![]() Manhunt 2 plays like a combination of Metal Gear and Resident Evil - all the gore of RE plus the sneaking of MG. Nothing in this PSP version represents groundbreaking audio/visual design, but that isn't important as long as the game plays well.Īnd play well it does. The little touches aimed at producing a scary, ominous setting are right on target. The banter is witty, but not especially deep or original. During play, you'll find enemies wandering around talking to each other or one character talking to himself on occasion. The story is told in lots of little snippets that might break up the action in less capable hands, but actually serve to raise the level of suspense and horror. ![]() There is great work with both audio and video for the cut-scenes in Manhunt 2. Other objectives show up in different colors on the radar. A radar readout helps to illustrate what direction enemies are facing and in what direction they are headed to help you see around blind corners and plot attacks. The sound design isn't always as polished as we'd like to have in a tightly-wrought tactical espionage-style game, meaning that it is hard sometimes to tell where sounds originate and how things around you are moving. There are virtually no on-screen indicators to get in the way of the action or lower the sense of being involved in the action. This alone makes for a disconcerting environment to play through. The visuals are similar to what a cheap videocamera would pick up, with lots of noise and poor contrast, faded colors, and shaking constantly. It's doubtful that Rockstar consulted many crazies while putting this together, but I wouldn't be shocked if it turned out they actually did their research on what the eyes of a crazy person might be seeing. In fact, it is a simulation of something much worse, putting the player in the head of a deranged killer released from an experimental facility and looking for answers at any price. Nothing like a little controversy to spur sales, eh? Manhunt 2 ranked in the Top 10 for sales in its first week across several platforms, which might surprise people that have written it off as an ultraviolent simulation of societal ills.
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