Hunter: The Reckoning�Redeemer

  • by Pong Sifu
  • October 28, 2003 00:00 AM PST

Gauntlet meets Dawn of the Dead in Vivendi Universal's Hunter: The Reckoning�Redeemer.

Gun-toting, sword-swinging, spell-casting monster stalkers wage a genocidal campaign against zombies, werewolves, projectile-vomiting teddy bears, and a satanic Santa Claus in this fast-paced and violence-laden sequel to Hunter: The Reckoning. Like its prequel, this top-down shooter/slasher was designed as a four-player game, and as such, it kills. Playing with three other people is a frantic blast, and you�ll find that the different characters balance out each others� strengths and weaknesses well. Go solo, and you may find the hunt wan and repetitious despite crossed-over RPG conventions (upgradable spells and weapons) that lurk underneath the simplistic structure. Redeemer keeps the accelerated momentum going, though, and when over two dozen monsters swarm the screen to gang up on you, it extends itself past most hack-n-slash fare into a chaotic horror holocaust fueled by blisteringly paced riffs of sword slices, flying limbs, shotgun blasts, and geysers of arterial spray.

Beneath the Remains
If you liked last year�s Reckoning enough to flip for the sequel, you�ll be treated to differences like a new story line, a faster pace, new weapons, downloadable content, and new playable characters, including unlockable monsters. The thumbstick-centric control scheme is identical to the first game�s, and while pulling the right trigger to fire ranged weapons feels natural, using it to pull off quick, combo-intensive melee attacks is a bit more difficult.

Morbid Visions
Redeemer�s graphics and sound design are mixed bags. Slick, detailed visuals are marred by inane camera work, and while the creature, explosion, and limb-whacking sound effects are all boffo, developer High Voltage should have jettisoned the dance beats and synthetic guitar strains for something more along the lines of Slayer. In all, Redeemer is a fun if empty ride.

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