Manhunt (series) - Overview

Overview

The individual stages of each Manhunt installment are typically referred to in a way that relates to the game's plot. In the first game, stages are called "scenes," which relates to the snuff film in which the protagonist is forced to participate. In the second game, stages are called "episodes," relating to the mental state and experiences of the protagonist, an escaped mental patient. In this vein, the gameplay itself in Manhunt 2 is referred to as "treatment" (for example, instead of a "Load Game" option from the main menu, the option is "Continue Treatment"). Players survive the stages by dispatching enemies occasionally with firearms, but primarily by stealthly executing them, often in bloody over-the-top ways. In order to carry out executions, the player must approach an enemy from behind, undetected. To facilitate this, each stage in both games are full of "dark spots" (shadows where the player can hide). Enemies cannot see into the shadows (unless they see the player actually entering the area). A standard technique in both games is to hide in the shadows and tap a wall to attract the attention of a nearby enemy. When he has examined the area and is moving away, the player can emerge from the shadows behind him, and execute him.

In the first game, at the end of each scene, the player is graded based on their performance, and awarded one to five stars. Unlockable content becomes available only when the player achieves three or more stars on a certain number of levels. On normal difficulty (called "Fetish"), the player can earn only four stars; one is awarded for completing the scene under a certain amount of time, and one to three stars are awarded based on the brutality of the executions carried out during the scene. On hard difficulty (called "Hardcore"), the player is graded out of five stars; one for speed, one to three for brutality and one for simply completing the scene. To gain the maximum number of stars, a set number of particularly brutal executions must be carried out over the course of each scene; face-to-face fighting does not award stars. The rating system was dropped from the sequel.

Both games feature three 'levels' of execution, with each level progressively more violent and graphic than the last. Level 1 executions are quick and not very bloody, Level 2 are considerably more gory, and Level 3 are over-the-top blood-soaked murders. The player him/herself is entirely in control of which level they use; once the player has locked onto an enemy, the lock-on reticule changes color over time to indicate the level; white (level 1), yellow (level 2), and, finally, red (level 3). As an example, in the first game, if using the plastic bag, a level 1 kill involves the player simply using the bag to suffocate the enemy. A level 2 kill involves him placing the bag over the enemy's head and kneeing them repeatedly in the face. A level 3 kill sees him strangle the enemy and turn them around to punch them in the face, whilst the enemy struggles to free himself and gasps for air. Eventually, he snaps the enemy's neck. For the sequel, although the basic gameplay remained the same, numerous changes were made to the mechanics. For example, players were given more choices in terms of executing enemies. As well as the three levels of execution per weapon, plays could now use firearms for executions. Two further additions to the execution system were "environmental executions" whereby the play could use elements of the game world (such as manhole covers, telephones, fuse boxes, toilets etc) to eliminate opponents, and "jump executions" whereby players can attack enemies from above by leaping off a ledge.

The shadow system in the second game was also tweaked. In Manhunt, unless a hunter saw a player enter a shadow area, he would be unable to detect the player within it. In Manhunt 2 however, enemy AI was expanded, with some enemies more vigilant than others. When hiding in the shadows, if an enemy investigates the area, the player may have to mimic a combination of buttons or motions (similar to that of a quick time event), in order to regulate the character's breathing so as to ensure that he remains calm and undetected. In the Wii version, the player must hold the controller completely still. In the PC version, the player must keep the cursor inside an on-screen circle. Climbing and crawling were also added to the game to increase the sense of exploration. Another new feature was the ability to smash lights so as to create extra pockets of shadow.

Over the course of both games, the player can use a wide variety of weapons, including plastic bags, baseball bats, crowbars and a variety of bladed items. Later, firearms become available in each game. If the player is running low on health, painkillers are available throughout each stage. In the first game, the player also had a stamina meter which depletes as he sprints, but automatically replenishes when he stands still.

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