Compara los precios de Hitman GO: Definitive Edition en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Square Enix Montréal. Publicado por Crystal Dynamics. Lanzado el 23/2/2016. Disponible en PC, Linux. Géneros: Strategy. Puntuación Metacritic: 72/100.

A chess-meets-stealth puzzler that strips Agent 47 down to pure pattern recognition across 91 grid levels. Worth it for puzzle fans; frustrating if you came expecting Hitman's sandbox freedom.

My first instinct when Hitman GO landed on PC was to treat it the way I treat every strategy game: map out the decision tree, identify the dominant variables, and find the optimal line. That framing actually works here, and it tells you something meaningful about what kind of game this is. Each of the seven worlds presents a self-contained board where Agent 47 is a miniature figurine and every enemy on the grid moves simultaneously when you do. It plays a lot closer to chess than stealth; you are reading patrol patterns, counting move phases, and planning two or three turns ahead before committing. Guards coded by colour show their movement rules at a glance, and the early levels teach those rules at a genuinely comfortable pace before stacking new enemy types and mechanics on top. The toolbox is more interesting than the high-concept pitch suggests. Throwable distractions like rocks and cans pull patrolling guards off their lines. A sniper rifle lets you clear nodes from range, and with correct positioning you can chain kills across a corridor in a single shot. Trap doors teleport 47 across the board and double as ambush points. Disguises let him walk past specific enemy types without triggering detection, which is the closest the game gets to classic Hitman logic. None of this is deep by grand-strategy standards, but it is layered enough that each world introduces a genuinely new wrinkle rather than just recycling the same guard-dodge loop. The Definitive Edition also bundles every prior add-on, including additional areas based on past Hitman titles, meaning all 91 levels are available without a paywall, and all former microtransactions have been stripped out entirely. Where the wheels come off is the secondary objective system. Two bonus objectives sit on every level and they are frequently mutually exclusive. Finish in a set number of moves. Kill all guards. Collect the briefcase. Hunt them individually across replays and the game gets mileage out of its content; treat them as a checklist and some feel like padding rather than design. Difficulty is also soft. Once you have internalised the phase logic of each enemy type, even late-game boards rarely push back hard. That said, some specific levels hit a difficulty spike that comes less from elegant design than from strict trial-and-error, which critics rightly flagged as the grid system's main structural weakness. On PC specifically, the port carries some awkward baggage from its mobile origins. Moving 47 requires a click-hold-and-drag gesture rather than a simple point-and-click, which feels counterintuitive compared to virtually every other turn-based game on the platform. Controller support alleviates this meaningfully. The diorama visual style, where each board resembles a miniature theatre set, holds up well on a monitor at a normal viewing distance, though it loses detail if you are pushing it to a large display. The ambient music is pleasant for the first couple of hours but loops noticeably during extended sessions. None of these are dealbreakers; they are the cost of admission for a port that was genuinely designed around a touchscreen first. For strategy and puzzle fans who want something that respects their time in small, well-defined bursts, Hitman GO sits comfortably at a Metacritic score of 72. It is not a deep system; there is no mod ecosystem, no branching build order, no AI to stress-test. What it is, is a tightly constructed set of logic puzzles with a distinctive aesthetic and an honest mechanical identity. Come in expecting a lightweight puzzler with some stealth seasoning, not a condensed Hitman sandbox, and the gap between expectation and reality closes quickly. Diego, Scout Team

Hitman GO: Definitive Edition

Hitman GO: Definitive Edition

23 feb 2016Square Enix MontréalCrystal Dynamics
GamerScout opina

A chess-meets-stealth puzzler that strips Agent 47 down to pure pattern recognition across 91 grid levels. Worth it for puzzle fans; frustrating if you came expecting Hitman's sandbox freedom.

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My first instinct when Hitman GO landed on PC was to treat it the way I treat every strategy game: map out the decision tree, identify the dominant variables, and find the optimal line. That framing actually works here, and it tells you something meaningful about what kind of game this is. Each of the seven worlds presents a self-contained board where Agent 47 is a miniature figurine and every enemy on the grid moves simultaneously when you do. It plays a lot closer to chess than stealth; you are reading patrol patterns, counting move phases, and planning two or three turns ahead before committing. Guards coded by colour show their movement rules at a glance, and the early levels teach those rules at a genuinely comfortable pace before stacking new enemy types and mechanics on top. The toolbox is more interesting than the high-concept pitch suggests. Throwable distractions like rocks and cans pull patrolling guards off their lines. A sniper rifle lets you clear nodes from range, and with correct positioning you can chain kills across a corridor in a single shot. Trap doors teleport 47 across the board and double as ambush points. Disguises let him walk past specific enemy types without triggering detection, which is the closest the game gets to classic Hitman logic. None of this is deep by grand-strategy standards, but it is layered enough that each world introduces a genuinely new wrinkle rather than just recycling the same guard-dodge loop. The Definitive Edition also bundles every prior add-on, including additional areas based on past Hitman titles, meaning all 91 levels are available without a paywall, and all former microtransactions have been stripped out entirely. Where the wheels come off is the secondary objective system. Two bonus objectives sit on every level and they are frequently mutually exclusive. Finish in a set number of moves. Kill all guards. Collect the briefcase. Hunt them individually across replays and the game gets mileage out of its content; treat them as a checklist and some feel like padding rather than design. Difficulty is also soft. Once you have internalised the phase logic of each enemy type, even late-game boards rarely push back hard. That said, some specific levels hit a difficulty spike that comes less from elegant design than from strict trial-and-error, which critics rightly flagged as the grid system's main structural weakness. On PC specifically, the port carries some awkward baggage from its mobile origins. Moving 47 requires a click-hold-and-drag gesture rather than a simple point-and-click, which feels counterintuitive compared to virtually every other turn-based game on the platform. Controller support alleviates this meaningfully. The diorama visual style, where each board resembles a miniature theatre set, holds up well on a monitor at a normal viewing distance, though it loses detail if you are pushing it to a large display. The ambient music is pleasant for the first couple of hours but loops noticeably during extended sessions. None of these are dealbreakers; they are the cost of admission for a port that was genuinely designed around a touchscreen first. For strategy and puzzle fans who want something that respects their time in small, well-defined bursts, Hitman GO sits comfortably at a Metacritic score of 72. It is not a deep system; there is no mod ecosystem, no branching build order, no AI to stress-test. What it is, is a tightly constructed set of logic puzzles with a distinctive aesthetic and an honest mechanical identity. Come in expecting a lightweight puzzler with some stealth seasoning, not a condensed Hitman sandbox, and the gap between expectation and reality closes quickly.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaTurn-Based PuzzlerGrid-Based TacticsPattern RecognitionDiorama AestheticMobile PortBite-Sized SessionsDistraction MechanicsCompletionist Objectives

Requisitos del sistema

Mínimos

OS
Windows® XP SP2 and above
Memory
1 GB RAM
DirectX
Version 9.0
Storage
2 GB available space
Graphics
ATI™ Radeon™ X700 (256 MB) or NVidia Equivalent (256 MB) or better.
Processor
Intel® Pentium® 4 or AMD® Athlon™ 64 X2

Recomendados

OS
Windows® 7 / Windows® 8 / Windows® 10 64-bit (latest service pack)
Memory
2 GB RAM
DirectX
Version 9.0
Storage
2 GB available space
Graphics
NVIDIA GeForce 8800 GT (512 MB) or ATI Radeon HD 4870 (1Gb) or better
Processor
Intel Core™ 2 Duo (3.0 GHz) or AMD Athlon 64 X2 5000+ (2.6 GHz) or better

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Reseñas y valoraciones

Metacritic
72

Información del juego

Desarrolladora
Square Enix Montréal
Distribuidora
Crystal Dynamics
Fecha de lanzamiento
23 feb 2016

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¿En qué plataformas está disponible Hitman GO: Definitive Edition?

Hitman GO: Definitive Edition está disponible en PC, Linux.

¿Cuándo se lanzó Hitman GO: Definitive Edition?

Hitman GO: Definitive Edition se lanzó el 23 de febrero de 2016.

¿Quién desarrolló Hitman GO: Definitive Edition?

Hitman GO: Definitive Edition fue desarrollado por Square Enix Montréal y publicado por Crystal Dynamics.

¿Merece la pena comprar Hitman GO: Definitive Edition?

Hitman GO: Definitive Edition tiene una puntuación Metacritic de 72/100, lo que lo convierte en uno de los títulos destacados de Strategy. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.