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Manhunt Review

PlayStation 2 Review by Kristan Reed

24 November, 2003

It would be so easy to write up a Manhunt review from the viewpoint of Disgusted of NW2, churning out hundreds of bile-fuelled reactionary statements about the decline in the moral fibre of humankind and the dangers of videogaming on the impressionable minds of the youth of today, but we'll leave that to The Daily Mail to mull over, thanks.

Although it's hard not to be shocked by some of the most gratuitous violence yet depicted in the medium, the truth is we're more interested in how Rockstar's latest stacks up as a videogame and whether it can carry on its hot streak of creative brilliance than whether Manhunt signals the end of the world as we know it.

Questions for Cash

'Manhunt' Screenshot 1

The actual concept of Manhunt is a subtle twist on the old Running Man idea of throwing a hapless individual into a series of life-or-death scenarios for the sick viewing pleasure of a twisted audience. In this case, Rockstar puts you in control of James Earl Cash, a shaven-headed, hardened criminal who has awoken from his faked execution with the voice of Starkweather in his ear, the 'director' of an underground snuff movie organisation who has promised "a way out of this mess" if he follows his instructions...

Starkweather wants someone capable of delivering the highest quality scenes of death and execution so he can satisfy his blood thirsty audience and has prepared a number of 'sets' for his movies in and around the dark, beaten up 'broken rust belt' environs of Carcer City, a part of a mythical America where 'nobody cares and anything goes'. To fuel his sick fetish, each set is heavily populated with cheap CCTV cameras to film the action from every conceivable angle, and littered with gangs of sick mask-wearing rednecks intent on delivering their own unique justice upon him. To them, this bloodsport is the righteous thing to do, and they are more than happy to risk their own lives to kill criminal scum.

As Cash, it's up to you to fight for your survival (who knows, maybe you were innocent in the first place?) and the only way to progress is to simply wipe out these sick gangs. Of course, you can do this by simply beating them to a pulp, but the director prefers you to do this in as grisly fashion as possible, and has littered each set with weapons for you to carry out some gruesome executions. These start off as one-use-only items such as plastic bags, shards of glass or wires, but progress to knives, machetes, axes, and eventually more destructive weapons such as nail guns, chainsaws, sawed-off shotguns, submachine guns and sniper rifles.

Shadow of the beast

'Manhunt' Screenshot 2

As a pugilist, Cash is a bit crap, and unlike the unprepared occupants of Liberty City or Miami you're going to take one hell of a kicking if you attempt hand to hand combat with any of Carcer City's thugs. Even armed with baseball bat or machete, the chances are you'll either be outnumbered or simply outfought. The route to success revolves entirely around stealth, lurking in the shadows, sneaking up on unprepared victims and performing some kind of sickening act of violence upon their person.

Starkweather - ever mindful of his demanding audience - demands Cash to be as disgusting as possible, and rates executions on one of three levels. As you approach the victim from behind Cash will raise his right arm above his head to indicate that he's ready to perform a stealth kill. At this stage Cash has the choice of delaying his strike for up to five seconds in order to pull off a more violent attack. An instant blow will be rated at the bottom of the scale, a couple of seconds delay produces a more deadly kill, while a more risky five second delay delivers the most gruesome of all murders, and each is presented in grainy VHS-style close-up, complete with squelchy sound effects and claret all over the lens. At the end of each 'movie' you're rated on the basis of how brutal you've been from one star to five, with the best ratings unlocking the most bonus features - with four bonus movies to aim for among others.

As you progress through the movies, stealth becomes an ever more important skill to master. To begin with, gang members tend to wander around in easy-to-pick-off ones and twos, and often the odd hand to hand brawl is more than enough to dispatch them - especially given the scarcity of weapons in the early part of the proceedings. Monitoring an enemy's awareness is essential, and the mini-map radar not only gives you a quick reference of their position and the direction they're facing, but how alert they are to your presence. When they're coloured yellow, they're not suspicious and can easily be executed, barring some unexpected noise or the shouts of a gang member - at which point their colour will change to orange and they'll actively seek out the source of the noise. If they see Cash, their radar arrow will change to red and then they'll pursue you relentlessly until you manage to give them the slip.

Run little man

'Manhunt' Screenshot 3

Evasion depends on two things; a good dark hiding place and whether Cash can outrun them in the first place. Early in the game, the gangs are a fairly unfit bunch and quickly lose sight of the bald-headed victim, giving you the chance to take refuge wherever you can. Later on it's a different story, with multiple assailants all capable of keeping up with you. As with GTA, Cash can sprint for a limited amount of time, depicted by an energy bar next to your health, but the further you progress, the more important it is not to be discovered in the first place. For a good portion of the game it's possible to simply run away and hide until suspicion levels drop and then sneak up and whack enemies as they're returning to their patrol areas, but later on it's an altogether more trying prospect when attempting the same tactic with four gang members firing hot lead.

As with other stealth action games, the AI is perhaps the crucial deciding factor in its success or failure, and Rockstar succeeds admirably for the most part before shooting itself in the foot several times over. When things are working as they should, you really get a sense of being hunted. Startle an enemy and they really do appear to jump out of their skin, before shrieking with murderous intent and sprinting after you. By the end of the chase they're panting, complaining about their lack of fitness and generally taunting you for your lily-livered ways. The more committed enemy make a decent fist of a search, but it's funny how they never thought to bring a torch. Unless they're right on your tail, they never probe into the darkness, which is slightly odd in a game centring on hide and seek.

Of course, the best way to dispatch your foe is to catch them by surprise and creep up behind them, but that's not always the best thing to do if there's a pack of them. Attracting them in other ways is often a good solution and Manhunt offers a variety of ways to do it; lobbing bricks, bottles, thumping the walls, or, ingeniously, via a USB headset/mic set. By yelling into the mic you can gain their attention and they will follow the source of the noise so that you can perhaps whack them as they emerge through a doorway. Not only that, Starkweather's promptings are isolated so that they only come through the headset, making it an even more immersive proposition, and a neat idea. It's doesn't exactly top Rainbow Six for innovation, but it's a nice touch nevertheless.

On the flipside of the AI coin, there are some wince-worthy incidents we feel it's only right and proper to share with you in depth. On the 'Fuelled By Hate' movie level, one particularly galling scene near the end has Cash taking on five goons at once; an area that sums up some of the most hateful bone-headed game design in recent memory. Kicking off at the bottom of a footbridge, taking out the first gang member is straightforward enough if you wait for his back to be turned. It's the four patrolling the area at the opposite end of the footbridge that really show up some rank issues in the AI. If one of them sees you (which they almost always do), all four of them charge after you up the footbridge, but never down the other side. No matter how close they get to you, they reach an invisible wall and cease their hunt. Worse still, if you hide behind a section of stairwell a few feet away from them, their suspicion status changes back to yellow in about three seconds flat and they wander back to their sentry posts like nothing happened.

This abject idiocy wouldn't be so bad if the game ever made it easy to auto target enemies when they're on staircases, but for some immensely frustrating reason, more than half the time the targeting reticule refuses to acknowledge an oncoming enemy until they're virtually in front of you, rendering your nail gun a fairly useless weapon. Whatever, we got past it in the end - more a case of iron will and determination than anything, as with so many arbitrarily tough games ("look at us, we've made a hardcore game!").

How to disappear completely

'Manhunt' Screenshot 4

And then, just to absolutely ice the cake, we're forced to board a crane which allows us to magnetically shift a fridge which for some bizarre reason is blocking our ascent of the next stairwell. Of course, the second we remove the fridge a barrage of gun-toting enemies appears, and it's up to our fridge swinging abilities to crush them - except that it's stupidly difficult given the positioning that our considerate foe takes. After half a dozen tortured attempts (and having been forced to repeat the previous hateful section a painful number of times) we legged it the second we removed the fridge and attempted to take out our foe by more conventionally stealthy means. This would have gone to plan if the said enemies tried to track Cash down, but instead, one overweight slug sat stationed at the top of a set of stairs refusing to budge until we said "peek a boo" and legged it back out of the compound.

At this point our fat foe came-a-looking, and then impressively disappeared before our very eyes. "Hmmm", we thought "interesting bug". Upon re-entering the compound and climbing the stairs we noticed he'd returned magically to the same spot. And so the process was repeated three times until the game presumably ran out of its allotted scripted enemies and allowed us to continue.

This painfully bad piece of game design wasn't restricted to this section, either. Time after time we'd attract an enemy and hide mere feet away from them and watch as they walked up to some predetermined barrier and gave up. Terrible.

It's a real shame, because for the majority of the game these drones are capable of some superb displays of hide and seek, sniffing Cash out in the most terrifying of circumstances, and giving us a right headache as we tried to suss out how best to attract them without giving ourselves away. The tense atmosphere created by such a grisly game environment with such a vile premise is one of the most unsettling and unnerving gaming experiences ever. And typically, Rockstar's ability to hire some of the finest voiceover talent around gives it an edge that few game developers ever bother with. Brian Cox is in impressive form as the disturbingly unhinged Starkweather, forever barking out frustrated angst as you mess up yet again, and purring with fetishistic delight when you pull off a particularly gruesome murder. If there's anything that tips Manhunt over the edge of insanity, it's his deranged rantings.

Unprintable

'Manhunt' Screenshot 5

Elsewhere, the numerous gang members utter all manner of unprintable insults and sick taunts that rarely get repetitive; helping to paint an even more distasteful backdrop for the game and immensely important in a linear game otherwise almost entirely bereft of narrative structure.

Manhunt's visual appeal is definitely worthy of immense praise, creating a grimy, disgusting and unnerving atmosphere a world away from the eighties style of Vice City, but recognisably Rockstar North. Every movie is set outdoors at night, so the comparisons with the grainy style featured in Silent Hill are on the money, albeit with the character model and animation style of GTA. Perhaps the most impressive elements of Manhunt are the environments, riddled with damp and decay, bereft of life and almost echoing with a sadness of what once was. A perfect backdrop for the sick joy of death, pain and misery. Occasional items of graffiti pointing you in the right direction are the only signs of recent visitors, and the minimal use of light does just enough to penetrate the inky gloom. Hiding in the shadows was pretty intense in Splinter Cell, but it's never been as downright tense and sinister than this. Manhunt is all about the fear of death, and on this level it nails it perfectly. Cleverly, this lack of light creates a convincing illusion of detail, but in fact any close examination of the texturing reveals Manhunt to be quite sparse in that area. Not that it matters, given that you'll barely even notice.

The camera system apes the system implemented in GTA with all of its quirks. Again it's left stick for movement and right stick for an instant first-person view. Once more, the odd bush or tree conspires to obscure your view at inappropriate moments, while we're still not convinced the disorientating first-person solution is the most graceful there is, especially when it's so crucial to get your bearings quickly when there's an enemy creeping up on you. Being able to control the third person camera dynamically might have been a preferable solution, but at least Rockstar managed to avoid vile clipping issues for the most part. Aside from some niggling quirks, Manhunt does a pretty solid job of giving you the best angle of the grisly proceedings - most evident when you've just hacked someone's head to a pulp with a machete. No one could ever complain that they don't get a ringside view of the death scenes.

If you can remove yourself from the concept that you're starring in a series of snuff movies for the benefit of a sick voyeur, what you're left with for your forty quid is actually a linear and repetitive stealth action game. From the first movie onwards, all you're essentially doing is the same thing over and over again, albeit with a greater degree of difficulty (and it's never at any stage an easy game). It really is a case of lurk, bash, or lurk, mess up, run away, hide, lurk, bash and on until you finish the game. Whether you'll replay the levels to gain better star ratings is down to the strength of your stomach. Frankly, we're not totally convinced that seeing an even gorier animation is our idea of gameplay incentive. What would have acted as a greater incentive is a greater degree of variety. DMA/Rockstar North virtually invented the sandbox gameplay concept, yet it's gone totally backwards in creating what amounts to a one-trick pony - a linear murder simulation that gives the player absolutely no freedom and then constricts the experience even more with some appalling AI gaffs that we can barely believe have not been ironed out.

Twisted and bent

When it's firing on all cylinders Manhunt is a disturbingly entertaining take on the stealth action genre with the trademark high quality Rockstar production that mask some of its shortcomings. But scratch beneath its grimy surface and it's blighted by serious AI issues, repetitive gameplay and frustrating combat. As gamers, we're more than happy to kill people routinely in the course of our videogaming lives, but one thing's for sure; Manhunt is by far the most gratuitous example of all, and whether you're comfortable with that is the most important issue you should confront before you consider grappling with the most morally challenging game ever made.

7/10

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Comments: 1-50 of 75 in total | next 50 »

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lost_soul
24/11/03 @ 13:09
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When's the Xbox version out then?
Blerk
24/11/03 @ 13:10
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Never! Ha ha ha ha ha!

/shakes head

Sorry, I came over all 'retard' for a minute there. :-)
lost_soul
24/11/03 @ 13:50
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It's this pre-emptive posting lark, it does that to you (turns you into a tard).
st3ph3n
24/11/03 @ 14:06
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The splinter cell stealth drove me to insanity. Can't see that i'll be picking this up.
Blerk
24/11/03 @ 14:10
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It sounds alright, but not quite as essential as some people are making it out to be. Seems a shame about the 'invisible wall makes the AI give up the chase' thing - I guess that's down to the 'no-HDD' PS2 putting restrictions on the game. The ultra-violence thing is actually a bit of a turn-off if anything - if only 'cos I know I'd only be able to play it after the missus had gone to bed.

Hmm. I think I'll leave this one for now. Maybe one to pick up when it's cheaper.
Killerbee
24/11/03 @ 14:17
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Hmm... just doesn't sound all that much... fun really.

The ultra-violence is a bit of a turn-off for me too tbh.
renzo
24/11/03 @ 14:23
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Blerk:
"Hmm. I think I'll leave this one for now. Maybe one to pick up when it's cheaper."

Somehow I can't picture you picking this up... EVER.
Blerk
24/11/03 @ 14:26
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You're probably right!
LaundroMat
24/11/03 @ 14:27
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Yay! I predicted a 7!

Where's my prize?
Harry 
24/11/03 @ 14:28
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Sounds a lot like the Running Man book by Stephen King (under s psuedonym).

I must be getting old and soft, sounds too violent for me to enjoy. I tend to think most games worthy of an 18 are aimed at 12 year olds.
Singularity
24/11/03 @ 14:31
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Well since the original Castle Wolfenstein scared the bejesus outta me, this'll be one to miss...
Blerk
24/11/03 @ 14:36
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Somehow I can't picture you picking this up... EVER.

That said... why can't you picture me picking it up?

/wonders if people think he's a wussie
krudster [mod]
24/11/03 @ 14:52
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Given that the director tells you to use the crane to drop objects on the hunters in the previous section, I'd think that was a fairly good indication of why I tried to do the same thing later on...
commander dixon
24/11/03 @ 14:57
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imho," films like Texas Chainsaw Massacre, House of 1000 Corpses, Wrong Turn etc." are made for spotty teenagers ...
commander dixon
24/11/03 @ 15:18
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i don't understand the "if you have the stomach.." agrument ...
games are supposed to be enjoyed while playing ...
/thinking :maybe i'm a little bit old for these things .../
krudster [mod]
24/11/03 @ 15:48
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I think the fact that teenagers appreciate this stuff more than "grown ups" is a moot point.
Stevas mkII
24/11/03 @ 15:50
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I really can't believe, considering the developers responsible, that nobody asked this already, but...

[Ahem]

Does it have motorbikes in it?

I mean, really. This is all way too civilised. I was led to believe the Net was full of numpties and duck-eggs. Where the hell are they, then - mmm? I need to feel superior, damn it.
Blerk
24/11/03 @ 15:52
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Does it have hang-gliders in it?
bungalooBunny
24/11/03 @ 15:53
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Oh no.. THEY'RE HERE!
;)

Must say that GTA3 had a lot of gratuit violence, but it was optional. You really didn't need to kick the old lady carrying the shopping bags. This game seem to go even further than State of Emergency and use violence against any type of victim to any extent.

Chaisaw Massacre was a success mostly with teenager audiences in the USA, but still people went to see it because it was so disturbing and horrifying, and not because they would want to become the serial killer themselves.
Errol
24/11/03 @ 15:54
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Looks like a good title to me - getting reviews of between 70%-90%.
Blerk
24/11/03 @ 15:55
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You really didn't need to kick the old lady carrying the shopping bags.

You didn't? Oh man.... I think I might be disturbed.
Stevas mkII
24/11/03 @ 16:09
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Nice try Blerk. I appreciate the effort - really, I do - but it's just not the same.
Come on. Where are all the genuine dickheads?
[America - yes, you boy - I'm looking at you]

As for that old lady with the bags: the court case is pending, so I can't really talk about it, but I still insist that she was definitely 'chivved up'. Self defence, cut and dry. And she was a lot fitter than she makes out, too - especially for a sixty two year old. That's before the beating I gave her, obviously. And I wasn't kicking her: I was merely asking her to inspect the scuff mark she had made on my new shoes. That she was flailing on the floor screaming at the time is neither here nor there.

Oh. Right. GTA.

Moving swiftly on, why was this game sneaked out in the shops?
dan13l
24/11/03 @ 16:38
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Right, first off - stop mentioning GTA in relation to this game. It isn't GTA, is was never intended to be GTA, and it never will be GTA. OK?

What Manhunt is (and what I believe Rockstar intended to create) is a very tense, well implemented stealth action game, with all the gorey trademarks of "grindhouse" horror. It looks grainy, even when you're not viewing the directors videos, and it has a soundtrack that John Carpenter would be proud of (something which was never mentioned in the review, yet which is so important to the games mood), and it plays very well within the boundaries of what Rockstar intended. You can't steal cars, you can't climb buildings, you can kill people in nasty ways, darting out of the shadows to strike and then blending back into the darkness once you've gutted your prey. When is that not fun?

I firmly believe that Manhunt will polarize people. You will either "get" its dark, unpleasent nature. You will appreciate that this is a game for adults, and cares as much about atmosphere as many classic horror movies. Or you won't "get" it. You'll decide that it's a "one trick pony", that its "morally challenging", or that it's "not gta, is it?"

If video games are going to be taken seriously, then they need to be considered as art. Just as violent movies can be considered artistic, so can Manhunt. It's a shame that fact will be lost on some people.

HarryB
24/11/03 @ 16:43
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it's had a low key release in the UK
but a few yanks i know from xbox: LIVE said it was advertised quite a bit in the U.S.
Stevas mkII
24/11/03 @ 16:43
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But... has it got motorbikes in it?
Fizzy
24/11/03 @ 16:45
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Doesnt seem to be my thing this game. I dont like the violence/death animations to be one of the central focus or goals. Im a bit off stealth right now, I enjoyed splinter cell but I was sick of it by the end.

Really enjoying Prince of Persia, its such a refreshing change from the usual run of games.

Waiting for my copy of Victoria to arrive, Ill be in heaven.
krudster [mod]
24/11/03 @ 16:49
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All the things you say about the atmosphere are all true, it's great, but it's also an often flawed videogame, and - for me - those flaws supercede and over-ride some of the really good bits.

when is that not fun?.
I think the three paragraphs I wrote painfully detailing some pigshit thick AI is when it's not fun. Really not fun at all, just bad design.

Seriously, how can you also suggest this isn't a one trick pony when it's one of the most focused-on-one-thing (i.e killing) videogames in recent memory? That doesn't make it a bad game, but denying the fact hardly reinforces your point either. It's not a case of polarising opinion about the game - the content will do that - but as a game (what we're interested in here) it's less than perfect.
bungalooBunny
24/11/03 @ 17:14
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The only reason I mentioned GTA was EXACTLY to say it's different from GTA in that gratuit violence is the main objective of the game, while in GTA it was voluntary.

I think the game creators intended to use the game's controversial theme (mindless slaughter) to raise the public interest but I fail to see why it should be considered 'artistic' for that. Ico is certainly more artistic than this.

I think the idea that whoever doesn't like this game it's because they didn't "get" it is plain stupid.
Urabus
24/11/03 @ 17:15
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Well, if nothing else, the first screenshot in the review makes for a great Windows wallpaper.

Ashcrapper
24/11/03 @ 17:26
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looks ok to me
WoodenSpoon
24/11/03 @ 18:33
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Why does every screenie i see of this game look like it was shot in 600x480 or something?
Whizzo
24/11/03 @ 18:52
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I'm rather enjoying it, only on the third level, White Trash, though. It's rather tricky stuff at times, you really do have to move around carefully and make use of items to distract people to get into position to take them out.

Some of the executions are rather over the top, a red level attack with a baseball is really gruesome if you're near a wall, seeing "stuff" splatting on said wall is quite nasty! As is taking a bat to an already downed foe's noggin...

An article someone linked to on the forum attacked the game for featuring a thinly disguised real world white supremacist group. Perhaps if they knew what Cash does to them and what even Starkweather thinks of them they wouldn't have brought it up. The game certainly doesn't glorify their cause!

Haven't had any problems with AI so far but maybe I will later and on the matter of

more than half the time the targeting reticule refuses to acknowledge an oncoming enemy until they're virtually in front of you, rendering your nail gun a fairly useless weapon

Press R3 and you get free aim mode with guns so surely that's not an issue?
inpHilltr8r
24/11/03 @ 19:30
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Of course it's a game that can only be appreciated by an adult audience....

...and in this context 'adult' means 'someone still excited by the prospect of sneaking into an 18'.
Edited 1 times, most recently on 24/11/03 @ 19:30
Whizzo
24/11/03 @ 19:36
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...and in this context 'adult' means 'someone still excited by the prospect of sneaking into an 18'.

Well as someone who's been able to go into an 18 legally for more than 15 years, I'm having fun with it. Perhaps I'm young at heart...
krudster [mod]
24/11/03 @ 19:43
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The issue of auto targeting was specfic to stairs - it's just one of those cretinous inconsistencies that means that when an enemy is running up a flight of stairs the auto targeting seems to go out of the window.
Sure you can use R3, but as with GTA, manual aiming is a lottery when you need it most.
ObnoxiousAmerican
24/11/03 @ 19:59
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Just for the record for anyone who hasn't played this game, that refrigerator crane part he bitches about in the review is SO not difficult. I beat it on the first try. It's just a fun little mini-game that controls suprisingly smoothly, and is a test of your concept of momentum and gravity. I'm not even very good at video games but still had no problem with it. Maybe the Euro version was tweaked or something... I can't imagine a professional video game player having so much more trouble than I did...

ALSO, you don't have to rely on auto-targeting for guns. There's a manual aim that's just as smooth as any console FPS, which is always there for you to switch to. All you do is line the crosshair up in the path of the guy's head and click as he patrols through. I'm starting to worry about you, Limeygamer...
krudster [mod]
24/11/03 @ 20:40
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Of course, I bow to your 1337 gaming skillz. Being a professional gamer doesn't mean you can beat stupidly designed sections without incident; on the contrary I'm paid to point this shit out ;)

In case this all gets confused and blown out of proportion, the first crane section is easy and I beat it first time.

The second section was the annoying bit, with enemies not dying under the weight of a dropped fridge, often getting up three or more times to shoot at you all over again, meanwhile someone else unreachable by the crane arm continues to shoot the crap out of you. *That's* the issue.

Incidentally, despite this I nearly managed to beat this first time around, only failing on about the sixth hunter. The chances are some of you will do it first time too and never think twice about it - consider this complaint a warning for those of you who dofind this section annoying.
krudster [mod]
24/11/03 @ 20:41
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Oh, look, he called me a limey!

/runs off crying
KiLlerKnight
24/11/03 @ 21:27
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All this violence stuff is nothing more than a cheap gimmick. Together with the name of the producers of GTA, this is going to sell very well. Just want to see how violent it really is, I guess. But Manhunt minus all those things , just an average game.
Lynchman
24/11/03 @ 21:58
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I can't help but feel this game was created in response to Daily Mail style over hyping the violence in GTA. Its like now the next GTA will seem far more cartoony in comparison to Manhunt but still retain the GTA level.
sam_spade
24/11/03 @ 22:02
#41
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Actually I've played this for two nights running. And I've come to the conclusion that it's really fucking dull.

If you don't get them first time or they spot you in a scripted section, just run away and then get them. Repeat, rinse, repeat, switch off and take game back.
krudster [mod]
24/11/03 @ 22:13
#42
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Sorry Louise, it was developed by Rockstar North, based in Leith near Edinburgh (among other Scottish locations)...
Rockstar is of course a US company, but I doubt that had much to do with the content.
feki
25/11/03 @ 00:57
#43
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The major focal point for most reviews of this game, except for this one, seem to focus on the brutal exections in the game.

Is it just me, or aren't the stealthy executions in the Tenchu series just as gorey and 'realistic'? Granted, the ninja guy and gal don't use plastic bags or glass shards or a crowbar...

Other than that, I've yet to see anyone pick up on the Tenchu-influences. Sneaking. Stealthily killing (or getting really beaten up if discovered)...

So far (chapter 3) a decent game. Very good music, like someone mentioned, creative use of camera and visual effects. Initial reactions weren't that good, though. It felt more like a technical demo of what could be done with grain-filters and whatnot, but it's slowly growing on me.
squaylor
25/11/03 @ 09:12
#44
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isn't ebay an American company?
Midnight Raven
25/11/03 @ 09:39
#45
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I canīt help but feel that the stealth element couldīve been employed in another context that does NOT make gory, brutal killings itīs central (and apparently only) focus... like in that one level in NOLF where you canīt kill anyone and need to move about in a skyscraper undetected. THAT had me on the edge of my seat. Getting "rewarded" with more brutal animations is not really an incentive for me, although the gameīs atmosphere sounds fairly intriguing otherwise. Shame really... :\
krudster [mod]
25/11/03 @ 09:48
#46
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Only No.15 in the charts...that's a shockingly bad result for Rockstar...
Blerk
25/11/03 @ 09:53
#47
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They should have advertised it, then! I had no idea it was even due out until it appeared on your 'What's New' page last Friday. I figured it had slipped to next year because I hadn't heard anything about it for so long.
Mr Harvest
25/11/03 @ 10:10
#48
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Someone compared this to the Hitman series of which both games have been brilliant (IMO) but there you always the choice of how to play the game. The freedom of choice is an essential part of gaming even if the progression itself is linear (like Prince of Persia that is really straightforward if you think about it).
Shame about the AI though if it's really messed up. It's a really common problem: you crawl into a ventilation duct and no-one will find you ever. And of course a clever pack would stay bunched together in the first place, possibly placing guards in tactical positions. Damn, this was supposed to be hardcore because it's so difficult to outwit the hunters not because the gameplay is screwed (like MGS2).
Errol
25/11/03 @ 11:13
#49
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Yes, I think this will sell by word of mouth. Most of the forum discussion I have seen (on other sites) has been very positive, and the reviews vary from 70% to 90%.

Advertising in the UK (at least) has been almost non-existant. I did not even really know of the game until last week (had a vague notion of it before then, but nothing concrete). I would look to see this once slowly rising up the charts.
krudster [mod]
25/11/03 @ 11:15
#50
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Yeah it did come out friday, and that's based on two days sales, but Need For Speed Underground and Tony Hawk's Underground (enough with the feckin Undergrounds) went in at No.2 and No.5 respectively, albeit all formats.
But even on PS2 chart, Manhunt was only No.9.
Seriously, this is a piss poor performance by anyone's standards. Even Midnight Club 2 and State Of Emergency went in at No.2 or thereabouts.

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