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Review
By:
J. Michael
Neal |
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Developer: |
High Voltage Software |
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Publisher: |
Vivendi Universal |
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# of Players: |
1-4 |
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Genre: |
Action |
| ESRB: |
Mature |
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Online Play: |
No |
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Accessories: |
Xbox
Live (DL content), In-game Dolby Digital |
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Date Posted: |
1-1-04 |
It’s a wonder how, in this day and age, a game like Hunter: The
Reckoning can still be fun – after years of genre hybrids,
20-minute cut-scenes, and professionally penned stories, there’s
still room for a good old-fashion hack-n-slash beat-um-up on the
gaming palette. Even more remarkable is that, despite its
shallow-as-a-puddle gameplay, Hunter can linger for weeks
without growing stale. Now, High Voltage Software must ask the
question, “How long can we do Hunter games before the
franchise’s lack of depth gets the best of it?” Lucky for us (and
them) the answer is “at least one more round”, as their sequel,
Hunter: The Reckoning - Redeemer, manages to bring a bit more
depth and replayability to the table without watering down the
frenzied pace that made the original king of the bargain bins.
Whether they can prolong the inevitable attention drift a third
time, however, remains to be seen.

How
Hunter was able to make a name for itself in the first place
was the remarkable engine that powered the game; remarkable in that
it could handle dozens of characters on the screen at the same time
without effecting frame rates. Since a beat-um-up of this scale had
never been done before (or at least not this well) the thrill of
fending off twenty adversaries at a time was fresh and intoxicating.
Making life a bit easier against such extreme odds, and also helping
to further differentiate this game from the competition, were
distinctive Super Smash TV-style controls that allowed
players to move in one direction and attack in another, a luxury
usually afforded only to first person shooters. This ability came in
very handy while retreating from a mob of monsters or providing
cover-fire for a friend. Throw in some of the best four-player
cooperative play seen since the days of Hyperstone Heist and
what you had was one stand-out title for anyone seeking an action
fix. And as if all those weren’t enough, the game had a pretty
competent story thanks to the rich background White Wolf’s World of
Darkness universe provided it.
Four “Hunters”, or humans “imbued” with the gift to see the true
nature of the evil all around us and compelled to fight it, were
joined together by fate in Ashcroft, a depressed former industrial
town on the edge of Hell, to cleanse it of 50 years of demons which
used the city, and its cruel penitentiary, as a cattle ranch. As par
the pen and paper role-playing game Hunter: The Reckoning is
based on, each Hunter has his or her own “Creed” which is linked to
their personality and background – there is Father Esteban, the
“Judge” and sage-like leader of the rag-tag group; there’s the
“Defender”, Samantha, a former detective who grew up fending bullies
off the weak; Kassandra, the “Martyr” who must appear like an
incompetent, ne'er-do-well brat to her wealthy parents so she can
keep up her raver by day, Hunter by night lifestyle; and “Deuce”,
the loveable biker cum “Avenger” who turned to a life of thuggery
after witnessing his mother’s murder at the age of 14. There
personality differences were also illustrated in their stats, which
followed the typical gaming logic of the large male being slow, but
strong, the small female being fast, but weak, and so on. Each
Hunter also possessed a unique melee and ranged weapon, as well as
special “Edge” abilities, acting as the game’s magic attacks,
fitting to their particular Creed.
Redeemer too has a fairly
respectable story, uncommon for a game of this type. It picks up ten
years after the events of the first game with the Hunters being
mysteriously drawn to the town of Ashcroft once more. However,
things have changed since their last stay – the Genefex Corporation
has set up shop, transforming the Ashcroft from a bombed-out ghetto
into a shining example of urban renewal. One reason for the
turn-around is Genefex’s CEO/fellow Hunter Lucien has waged a
one-man (and his billion dollar backed paramilitary group) war
against every Vampire, Werewolf, and Rot within a 100-mile radius.
You will soon discover that this situation isn’t as black and white
as it may first appear and will eventually find your allegiances
lying with an unusual party.
Joining the original four playable characters is Kaylie, the
“Redeemer”, who you may remember if you completed the first
Hunter. She was the little girl you saved from a giant,
rampaging teddy bear near the middle of the game. Well, she’s all
Imbued now and growing into a fine young woman under the guidance
and training of Father Esteban, who has become like a father to her
now that her parents are gone (they weren’t fortunate enough to be
spared from the bear’s wrath). Aside from providing a new (and very
well-balanced) Hunter to choose from, she’ll also feature
prominently in the story, as her quest for a “nonviolent solution”
to the monster problem will be the catalyst for the story arch.
Kaylie isn’t the only addition in Redeemer, however. Not only
has the weapons arsenal has been expanded to 40, and Edge attacks to
15, but also new ammunition upgrades can be equipped to your
standard ranged weapons to add special attributes for a short period
of time, like combustion and paralytic rounds. These, of course,
complement the Glyph power-ups scattered across the levels, which
endow your character with special abilities like increased speed and
extra health for a limited time. Don’t worry, all this firepower
won’t go to waste – as many as 30 creatures can attack at a time,
with the game boasting some 10,000 monsters to vanquish from start
to finish.
As
you can imagine, often killing everything is just not an option.
Cutting a path to safety may be your best bet, and because of that,
Hunter has an unusual feel. It’s not a “horror” title by any
stretch of the imagination, but it definitely has the feel of
“zombie apocalypse” movies in which getting from point A to point B
alive requires just as much running as it does fighting. It’s that
feeling of being surrounded, pinned down, and outnumbered that
movies like Dawn of the Dead captured so brilliantly. Only
this time, you’re armed well enough to make it reverse the
situation.
You
can also enlist the help of some friends, with four-player support
remaining the highlight of the series; and you will definitely want
to bring some friends along. This game was made to be a four-player
experience. Each Hunter has his or her specific stats, weapons, and
Edges, and they all compliment one another. It is only when they are
all working together (the slow but strong character, the fast but
weak character, the ranged expert, the melee expert, the offensive
Edge user, the defensive Edge user) that the gameplay truly opens up
and the tides can be turned in your favor.
The
only problem is the tide can be turned a little too well, if you
know what I mean. The more people you have playing with you, the
easier the game gets. That’s because the number of enemies that
attack at any given situation does not increase depending on how
many people are playing. Say in the single player game you reach an
area in which six zombies shamble from off-screen to feast upon your
delicious man-flesh, in a cooperative game those same six zombies
will appear. This may not seem like much, but six against four isn’t
as difficult as six against one. That wonderful feeling of being
painfully outnumber is often lost because of this. I say a ratio of
at least four enemies for every one-player character should be kept
at all times. The game can certainly handle the workload. I think it
wouldn’t have been too much to ask for a simple line of code to
scale the number of creatures on screen at any given situation
depending on how many players are present, especially considering
how easy the game is even by ones lonesome.
Even on the highest difficulty setting this game is entirely too
easy, with only bosses providing any sort of real challenge; and
even they are basically ordinary creatures with exorbitant amounts
of health, requiring no pattern memorization or special feats like
typical bosses do. The game gives too many advantages to players;
not only do fallen enemies drop constant health and energy refills,
but number of bonus lives given at the end of each level is obscene
– by the time I reached the end boss on my first run-through I had
amassed 70-some-odd lives and had only died a handful of times, so
even though he was a bugger I had more than enough continues to
throw away. On top of that, your basic ranged weapon has unlimited
ammo and finite secondary weapons are everywhere, so rationing isn’t
really an issue. There’s nothing wrong with a hack-n-slash game of
this kind being a bit easy, with enemies being little more than
cannon fodder, as I do enjoy running around like an idiot mowing
through crowds of monsters like it’s no tomorrow; but I think the
option of a real kick-you-in-your-ass difficultly level should be
present, especially for parties of four looking for a real good
time.
Of
course being easy also translates into being “short”, but that never
hinders Redeemer. First of all, who wants to play a 30-hour
beat-um-up? Not me, that’s for sure. Three or four hours a pop at
twenty levels is enough for me, thanks. And second, there is plenty
of incentive to take this puppy for a free play-throughs, and a
daunting length would definitely discourage that. Not only are there
goodies to unlock, including downloadable customs, playable
monsters, and DVD style extras, but also an experience system that
builds like any action-RPG and carries over from game to game,
accruing to unleash longer and more powerful combos, higher capacity
magazines and faster fire rates for your standard ranged weapon, and
new or enhanced Edges. This was a pretty wise inclusion, as nothing
gives meaning to your every action and completists reason to play
through with multiple characters like gaining experience from every
action; that and hidden characters that can only be unlocked by
completely maxing out a Hunter.
However, playing through the game is a thoroughly enjoyable
experience regardless of the extra incentives. If you were ever a
fan of mindless maiming you’ll love what High Voltage has done with
the concept, even if you think you had your fill of the first game.
The Hunter license still has some life in it yet, even if the
World of Darkness is coming to an end, and for this Redeemer
is worth checking out. It’s the kind of old-school, twitchy, instant
fix veterans of the Golden Age can’t do without. Hell, Streets of
Rage II doesn’t have much depth when you think about it, or
Contra, or Strider, or Golden Axe, but the same
reason you trudged through those games countless times is the same
reason you’ll play Hunter: The Reckoning - Redeemer time and
time again – because it’s simple, basic fun.
If
you are too far removed from your gaming heritage to enjoy this kind
of game, on the other hand, you may be disappointed. Hunter: The
Reckoning: Redeemer is pure hack-n-slash, pure run-n-gun, and if
you can’t appreciate a game like
Contra: Shattered Soldier or
The Lord of the Rings: The Return of the King even the
experience system won’t fool you into seeing depth where there is
none. For the most part levels are nothing more than “get from point
A to point B alive” with the only variety coming from the occasional
escort mission, rescue mission, or find the key. If you feel like
you are beyond this sort of simplicity, you might want to wait for
something with a few more role-playing elements like Baldur’s
Gate: Dark Alliance II, Champions of Norrath, or
Fallout: Brotherhood of Steel.
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