Of course, the core of Manhunt 2's action is the various ways you can kill your enemies. On the flip side, you also have to be mindful of the noise you make, unless you want to be swarmed by enemies, who then bludgeon you into oblivion. It's a nifty point of tension when you see enemies on the radar suddenly pop up when they mumble something. Actually, it's more like sonar - you can only "see" enemies on it if they make noise or are close enough for you to hear their footsteps. You've also got a radar icon on the screen's bottom left corner. You get to fully experience this while walking past a few cells, where mistakes lead to inmates either trying to pee on you or hurl poop at your head. A life meter at the bottom right of the screen indicates how well-hidden you are. Of course, since he broke out of the hospital, he's got goons from the project looking for him.Īs far as gameplay goes, you are essentially told to stay in the shadows as much as possible. During the course of the game, you learn that both have roles in something called "The Project," and it's Daniel who left himself clues on how to piece his past back together. You see him in cut scenes but can only hear him during actual gameplay, which leads you to believe he's an entity that resides only in Daniel's mind. The most significant of the other characters is Leo Kasper, who serves as Daniel's guiding voice and companion. During your breakout, you are introduced to the game's core playing elements, as well as some of the characters. It's in the middle of a riot, where there are dead orderlies and assorted nutcases running around, fighting other orderlies. You're put in the nutty shoes of Daniel Lamb, a patient at the Dixmor Hospital for the Criminally Insane. The experience starts out promising enough. This is more like sitting in a dentist's chair or going in for minor surgery - this game hurts. And I'm not talking intensity in terms of Call of Duty 4 or Bioshock, where your heart rate race s with excitement. What shocked me about Manhunt 2 was not its material it was how sloppy it felt, and how intensely straining it was to play. It was probably the nastiest stealth game in existence. Banned in several countries, the original Manhunt became a beacon of curiosity. So it came as no surprise when it moved into that uber-gore/torture-porn area of entertainment with the Manhunt series. Whether it's dealing with heavy, socially relevant material, gameplay innovations or a combination of the two, the company's body of work has always left a mark on those who play its games. Rockstar is known for being one of the edgiest companies in the industry.
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