Hitman - Blood Money — PlayStation 2 cover art

Hitman - Blood Money

Stealth Action 2006 CHD

The newspaper clipping after each contract names your mistakes: witnesses left alive, evidence dropped, a sketch that looks more like you with every job.

Download Hitman - Blood Money 2.5GB .CHD Game manual 3 MB .PDF

CHD is a compressed disc image. Point PCSX2 (or any emulator with CHD support) straight at the file — no need to extract it first. The manual is the original scanned booklet.

Platform
PlayStation 2
Format
CHD
Released
2006
Developer
IO Interactive
Publisher
Eidos Interactive
Players
1
Serial
SLUS-21108
Region
NTSC-U
About Hitman - Blood Money

The newspaper does the judging. Finish a contract and Blood Money prints a clipping that tallies what you left behind: the witnesses who got a look at you, the guard camera footage nobody retrieved, the ballistics on a shot that should never have been fired. Each slip inches a police sketch closer to your actual face, and a recognizable Agent 47 gets spotted faster by the guards on the next job. Money buys the story down again, which is the same money you wanted for a suppressor and a bigger magazine. That tension between covering your tracks and arming yourself is the smartest thing IO Interactive built into the series.

The missions are the other reason the 2006 release still gets cited. A Paris opera house where a prop revolver can be swapped for a live one before the third act. A Mendoza vineyard with a wine cellar, a party, and far too many ways in. An American suburb under witness protection where the target's daughter is out by the paddling pool and the FBI detail is thick on the ground. Levels are laid out as machines with several loose parts rather than routes with one solution, and the game quietly rewards patience by making accidents look natural — a shove over a railing, a chandelier winch, a loosened gas grill.

Some of it has aged plainly. The PS2 build runs at lower detail than the other versions, crowds thin out, and the AI can flip from oblivious to omniscient depending on how long you loiter in a disguise. Disguises themselves are inconsistent in a way later games would formalize. Saves are limited per difficulty, which turns a botched approach into real lost time, and there is no gentle onboarding for the systems the notoriety screen assumes you understand.

What holds is the tone. The game is funny about American excess without winking too hard, and the framing device — a dying man narrating 47's career to a journalist — gives the whole run a shape most stealth games of the period did not bother with. The final chapter, in which you are the one lying on the slab, remains one of the era's better ideas for how to end a story about a contract killer.

Played now, it feels like the moment the series stopped being a set of hard puzzles and became a sandbox with consequences. Blood Money asks for a clean exit, not a body count, and it keeps the receipt.

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