The studio initially planned to include five massive maps in the game but decided to include six maps, some of which are smaller in scale.[25] The game's locations were chosen early in the game's development; each level was assigned to a "track team" that would be responsible for its level design, targets, and opportunities. As with the original Hitman, there are two types of levels in this game; "fortresses"—areas the player must infiltrate—and "snailhouses", levels with a circular design in which players are encouraged to explore the peripheral areas.[28][29] The team visited the Maldives and Mumbai to ensure the locations in the game were authentic. According to the team, they did not intend to create an accurate version of these locations but wanted to "evoke the smells, tastes, and sounds of these places".[30] One of the design principles was to ensure each map would have spaces players could familiarize themselves with while providing an element of surprise by showing operations that are typically conducted in secret. For instance, players can disguise themselves to enter areas of a bank that are off-limits to the public. IO experimented with the two established designs. For instance, Mumbai is a reverse fortress in which the player must identify an unknown civilian and eliminate them in a public area. Track teams needed to decide on the items featured in each level. Items and outfits generally are categorized as specific items used for mission stories, and items that were designed to fit each map's aesthetic.[31] While Hitman served as an introductory chapter to the World of Assassination series, Hitman 2's story has a more prominent role and a more structured narrative.[25] Hitman was described as a "white collar new money" crime thriller whereas Hitman 2 focuses on eccentric characters and "old money", which were inspired by secret societies. Much of the storytelling occurs within a level and during gameplay, and cutscenes mainly serve to tie together story threads.[32] The abandonment of the episodic release model allowed IO Interactive to present a more cohesive story because players often forgot about narrative elements while they were playing Hitman due to its sparse release schedule. Like the first game, Agent 47 is a blank-state character and the story is mostly driven by his handler Diana Burnwood and Lucas Grey, both of whom have their own emotions, motivations and goals. Their presence allows Agent 47 to gradually develop as a character and foster change.[33] The main story was written to motivate players to eliminate the targets.[34] Mission stories in Hitman 2 were designed to encourage players to try out new gameplay features, tools, and costumes, which providing additional story content.[35] The game includes extensive dark humour; early promotion of the game showed Agent 47 whacking NPCs with a fish.[36] According to Markus Friedl, the game's executive producer, "this little bit of tongue-in-cheek humor [is] very much part of the Hitman DNA".[35] David Bateson who provides the voice of Agent 47; Bateson initially thought some of the dialogue was absurd but grew to appreciate it after understanding how mission stories work. According to Bateson, while Agent 47 is expert at disguising himself, he was a terrible actor. He was instructed not to change his accent when disguised as other personalities and he delivered his lines in a "delightfully wooden way".[37]