An interconnected narrative involving the assassination of multiple people involved in a conspiracy, possibly with the a twist like the hits are all working against the agency or the character. The narrative of the games has often been down to a single motivation. These motivations only came after the introduction, which distinctly lacked any meaning. A big issue is there is no easy jumping off point. The character of 47 was and always lacked much of any personality. Initially, lacking character is simply contrived, just convenient excuse to get on with the game. It's creators clearly didn't have an idea or an intention to flesh a more grand narrative but to get on with the vicarious thrills of the simulation and a lack of explanation adds to the mystery of the atmosphere and scenario. Rockstar used a similar formula with Manhunt. It's an idea that is specific to games. The first Hitman entry lends to the validity of subsequent plot. You get to see the character kill enough that you can buy his development of a consciousness and morality that he wasn't supposed to have. The idea of a man being incapable of being produced without a conscience or 'soul' no matter how well engineered is an interesting subtext to flesh out. In general, it may seem like you need to establish things in order, but you don't. You could start the movie from the same perspective as the opening of the second game and cover where the character came from and who he was, (IE his previous lack of character) via monologue (like game of thrones does) or by flashback (poor idea) or some other expositional device. Little explanation is needed if the character expresses enough external obscurity, quirk or depth in his strange and alien nature. Being strange would not make him a good killer, but this doesn't need to make sense and it's pretty much just what works when you're doing a monster you can't explain. Pretty standard for creatures, hitman or killers in alot of movies, look to Guy Ritchie or Tarantino's stuff for examples of killers. Hitman 2 started development of a character I think I would start there and backtrack, skip the plot of the 3rd game and use the plot of blood money. So a man who lives in a monistary turns out to be a killer when the priest he lives with is kidnapped by the mob. The mob has nothing to do with the reason for the kidnapping but was paid by a contact who is used by a rival of the agency to expose 47, yadda yadda... I don't know, if I were paid to write, I could write a script for this, what doesn't surprises me is that no one who gets hired to actually write one is a fan of the source, but random people wrapped around cashing in on something that isn't easy enough to work with to be that lazy and greedy about. A pre-requisite of any adaptation or homage is to actually like those inspirations and understand them, to respect them and have an intimate level of personal connection and knowledge to the material. People coming from an outside perspective not being fans of the material are looking in the wrong place and are misguided in the concept of what even sells. It is not at all that it cannot be done, but this is not an easy one to adapt into something else.
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