Jeuxactu.com - April 27th 2007
 

EXCLUSIVE: Manhunt 2

This article is translated from French.

Is Daniel Lamb, like the hero of 1984 before him, returned account that if one clings to the truth, even against the whole world, one is not insane? Nothing is less sure, so much this new hero with the very dark prospects devotes to a lunatic climbing violence. Welcome in Manhunt 2, new the snuff game of the authors of AWG.

Depression, paranoia, madness, the exploration of the mental deviance shows the possibility for scenaristic and ludic possibilities alas well too seldom exploited. Always with the mounting of the master stroke, always prompt to create the polemic, Rockstar forms part of the rare studios which do not have of cease to put in scene seriously crashed to pieces characters of the bulb, the degenerate in power. Series of the AWG with Red Dead Revolver, the studio constituted a beautiful stock of marginal déglingués, all goods for a stay of long duration between the high walls of an insulated psychiatric hospital.

The Madness of the Men

It is in an establishment of this kind that Manhunt 2 begins. Finished the glamour of the spotlights, finished the notoriety easily acquired under the eye of the cameras, this continuation gives up the grounds of the snuff movie of the extreme to follow the bloody track of Daniel Lamb. Researcher of talent, this one found himself embarked in a psychological project step very Net, including experiments on human patients that the military junta Argentinian itself would have considered to be cruel. Released by all after an accident of too, Dany is sent to the green... in the specialized institute where its guinea-pigs are retained. Locked up not to balance truths responsible for the scientific fiasco in which it took part, moron of drugs, Dany lose slowly but surely the pedals. Until the day when the lightning falls down on Dixmor Hospital, decontaminating for a few moments all the system of safety, offering a single opportunity to him to flee the hell after six years of captivity... and to find those which banished it.

Launched with the continuation of his/her friends of yesterday and its memories, Dany is left gradually consumed by the fire of revenge. Driven back, constrained to kill not to be killed, it starts however carefully, moving furtively in the corridors in prey with the chaos of the institute. Not question of attacking frontally, the male nurses who try to contain the brutality of the released patients do not make in lace and strike as the rough ones all that carries the green blouse of the internees. The other patients also represent a threat for your hero: some will throw on you, others, remained confined, will howl if they see you circulating with your own way, and will thus alert all the vicinity. Nearer to Splinter Cell than of MGS in its design of the infiltration, although apparently linear, Manhunt 2 fact of the best shades your allied. A gauge of luminosity enables you to evaluate the risks which you run at the time of your displacements while a radar, posting the state of alert and the angle of vision of your enemies facilitates a little the task to you. A little only, because to dissimulate you in the black will not always save you the setting. Perspicacious, all those which want some with your skin will be able to distinguish your silhouette among the shades and will then be tempted to approach you précautionneusement. If you hold your position until they are with range of your musculeux arms, Quick Time Event will enable you to neutralize them. If you are not fast enough, you will be made eject without care of your cushy job and you will not have any more but to run far from the danger or to beat you with the body with body.

Worse Engore

Of an approach a priori élitiste than its famous predecessor, this second opus, who is used as gallop of test with coldly hatched the London studio of Rockstar, quickly plunges you in the wild action. If you do not fight (during the first levels) with the rifle of attack, the combat which you will deliver against isolated individuals will not be less brutal, quite to the contrary. Under its false airs of intellectual to the glance a little too vitreous, Dany is nothing less than one barbarian, who massacres more than it does not assassinate. As in the first episode, you will progress while taking by surprise, and behind, all that passes to your range. The more you remain a long time in the back of your adversary before carrying the fatal blow, plus this one will be violent, and this more especially as the toys with which you exempt death are as rough as létaux. Placed in your hands, a syringe or a pen is transformed into instruments of enucleation, a beater becomes the ideal tool to pulverize, in the literal sense of the term, a cranium. Small bloody innovation, you can from now on use your environment to kill. Here, a telephone will enable you to give a mortal phone call to a too talkative caretaker; there, you will put a guard at the current of your psychiatric liability by sticking the mug to him on a case high voltage. Settings with dead all more abominable ones than the others, put in scene with a bad unquestionable taste by developers which spare more the PS2 than our small significant hearts. Using these usual working tools, Rockstar does not push the honourable console of Sony in these last cuttings off, preferring to play on the grain of the image, very worked, rather than to add greedy effects in all the directions. The framework, all in glaucous environments, of the sinister hospital to sordid lanes while passing by a hotel seedy character, does not lend itself in any event not to a technological demonstration. And the objective of Manhunt 2 is less to put full the mince-pies of them to you to turn over you the tripe. Prepare your buckets, the summer will be dirtying.

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