Manhunt 2 (PS2)
All together now: We will, we will, shock you.
1/31/2008 12:00 AM | 0 Comments | Page 1 of 2
What's Hot: Genuinely eerie atmosphere; Deals with complex, adult themes like insanity, mind control and grief
What's Not: Soulless and tasteless; Somehow makes S & M clubs and insane asylums seem pedestrian; This is exactly the sort of game that's designed to "push buttons," but then winds up doing nothing more than drawing the wrong kind of attention to our medium. Also: No Piggsy.
Scott Jones
Status: Coffee makes me feel 4-percent sexier.
What an utterly hollow and empty enterprise
Manhunt 2 is.
After months of controversy, with various bans being issued by various countries, and the ESRB threatening to put an Adults Only (AO) rating on the box, in the end all the political posturing that went on turns out to be far more exciting and interesting than the game itself.
We played the original
Manhunt from soup to nuts.
It was impossible not to be shocked by the game's thrill-kill, sadistic gameplay. It was
Tenchu, only instead of katanas, we dealt out death with plastic bags and glass shards. It was
Metal Gear Solid reimagined as a snuff film.
Manhunt had its moments, including a surreal stand-off with a creature named Piggsy (Google him, or rather
it, if you're curious).
Giving Rockstar the benefit of the doubt, we saw the game as more than a game; it was a political statement. It was a big f#$%-you to every politician out there who'd ranted against
Grand Theft Auto III. With
Manhunt, Rockstar seemed to be saying, "You want a murder simulator? Choke on this, you prim bastards.'
Manhunt also functioned as a sly piece of pop-culture social commentary on how insulated we've become to violence. Sure, the game turned our stomachs, but we admired it.
We didn't enjoy it. But we respected it.
Manhunt 2, a sequel only in spirit, stars the meek and mild Dr. Daniel Lamb. Lamb is locked up in an insane asylum, the subject of secret research project that went wrong. During a blackout, the asylum's security system goes on the fritz, and Lamb's cell door swings wide.
Within the first five minutes of the game, we had virtual poop thrown at us, we kicked a psychopath to death, and we snuck up behind a male nurse and repeatedly jabbed a hypodermic in his neck until he slumped to the floor.
Good times.
Lamb and his sidekick Leo escape and head for, or rather kill their way towards, Lamb's old neighborhood. Once inside Lamb's now-abandoned house, they discover a matchbook with the address of an S & M club on it, and he and Leo decide to go there to investigate, and...oh, the hell with this.
The plot is horseshit of the highest order. It basically functions as a very poorly written, totally illogical series of excuses to put Lamb in incongruous situations where he has to skulk in the shadows and dispatch patrolling bad guys one by one.
The idea here is to remain unseen, observe the patterns of the bad guys (the game calls them Hunters), then pick your moment to take one out. After several minutes of tense tracking, your dubious reward is the kill.
Kills come in three varieties: Hasty, Violent, Gruesome. The longer you wait behind your victim, weapon at the ready, the more brutal the kill. But with each passing second, you risk having your victim suddenly decide to turn around, which means he'll find you, standing behind him, looking the fool.
If this happens, you can stand and fight the Hunter, but you'll lose these confrontations more often than not, particularly if another nearby Hunter is alerted and the two of them decide to gang up on you.
The better option is to Run, Forrest, Run, fleeing for the nearest patch of conveniently placed shadow.