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Review By: J.
Michael Neal |
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| Developer: |
Rockstar North |
| Publisher: |
Rockstar |
| # Of Players: |
1 |
| Genre: |
Urban Survival Horror |
| ESRB: |
Mature |
| Online: |
No |
| Accessories: |
Memory Card, USB Headsets |
| Date Posted: |
3-2-04 |
As you could probably tell by
now, noticeably absent from this game has been Rockstar North’s
trademark humor. This decision is palpable. It underscores
Manhunt’s straight-faced brutality. You may hear or see
something that makes you chuckle, maybe even laugh, but it seems
almost incidental and you have to have a sense of humor as dark as
night to think otherwise. No, the mood is kept grim and nihilistic
from start to finish. This really helps to separate the game from
the comical and cartoonish depictions of crime and violence in
Grand Theft Auto. It’s GTA’s Kill Bill to
Manhunt’s Sympathy for Mr. Vengeance – know that while
both are violent, one is clearly meant to have weight, be taken
seriously, while the other is not. Beating someone to death with a
baseball bat in Vice City is not beating someone to death with a
baseball bat in Carcer City. This comes to a major issue in
Manhunt – the violence.

The violence in Manhunt
will definitely make a few people wince. It wears its cruelty like a
crown and portrays such acts with nauseating accuracy. You’ll
suffocate men with plastic bags, gouge eyes with shards of broken
glass, carry severed heads as weapons, and dismember with grotesque
realism thanks to a damage engine that puts the GHOUL’s to shame,
but is it violence for the sake of violence, or is it actually there
for a reason? Is it possibly trying to say something? Could this be
Rockstar North’s ultimate commentary on violent entertainment?
How much does enjoying a game like this say about your character?
How blurred has the line between simulated and actual acts of
depravity become? Has our culture’s love of violence made us less
conscious of the value of human lives? Has this now made violence
when it brings people pleasure acceptable? How long before fictional
violence isn’t enough and we need to witness actual murders to our
bloodlust? Will this eventually make everyone a victim?
Possibly. Expressing fears of authoritarianism, around the clock
surveillance, the pervasion of voyeurism, and the future of
violence, Manhunt could very well be gaming’s answer to A
Clockwork Orange, 1984, or Brave New World. Or it
could simply be an easy way to stir up sales through free publicity
while targeting the gullible teen male demographic. Personally, I’d
be much quicker to look for underlying social commentaries, as
neither Grand Theft Auto III nor Vice City shied away
from putting the old cultural lens to our society, cleverly sneaking
the findings in between copious amounts of violence and comedy. In
this case, Manhunt is a piece of violent entertainment used
to commentary on the state of violent entertainment. Pretty ironic,
huh?
But who buys games for irony?
Not you I bet. Revolutionary games with rich subtext mean nothing to
you unless they are fun, so I’m sure you’re wondering by now, “but
how does the game play?” The answer: better than you could have ever
hoped. In fact, even without the above mention elements, this would
still be a tight little stealth-action game and could simply be
enjoyed for being Splinter Cell with GTA audacity and
Soldier of Fortune 2 gore. However, if you don’t have a
delicate thumb, or like quiet games that require patience and sharp
senses, you’ll have a tough time enjoying Manhunt beyond the
story and setting.
While Manhunt’s
atmosphere makes it an ”Urban Survival Horror” title, the same way
you could call Deliverance a “Georgian Backwoods Survival
Horror” movie, at it’s most basic level, Manhunt’s a stealth
game. You must avoid detection, stick to shadows, keep your noise
level to a minimum, and dispose of enemies before they alert others,
just like in Splinter Cell. However, Manhunt adds it’s
own folds to the stealth game formula; ones that cannot be fully
appreciated at first glance but completely change the way the game
plays. Luring your prey, as oppose to sneaking up on them, is chief
among these distinctions. This is a game about hunting, stalking,
watching and being watched, and these are all translated into the
game brilliantly.
In your typical stealth game,
your goal is to watch enemies and memorize patterns until you find
the perfect opportunity to sneak up on them and go in for a stealth
kill. This is not Manhunt. If you try to play Manhunt
like this, it will take you a lifetime to finish one level. No,
Manhunt has you get them to come to you, making Manhunt
more of an “offensive stealth game”.
In Manhunt, sounds are
used to lure enemies to your location, both for good and for ill.
Setting a trap for unsuspecting hunters is as easy as staking out a
dark area and rapping on the wall, kicking a trash can, or talking
into a USB headset; everything generates a sound in this game, so
creating a commotion isn’t a problem. When a hunter makes a sound,
is visible on screen, or becomes alert, he is registered as a blip
on the radar. If there is only one hunter in the area at this point,
you’re lucky – you’ll see a red arrow appear on the radar indicating
the alert hunter. He’ll begin to move towards the direction of the
sound to investigate. If you are concealed from sight by the shadows
(which is indicated by your health icon darkening) he’ll come up
empty and his arrow will turn back into neutral yellow as he turns
tail to head back, giving you a small window of opportunity for the
perfect stealth kill. This is your primary weapon for disposal in
the game.
Landing stealth kills is easily
the most rewarding aspect of the game. It requires cunning, guts,
and skill, and offers a graphic, satisfying pay-off. The process of
getting a stealth kill is not without it’s pleasure, either. Seeing,
or hearing, a hunter and knowing “you’re mine”, then figuring out
how to get the best of him is incredibly fun, and difficult,
considering how attuned the AI is. If you manage to get one of them
in a position where you are right behind them, but they don’t know
it, the anticipation mounts as you prepare to go for the kill. There
even begins to form this feeling of playing God, of toying with
people, of absolute power-over, where you think, “Look at me. I’m
right behind you, I’m going to kill you, and you don’t even know it.
I’m going to savor this moment and see just how long I can drag this
out before getting caught.” In a sick way, you begin to understand
how an actual serial killer must feel. Yes, I was disturbed by that
too, but I told you this game wasn’t for the prudish.
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