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Having grown up playing the old Hitman games, I absolutely have an appreciation for the kind of stealthy tomfoolery you can get up to in those games. The thing about Hitman, though, is that even in its most recent, most polished form, it’s not all that great of a shooter. No, for that kind of assassination game, you need to look elsewhere, and that elsewhere may well be Suit for Hire.
I’m not going to beat around the bush here: Suit for Hire and the likes of Hitman are only tangentially related, though you can customize your assassin in this game to look like Agent 47. You can also turn them into a Leon the Professional kind of character or, perhaps, into John Wick himself. This latter option really is the best fit, though, because Suit for Hire absolutely is the unofficial John Wick game you never knew you needed.

On Style, Substance, and Substance Abuse
Suit for Hire Review

8.2Very good
PlatformPC
Release DateJune 20, 2025
DeveloperGodmode Interactive
PublisherGodmode Interactive
It’s not that we’re lacking in the shooter department, really. Heck, it feels like we’re in a kind of a golden age for the shooter genre at large, with virtually every single niche, sub-niche, and sub-sub-sub-sub-niche getting some amount and type of attention nowadays. From boomer shooters to hyper-realistic mil-sims, you’re not being underserved as a fan of virtual gunplay in 2025. The thing that Suit for Hire does better than virtually any other recent shooter, though, is the style and the pizzazz of it all.
Look, Suit for Hire isn’t hiding where it’s drawing inspiration from. When the gunfire starts roaring, the game feels and often looks like some of John Wick‘s very best combat sequences. For what is essentially a low-brow twin-stick shooter, this game sure does have a huge array of gameplay options at the player’s disposal. There are three kinds of dodges to be executed alone, for example, each fitting into a different combat scenario. Did the developer Godmode Interactive need three dodges? Not really, no, but boy do they come in handy when you want to make things cool.
The sheer sense of style is the core driving force behind Suit for Hire, truly. It’s not a difficult game, aside from a few tricky levels, and it’s not mechanically challenging either. It’s almost solely interested in making the player feel like the Baba Yaga (it ought to have been Baba Roga, by the by), and the fact that all the other pieces of the gameplay loop fall into place to facilitate this is nothing short of incredible.

Creating sleek shooters is no mean feat
Suit for Hire has a rudimentary stealth system, but you’re not going to be leveraging it all that often, I don’t think. Suppressors are functionally nonexistent, too, and melee combat is pretty great, but it really is best used as a side-option in close-quarters-combat. No, your primary means of exerting violence upon untold numbers of gang-bangers and mooks are guns. Oodles upon oodles of guns, some of which are more useful than others.
What I mean by this is that there’s a knife’s edge sort of balance at play in Suit for Hire, even if it doesn’t seem like it at a glance. Let me explain!
Your John Wick expy’s primary weapon is a sidearm of some flavor. There are six options in total, each of which aside from the starting H&K P30L need to be unlocked by progression through the game’s many unique mini-campaigns. The trick here is that your starting handcannon is the single weapon you’ll always have on you, with up to one spare magazine’s worth of extra ammunition on your person. Yeah, the Suit’s not much of a planner, you see.
Each round fired from your primary sidearm is a guaranteed kill on the vast majority of regular enemies, and you can earn extra rounds by taking down gun-wielding mooks, pulling off thrilling Clean Suit combos, and executing finishing moves. Rarely, you may come across a magazine’s worth of ammo drops on the ground.
On top of your primary, you can also pick up various weapons dropped by mooks, and these range from combat shotguns to attachment-festooned carbines eager to get it going. Once these run out of ammo, though, the Suit isn’t going to reload them, so you’re always forced to be on the lookout for more ammo, more guns, and more melee weapons to keep killing enemies with.
I can hardly illustrate how thrilling and dynamic Suit for Hire‘s ammo economy is in practice, but it works so well. As I said before, this ain’t a hard game, but it’s also not nearly as punishingly formulaic as, say, Hotline Miami. You can get through most levels on vibes and style, and ample amounts of improvisation go a long way. It’ll take a bit before you fully come to grips with Suit for Hire‘s gameplay loop, but once you do, it clicks in a ridiculously satisfying way.

Jank: can’t escape it
On that note, there are some curious things about Suit for Hire‘s onboarding systems to note. Firstly, the tutorial is functional for sure, but fairly inadequate in painting the full picture of what the game plays like. My biggest issue with it, though, is that it defaults to Suit for Hire‘s over-the-shoulder camera viewpoint in lieu of its bird’s eye viewpoint, which I feel is a big mistake.
Suit for Hire started its life in Early Access as a dedicated twin-stick shooter with an overhead camera. Its animations and gameplay mechanics feel absolutely perfect here, and everything falls into place when you play the game this way. Godmode Interactive, however, listened to feedback from Early Access players and implemented a more standard over-the-shoulder viewpoint as well, and this is sort of where the game falls apart in my view.
When the camera zooms in close on Suit for Hire‘s assets and animations, you really get a sense of how they’re not truly meant to be seen from that close by. Most of the animations are fudged, there’s often desync when pulling off finishers, and the enemies’ view cones and engagement distances simply aren’t designed for the player to be able to see that far in front of them.
I applaud the ability to choose between over-the-shoulder and overhead cameras on the fly, for sure, and most players appear to enjoy the feature for sure. Yet, if you’re going to give Suit for Hire a shot, I highly recommend giving the regular bird’s eye viewpoint a shot first. It really is how the game’s meant to be played. Given how confusing some levels can get at times, with fairly open-ended objectives and a free-form approach to large, sprawling areas, you may find the overhead view far more handy than you’d think.

One of the best shooters of its kind, easily
Setting jankiness aside for a bit, there’s not much I can complain about when it comes to Suit for Hire. It’s a wonderful game that truly nails what makes John Wick films such good fun when it comes to combat. One bit that I think would elevate Suit for Hire even more so would be Steam Workshop support, as character customization plays a pretty big role in the game as of its recent 1.0 release. It’s hardly a must, however!
Suit for Hire‘s base asking price is a meager 12,99 EUR, and it’s available at 40% off via Steam to celebrate its full launch from the trenches of Early Access. I obviously cannot remain it enough, provided you can stomach a bit of jankiness close-up, and it’s downright uncanny just how accurately it hones in on the thing that makes the John Wick franchise such a huge deal nowadays.
Suit for Hire isn’t an innovative game, no, but it’s not trying to be. It simply wants to be a sleek, stylish shooter that’s far more entertaining in motion than it has any right to be. Thumbs up, far as I’m concerned!
Suit for Hire Review
8.2Very good
Easily the best "John Wick" game we've yet seen, Suit for Hire is a stylish amalgamation of Max Payne and Hotline Miami that will easily draw you in for hours at a time. Some jankiness is present, but it doesn't detract from the overall experience: Suit for Hire is more than a just a sum of its parts, that's for sure.
Positives
- Relentless in the best possible way
- Just difficult enough to stay engaging throughout
- Incredibly satisfying in moment-to-moment gameplay
- Phenomenal soundtrack
Negatives
- Fairly janky, especially in over-the-shoulder mode
- Some level layouts are confusing