rest of the franchise as well. I'm interested to see how it evolves over time.Show moreShow less
Hitman: Codename 47... Hitman 1... This is an Interesting game from a Series that I have only just started getting into, I have always been interested in how far my favourite games have come from their source material; the first Hitman game I played was Hitman Blood Money and I loved it, and I was suprised on how many of the elements present in that game were not in this one. The Beauty of Blood Money was the fact that the game could be played in pretty much any way you wanted; you could play stealthily, you could tactically pacify everyone one by one, or you could just shoot everyone. C47 however can't seem to decide on how it want's to be played, you can't really play stealthily because guards will shoot you for sneezing wrong, you can't pacify everyone because there is no non-lethal wasy of getting rid of guards, and you can't just shoot everyone because you die too quickly. There is always one or two ways to beat a level as opposed to the large playground environments used in Blood Money, without a walkthrough you will be stuck on this game often leading to cases of unfair difficulty. Am I saying that C47 is a bad game though? No. It is simply a game that has aged poorly in several ways; the control for example is bizzare: the walk forward and run forward functions are seperate buttons. Graphically the game looks really good for 2000's standards and there are some familiar elements in this game present in future installments such as the fibre wire and Sniper rifle suitcase. You are not punished for killing enemy mooks but you are for innocent civilians, a level of frustration is reached in certain levels however when you are forced into a shootout because there is no other way around the level. It isn't really fair to judge C47 on superior sequels, but rather look at the game itself, it isn't a bad game, but certainly not a great one, I would only reccomend this to people who have played future installments of the Franchise who want to play this out of Morbid Curiosity FINAL VERDICT: AverageShow moreShow less
At the time of this writing Hitman: Codename 47 is closing in on being 15 years old. Hitman: Codename 47 has a great concept. It is the first hitman game I have played and has the series' iconic game mechanic of changing clothes which I found to be very fun. Sadly, that was one of the only things fun about this game. The game maintains a level of enjoyment throughout except during longer missions where everything goes horrible every possible time for the player. This game is a stealth game but often times I came to realize that the game doesnt seem to understand what a stealth game should be. Often times Agent 47 is forced into shootouts or situations that cannot be stealthed through. This becomes frustating very fast as the game also has no checkpoints and Agent 47 is relatively fragile compared to most action heroes. This lack of checkpoints makes the game challenging but less fun. Mechanics sometimes further amplify this problem as controls are imprecise and patroling guards sometimes randomly know you are the mysterious man who killed someone 2 blocks away in that back alley that no one saw or heard anything from. The game does feature a respawn mechanic which allows the player to come back to life at a preset area (usually where you completed your last objective) ; HOWEVER, it does not make you incognito and every guard that was shooting at you before will still be shooting at you now. The AI is terrible (Its understandable given the game is 15 years old) Sometimes guards will be overly suspicious for no apparent reason. It is not unusual for a guard to hear a silent takedown and come running around the corner to see you over the body.. but because it was a silent takedown he obviously doesn't know it is you that performed the act. You can easily outsmart the AI but sometimes the game doesn't play by its own rules and someone downstairs three rooms away heard you when the guy right infront of you didn't. The rules / game mechanics are vague Even now after beating the game and understanding the game a whole lot more than I did while playing it, I do not understand the rules of some AI or mission objectives. Often times the game throws you into a level with an absurdly vague objective and lets you wander to figure it out. Usually what you are supposed to do has very little to do with the information you were given or objectives are exponentialy more complicated than the brief mission objectives say. Mission objectives do not tell you if you have completed them or not leading to sometimes trying to leave a mission and not knowing why you cannot. Often times I have wandered into an area that gets me killed not knowing it was restricted access or worse guards only sometimes care which leads to situations where you play the exact same way twice with different results. The difficulty Overall the game is challenging, but its a stealth game and getting caught is bad and gets you killed. Even ignoring the other flaws in the game the difficulty is still absurd. Missions can sometimes be really short and easy and then immediately you are thrown into a half hour minimum warzone with no idea what to do. Some missions I beat on my first try with no assistance from any walkthroughs and other missions even with walkthroughs it took me 5+ hours to beat a single mission. The first mission was almost impossible despite being incredibly straight forward. The first major assassination that takes place at a seaside restaurant is potentially the hardest. A later mission you are forced to take on a boss battle with Scarface Tony Montana who has an M60 while you have whatever little toy guns you can find lying around AND this is also in the middle of a larger mission where if you die you have to start all over due to no checkpoints. Final Thoughts Overall the game isn't the worst experience of my life. Some missions in it may qualify for that title but the game overall is enjoyable. If you had checkpoints and could skip levels that were overly hard and long the game might actually be somewhat recommendable. I think the games age does play a part in why it was so hard but a little extra effort to explain details of what needed to be done would have gone a long way in making this game a much more enjoyable experience.Show moreShow less
-Mission failed- It was the tutorial. 10/10 would play and fail againShow moreShow less
I can only recommend this if: - you want to complete your Hitman collection - you want to see how the franchise originated - you feel some kind of nostalgia towards this game For me, it was the first two. Otherwise, if you don't care about any of these things but still want a good stealth game, I would suggest all the other Hitman games in the series, as I think they learned a lot from Codename 47. This first part didn't age well, and overall it wasn't even interesting. Sure, it had its moments, a couple of levels were amazing, but many other levels were so bland, so boring it felt like I was wasting my precious free time playing this. At some point I got so bored I just turned on some cheats and ran through real quick to see what other levels this game had in store. The movement was very clunky, I still can't understand why they dedicated a separate keyboard button to running, making it impossible to run if you're pressing W, so you first have to release W, stop, and only then can you start running. At first it was very confusing. I don't wanna be harsh on this game, I get the fact it was made almost 20 years ago and it laid astonishing foundations for what became an incredible stealth game franchise which I love so much, but this game just didn't click with me at all, and if not for those few interesting levels I'd have to say this was a pretty bad experience. I'll just say I'm glad it's in my collection, but I sure won't be playing this again anytime soon.Show moreShow less
My review is totally in respect that the game was published back in 2000. You will never finish a level as a 'silent assassin' unless u die and die and die and die again , it is hard it is challenging and there is no helpers, u need to figure everything on ur own by dying and dying and dying, damn even the tutorial wasn't clear, but still there is more than one way to finish your mission and once you figure them out, you will go through the level as smoothly and satisfying as it can get. I love this game, still playable after 14 years, even with the old graphics and AI system.Show moreShow less
You know, this game is indisputably a classic. But ♥♥♥♥♥♥♥♥♥♥♥ is one clunky ass game. I am a big completionist, but I suggest you play Hitman 3 wich is a recap game and has missions from the first and second game in a better engine. You won't miss a thing.Show moreShow less
So 3 guys walk out a car in China. A tall white bald guy walks behind one of them. 10 seconds later a tall white man who is clearly not chinese walks out wearing the clothes of a small chinese man with a bomb in hand and nobody seems to care. 11/10Show moreShow less
There’s a consensus that great ideas are timeless no matter their age or their execution, but if you played Codename 47, right now or at release, you would be forgiven to doubt that a game of such shoddy craftsmanship would have the potential to become a major AAA stealth franchise. In contrast to other first attempts from other series like Metal Gear Solid, Splinter Cell, Tenchu or even Assassin’s Creed, the first Hitman title manages to achieve so little of what distinguishes the series. None of these first attempts mentioned here are perfect; however, these other games retain enough quality to make their less redeemable elements withstand the test of time. Without further sneaking around the bush, C47 is as bad of a game now as it was when it was first released. (This game is arguably worse thanks to additional technical issues from the lack of an official HD release on PC.) The few moments of excellence you would expect from later titles are so marginal and unrefined here that you would be better off playing Contracts instead as that “sequel” uses all the half-decent levels of C47 with vastly superior gameplay, technical polish and AI. Only the most dedicated fans or those bitten by insatiable curiosity will be able to skin this cat once without losing all their nine lives. I Knew a Man, Mr. Bojankles, and He Floundered For You Technical issues are matters I usually ignore in reviews because I leave more qualified sources like PCGamingWiki or other technical focused reviewers to discuss the problems; however, when the problems are prevalent like Codename 47, these matters deserve a section of their own. Resolution patches are available for modern resolutions, but if you go beyond 720P you will not only scale down the UI elements but also you will zoom in the screen too much on 47. There’s also this wobbling effect during cutscenes that happens due to newer graphics cards as well as guns floating in mid-air when you drop them, which can affect the gameplay if your weapons float out of reach. Unfortunately, IO-Interactive has yet to make plans for a PC release of the HD Trilogy nor the Blood Money and Absolution remasters, so the GOG versions are the only version that resolves these problems. These issues, however, pale in comparison to the core jankiness of the gameplay. Eurojank is a term used to make light of the technical issues of an overly ambitious game, but it’s understandable why many people use C47 as a textbook example. Picking up weapons contorts 47’s arms like wet noodles; you can pick up two guns while holding a knife mid-air; and the control scheme, if you’re not familiar with more recent Hitman titles, can feel inhibiting. These issues, while they may be as amusing as the ragdoll physics, are minor in contrast to bugs that affect gameplay. As a demonstration, the easiest example is taking out a target with fisher wire and hiding the body, and even this simple task is wrought with multiple problems. First, crouching is made obsolete if your target is walking because 47 moves at a painful rate, so you need to bump into the target and to walk around before him using the wire. You also need to crouch because there is a bug with fisher wire that always alerts your target whereas you can kill a target much quicker and simpler with the knife, so follow James Rolfe’s advice for Ghost and Goblins. Next, hiding the body requires you to look at the legs or to use the right-mouse-button to select the drag option, then you have to either hide the body outside the weird pathfinding routes or bring the body into the nearest manhole to play with the ragdoll physics. If you are spotted, then every NPC will know you are a threat, and if you die, you respawn with a limited number of continues where the AI still targets you a threat. (No, there is no quicksave option, and yes, restarting is the best solution unless you can find somewhere to hide or to change uniforms.) Keep in mind: This is the simplest case without regard of the level design or tasks, so you’re going to fail a lot due to learning how to deal with this level of jank rather than the learning how to handle the level itself. Essentially, all these problems with the core gameplay devolves down into fighting the EuroJank with Your-Own-Jank, and this highlights how poorly this game was cobbled together from a few good ideas. As mentioned before, you can prompt the AI to turn around so you can take them out. The AI will investigate the last sound heard and any dead bodies, which makes them into a conga line of lemmings if you have a decent assault rifle. Guards can ignore a sniper rifle in one level while the same guards in the next level will set off the alarms immediately. Stealth, while preferable, is so inconsistent with multiple AIs that most playthroughs will quickly devolve into murder sprees from one mistake—it is certainly possible to play C47 as close to perfect stealth as you can; the problem is it’s nowhere near as satisfying to pull off as future titles, and you still have to game the system. Finally, unless another guard sees you in the act, the disguise system can prevent other guards from catching on to you because there is no suspicion system. All these problems, ignoring any poor level design on display, showcases how far the series has come to address these problems as well as how a game originally meant to be another generic third-person shooter cannot be retroactively turned into a stealth game. Level Design by the Kid Who Presses All the Buttons on the Elevator It’s no secret that Codename 47 was originally meant to be a generic third-person shooter focused around a contract assassin in the style of John Woo films, which you can read more about in the “The Making of Codename 47” press release. The questions to ask while reading this article and playing this game are “Why was the focus changed from a linear action game to a more open-ended stealth game?” and “How much of this stealth game retains its linear and action-focused nature?” The first question can probably be answered with one person, Jonas Eneroth, who was from Eidos during the development of Thief and Deus Ex, and if you’re familiar with those games, then you’ll quickly spot many similarities with Hitman being referred to as a “thinking-shooter.” Another likely reason is an open-ended game, even if somewhat linear as in C47, keeps players from quickly disposing the game, which is why various solutions were implemented to reward the more observant players. However, as great as proofs of concepts are to talk about, playing the game is another story, one that reminds you of the Shakespearean line, “Thou and I are too wise to Woo peaceably.” You can read the rest of the 12K character review here with visuals.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.