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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 |
Stealth kills aren’t as simple
as moving into position, however. In order to execute a stealth
kill, you must be armed and you must hold the attack button before
releasing it. The longer you hold it, the more gruesome the kill
(seen from the Director’s eye view of a nearby surveillance camera).
The more gruesome the kill, the more likely you are to receive three
“Fetish” stars at the end of each level, or “Scene”. Get three stars
and you unlock game art. Get five, the three Fetish plus one for
Time and the fifth for completing it on “Hardcore” mode, and you
unlock mini-games and a variety of codes. One special code, however,
can only be deciphered by recording then playing a hidden audio
message, presented at the main menu after you complete the game as a
garbled whisper, backwards. Pretty cool, huh?

The problem with going for the
most violent kill, however, is that every second you wait to unleash
your attack brings you closer to being discovered. If the guy stops
and you don’t and end up bumping into him, he turns around, he hears
you, or someone else sees you, the jig is up. Therefore every
stealth kill becomes a gamble as you test how long you can remain a
step away from someone without being noticed.
If there are multiple hunters in
the area, things get even trickier. You’ll need to lure each hunter
away from the pack one at a time while being mindful of how long you
have to “charge” a kill in order to get the “third tier”, or most
gruesome kills, without exposing yourself for too long. Your best
bet here is to use throwable objects like bricks and bottles to
distract and separate the group, and then pick them off one at a
time. The trick is to always remain quiet and always remain hidden,
only stepping out of the shadows briefly to perform a well-timed
stealth kill before stepping back again. Don’t forget to hide those
bodies either, as hunters will instantly go on alert if they see a
fallen comrade lying around. As you can imagine, remaining hidden
while obtaining third tier kills becomes more and more difficult as
the game progresses.
If you do make a noise while
sneaking up on someone, or tread too loudly while in the presence of
nearby hunters, you will give yourself away, and you do not want to
give yourself away. Dieing is very easy in this game and health
items are few and fair between, though save points are frequent and
evenly spaced. Some sounds are unavoidable - moving quickly across
the floor; walking on leaves, dirt, or gravel; landing after any
sort of fall; bumping into a seemingly innocuous object; breaking
out a window; but if you can, you must avoid making noise at all
times. If you don’t, you’ll quickly find your role reversed from cat
to mouse in this game of hunter and pray. Once you’ve been found out
any nearby hunters will appear as a bright, flashing red arrow on
the radar, indicating that they’ve seen you and they will not rest
until you are dead. When faced with this you’ll have two options –
stay and fight or run for the hills. If you choose to fight, you had
better have some firearms with you, as taking on five guys with
nothing but a crowbar isn’t saying much. If you run, you had better
have enough left in your stamina meter to out pace your attackers
and make for a real safe hiding spot.
Early on in the game you are
almost always forced to run. This game is very methodical when it
comes to making new weapons available, and you won’t have the full
weight of the game’s arsenal behind you until halfway through. In
the meantime you’ll have to make due with nail guns, tranquilizer
rifles, and “disposable” one-use weapons, which means that most of
the time you’ll be empty handed or out of ammo and have to avoid
confrontations until you can get your hands on something else. This
severely limits your offensive capabilities and makes stealth kills
your only real option. While this creates a great feeling of “look
at my shiny new toy” whenever you get your hands on a more deadly
weapon for those of us with the fortitude to crawl through the first
few levels, anxious gamers who expected GTA-style instant
gratification will probably opt-out before then. This is a game that
rewards patience, subtly, and a delicate thumb. Not many gamers go
for that kind of stuff. If you are among them you may find
Manhunt sluggish, disappointing, and unforgiving.
Once heavy weapons become common
place hiding becomes a matter of choice. You can go commando when
you need to, and if you aren’t concerned with getting the full
Fetish rating, you can easily walk through a level Rambo style
blasting everything in sight. This may help some of you
action-seekers open up to the game, but be warned, you still won’t
get much out of it. Manhunt is meant to be a stealth game and
playing it like Max Payne strips it of its enjoyment. If you
don’t take the time to get the third tier kills, to slowly pick
apart groups of hunters no matter the size by luring them away one
by one, to hide bodies so they aren’t detected, to walk softly and
stick to the shadows, you won’t get anything out of this game.
If you are afraid the “skulk,
shoot, skulk, shoot” gameplay will get tiresome after a while, don’t
be. There’s enough variety throughout the game to keep things fresh
from start to finish. Each of the 20 levels offers a different
experience and as soon as you think you’ve seen it all, the next
level loads and presents you with a brand new set of everything –
weapons, missions, hunters, setting. You’ll visit abandoned zoos,
mental institutions, factories, slums, and shopping malls just to
name a few. You’ll face everything from skinheads to paramilitary
groups, each with their own hunting style, group tactics, and
weapons preferences. You’ll be posed with a number of distinctive
level objectives. Some will have you in wild shoot-outs from start
to finish, others will force you to avoid conflict or face dire
consequences, and still others require escorting or lugging heavy
objects about. Not to mention that around every corner hides the
threat of some new terror or disturbing moment, and that’s often
enough to keep you going.
Also keeping things interesting
is the look and feel of the game. As you can probably gather
already, this is a very atmospheric game. A lot hinges on keeping
the world of Manhunt immersive. Carcer City is a place you do
not want to be and James Earl Cash’s shoes are not a pair you want
to fill, and the game has to translate this visually. Luckily, we
are talking about Rockstar North here. They could rise to the task
in their sleep. Manhunt is incredibly unpleasant to look at,
but in a good, intentional way. It has the look of a gritty, grungy,
8mm film, bathing everything in rust tones and noise filters. It
feels like playing the long lost cousin of the killer videotape from
The Ring. Once you remove the noise f/x (which can be done
from the options screen) you’ll see the game is actually quite a
looker.
The color pallet, while
definitely favoring the browns and grays, isn’t afraid to dot the
world with vibrant pigments every now and then. Character models are
large, detailed, and full of personality, from Cash himself to the
wide variety of hunters you’ll face. Environments are incredibly
distinctive and memorable, with each square foot being different
than the one before it. The lighting is superbly noir, with
dark-darks, bright-brights, and very little in between. Animations
are very natural yet highly expressive, thanks to some excellent
motion capture work. Little touches, like carrion birds that come to
feast on the dead after they’ve sat for a while, rats crawling
around the splat when you step on them, taunting messages written on
walls or hunters themselves, bruises and bloody noses on characters
who’ve taken damage, and “surveillance cam” views complete with
distortion lines are nicely done. This may be running on the same
engine as GTA3 and Vice City, but it easily out-shines
anything seen in either game - this is far and away the best example
of Rockstar’s “total package” art direction I have ever seen. This
is a game created by a team at the top of their class and few, if
any, companies could have pulled off this look so well.
Don’t worry about whether a game
running on a modified Vice City engine has the controls to
handle a game of this kind. Although the games bear some skewed
family resemblance here and there the controls share little in
common. And thank God too, because Grand Theft Auto’s
strength never has and never will be its on foot controls. One can
only imagine playing a stealth game with a set-up like that. This
game’s controls are tight all the way and give players a wide range
of movements and abilities with minimal effort. Cash walks by
default, with analog input dictating whether he creeps or strolls,
while R1 shifts him into a sprint. The digital pad lets Cash peer to
the right or left, sticking his neck out and shifting the camera so
players can get a good view around obstacles and corners. This move
comes in extremely handy for players who want to maximize their
stealth game and make sure the coast is absolutely clear before
venturing further, or if some daring soul who wants that fifth star
and tries to play the game on Hardcore, which removes the radar and
doubles the strength of each hunter. For further camera control, use
the right analog stick to switch into a first person mode or direct
a firearm while aiming. The aim button, L1, also acts as the
auto-face button while holding a melee or throwing weapon, which
helps to make tracking enemy moments very easy while stalking them,
especially when used in conjunction with the strafe buttons, L2 and
R2. Press L2 and R2 at the same time and you do a 180 turn around.
All major actions, picking up objects, kicking trashcans, lifting
and dropping bodies, pulling levers, climbing obstacles, hugging
walls, crouching against low barriers, or interactive with the
environment in any way, are done with the triangle button. Circle
scrolls through your available weapons, and square and X uses them,
expect in the case of ranged weapons, in which case X fires and
square reloads.
There are also a few handy
little maneuvers you’ll want to get accustomed to throughout the
game. Like any stealth game worth its salt, you can peek around
corners once you reach the edge of a wall you’re creeping against a
la Metal Gear Solid, but you can also jump out to deliver a
crushing blow with a melee weapon. Once you’re in position you’ll
see Cash raise his arm in anticipation – tap the attack button and
you’ll lunge out from around the corner and swing. If it lands,
it’ll stun an enemy for some time. This is a great tool for early on
in the game, when you have to fight head on but have no real
powerful weapons. Similarly, you can jump out from around corners
and behind objects with a firearm Time Crisis style, but this
is done with the aim button. You can also use the aim button to
ready your weapon before opening a door, in which case the X button
will prompt Cash to kick it down, and continued use of the X button
will cause him to walk in shooting, a great way to surprise a group
of unsuspecting hunters.
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