Suit For Hire 1.0 Has Released, It's The John Wick Game You’ve Wanted

No matter how many games I play I will always find myself going back to shooters. They’re the most comfortable kind of game for me to play, mainly because they’re what I’m at best at. After playing so many shooters for so many years, it’s become super easy for me to tell within the first 5 seconds of firing a weapon whether or not I’m going to enjoy it. It sounds petty, but if a shooter can’t get the shooting right then what’s the point? Luckily, Suit For Hire happens to feel terrific while also being the best “John Wick” simulator out there.

Now much like the game itself, I want to keep things short and simple. Suit For Hire is a game where you play as a nameless ‘Suit’ or a contract killer and you simply go around and kill. No overarching plot, no Continental Coins, no microtransaction shortcuts, this is nothing but pure joyous gameplay.

You can play Suit For Hire in its original birds’ eye view format or you can try out the brand new third person mode, which quickly became my favorite way to play. However, the fact that both of these perspectives feel as fantastic as they do is a testament to how solid the foundation for Suit For Hire’s gameplay is. One isn’t ‘better’ than the other per se, at least I don’t think so. It boils down to preference at the end of the day, but the work that went into this deserves to be commended. 

You have 7 bullets on your primary pistol, of which 6 variations can be unlocked throughout the duration of the game. Each shot landed will guarantee a kill, with landing 7 shots consecutively granting an immediate reload. It’s a game that rewards accuracy, reflex, and timing. You may also pick up enemies' dropped weapons as well as other firearms scattered across the map. Every gun sounds like a freight train crashing through a skyscraper, making every gunfight punchier than the last.

Should you run out of bullets your Suit will carry a single spare magazine. However, that’s where you’re better off utilizing the game’s melee system. Admittedly nowhere near as fluid as the shooting mechanics, but it’s scrappy like if you were to desperately fight for your life with no ammo in your gun. You have punches, kicks, a counter, and a dodge which may also be used to evade gunfire.

I will say, third person particularly, it can be damn near impossible to tell where attacks are coming from as the direction of attacks are indicated from the Suit’s cursor at their feet. However, most of the time I’m looking upwards at my crosshair and by the time I’ve been shot it’s too late. Luckily there is an indicator on armed enemies when they will fire, but sometimes it’s simply out of view due to being in third person.  Top-down doesn’t suffer from this, and the fix that I would recommend is to just put the indicator around the crosshair instead, or at the very least provide the choice. Honestly though, I’m finding something to critique for the sake of it because Suit for Hire is just a solid experience through and through. 

The game features various difficulties, game modifiers, customization that has to be earned through gameplay, and with the 1.0 launch there are a wide assortment of levels to go through, which only get bigger and bigger as you go. Luckily, death isn’t the most penalizing thing just losing a handful of points and being forced to go to the start of a checkpoint, so it’s easy to just get right back in there and try it again.

To put it simply, Suit For Hire is a beautiful dance of death and you are its conductor. To celebrate it’s 1.0 launch, the game is currently less than $10 on Steam and if you ask me it’s a no brainer. If the game looks remotely fun to you, I guarantee that when you play it it will only feel better than it looks. If this is the kind of fun we can expect from God Mode Interactive, then they absolutely deserve the time and energy to cook up whatever else is in store for the future.

Everyone involved here has killed it, and yes this is short only so I can go back to playing it, thanks for asking.

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