Intro
And here we have another entry into the more-successful-as-a-game Hunter:
The Reckoning franchise, this time on the Playstation 2. For those not acquainted
with the paper and pencil role playing game, it's essentially based around a group
of heroes, called Hunters, and their continuing battle versus the undead, or Rots,
using a variety of fun, modern day weapons like grenade launchers and chain-saws
in an alternate reality, present day setting. Hunter: The Reckoning -- Wayward
takes place 2 years after the original game for the Xbox (and later the Gamecube)
and places the Hunters back in the city of Arkady as a new mysterious force has
followed humanity back into the city (read: mysterious force = zombies). And while
the game does feature cooperative play, a variety of weapons and spells, multiple
playable characters, and a full bucket load of unlockables, there's just something
missing -- namely fun. Gameplay: 6/10 Hunter:
The Reckoning -- Wayward is a dungeon crawl, hack 'n slash, blood spattering,
kill-fest unraveling across a variety of quintessential game locations -- city
streets, hospitals, prisons, etc.. Now that sounds like it should be fun right?
Personally, I love slaughtering the vile undead. Man, I hate zombies. But, unfortunately,
no amount of gore and weaponry can save this game from tedium. Starting
the game, the player is given a choice of 4 unique characters, each having a different
class, or, in the Hunter world, Creed. There is the big, slow biker guy (Avenger),
the small, fast raver girl (Martyr), the balanced, hard-as-nails ex-cop (Defender),
and the magic wielding priest (Judge). Each character has access to two kinds
of attacks -- melee and ranged -- and some accompanying magic spells that become
available as experience is earned from killing Rots and completing objectives.
On top of the 4 original characters, several more can also be unlocked by completing
various requirements. One of these, the Wayward, is unlocked in the course of
the game plot and becomes available from there on out. All characters have unique
rankings in convention-adhering stats like strength, speed, and stamina that determine
that character's strengths. While the big, biker guy's melee attack cuts through
zombie like a Ginsu, his magic attacks leave much to be desired. The priest however,
has a slow ranged attack and mediocre melee attack, but devastating magic. Some
characters are better suited for various levels as the conditions change. Melee
attacks have a variety of uses and combos, ranging from the standard 3 hit, to
the jumping attack, to the charging spin move. However, players will soon find
out that the running attacks are by far the most effectual, and really, there's
no reason to use anything else. Run and attack, run and attack, run and attack.
Why are the other attacks even included? Special weapons littered throughout levels
do a lot to help out, I'll never grow tired of shooting automatic shotguns. Unfortunately
ammo runs out, and it's back to the standard weapons. As
characters continue to battle it out, their abilities grow. Magic attacks, or
Edges, are gained by leveling up. Each character can have up to 4 edges, each
having 3 varying strengths. First, a character will have a single edge, then a
second, then the first will get stronger, then a third will be added, and so on,
until each character has 4 possible Edges all at level 3. The problem with the
Edges is that they all seem too weak. By the time the characters have all of their
edges and maximum power, the enemies are so strong that they almost seem ineffectual.
Additionally, they tend to have a bit of recovery during which player characters
can take a crucial hit. Oh, and there's
another thing. For those who have never played a Hunter game before -- they are
hard. Even on easy, playing in cooperative mode, players will often have to backtrack
through earlier levels in order to accumulate enough continues (earned from killing
enemies) to provide for the later levels. It's not that the enemies are individually
tough, but once 10 enemies are attacking from all sides, some with strong ranged
attacks, it is easy to become overwhelmed, even with a variety of weapons available.
Some levels are so tough, that not playing in co-op mode is a death sentence.
This backtracking and difficulty quickly makes Hunter tedious and frustrating.
Some of the enemies' patterns and behavior do nothing to remedy this. About half-way
through the game is an enemy that falls upon initial contact and then immediately
jumps back up, making them impossible to combo to death. So by the time a player
has knocked one down and began working on the next, the enemy will have popped
back up to their feet and attacked from behind. And with the amount of damage
that enemies seem to do, combined with a minimal amount of power ups in higher
difficulties, controllers will be broken out of sheer frustration. The
player's view of the battlefield is the ol' top down perspective. But the camera
turns and bobs and weaves as the player progresses automatically, no matter how
bad the view and no matter how many off screen enemies are shooting, nothing can
be done to fix the camera. Level design is limited to a big space, laid out in
a maze-like fashion populated with spawning enemies. In any given area, the player
has no idea how many enemies will spawn or where, making strategy somewhat difficult.
To compound this, later objectives force players to backtrack through these levels
to find objects strewn across multiple levels. Going through 5 previous levels
while looking for 10 pieces of some magic book thingee that does something that
the plot doesn't really explain, all while enemies spawn and attack, and an unadjustable
camera disorients you just isn't fun--it's annoying. One
bright spot is the insanely challenging boss battles. Each boss will leave players
mad and frustrated, as they are very, very hard. But, each boss also has a weakness,
that once discovered, fells them in seconds. The bosses are graphically large,
and impressive and really do a lot for providing a large, climactic battle that
lets the player know that they have beaten a level.
Graphics: 7.5/10 Graphically, there's not a whole lot going on in
Hunter. With a lot of on-screen enemies, and two player characters, there's not
a whole lot of power left in the PS2 for detail. Resultantly, enemies end up looking
bland. Levels tend to be bland, there's just nothing that stands out. And while
this can be forgiven in the name of so many on-screen enemies, immersion is definitely
sacrificed. But, player characters look great,
and are very fluidly animated with every strike, slice, and shot. Additionally,
the Edges look great, displaying a variety of shiny colors and particle effects
to shred through the baddies. And then there's the blood. There's nothing more
satisfying then seeing the streets run, well, green, with zombie ooze.
Sound:
6/10 Generic metal riffs and *splotch* sounds run amuck. Guns sound accordingly
booming if not a bit distant, and zombies do splat satisfyingly. But nothing stands
out, its just there and serviceable. The voice acting is pretty predictable, sounding
as if they tapped the local soup kitchen for talent. But let's be honest, people
don't play hack 'n slash games for their sound. I just want to hear my zombies
die, and they do -- that's good enough. Control:
9/10 One thing that Hunter does extremely well is utilize a wonderfully designed
and implemented control scheme a bit reminiscent of Smash TV. While the
left analog stick controls movement, the right stick controls where the character
is aiming, allowing for all kinds of neat maneuvers like shooting while walking
backwards, circle strafing, and running forward, with all guns blazing. Attacks
are controlled via the shoulder buttons, and the face buttons are used to choose
weapons and Edge attacks. It's a system that's well thought out and well executed,
the only shortcomings is the timing of combo attacks. Using the shoulder buttons,
it's sometimes difficult to time the combo hits, or stop attacks and reverse directions.
But gamers will find themselves wishing other dungeon crawls would utilize this
scheme, it's that good. Overall:
6/10 I get disappointed when hack 'n slash zombie massacres go sour. So it
saddens me to say that Hunter: The Reckoning -- Wayward is just a bit bland.
Tedious design, easily forgotten levels, pointless objectives, and a frustrating
difficulty unfortunately outweigh the game's bright spots, and will leave a bitter
taste in most gamer's mouth. But fans of the series will likely overlook these
flaws, in which case, multiple unlockables, new characters, and the continuing
saga of Rots and the Hunters who love to kill them will likely please. But for
the average gamer looking for something to satisfy those zombie killing urges,
they would be best suited to look elsewhere. [
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