Reviewed
01.02.2005
Publisher
Sega
Developer
Amuze
Format
1x
DVD
Origin
Import
/ Domestic
Available
Q3-4,
2004 (USA)
Exclusive
No
Difficulty
Adjustable
Dimensions
3D
View
3rd
Person
Genre
Action
/ Adventure
Player(s)
1
Options
Backup
Vibration
Requires
n/a
Importable
n/a |
Intro |
> Enter Headhunter Redemption, Sega's latest
attempt at winning the hearts and minds of mainstream gamers (action games
can't be any more mainstream -- our self-destructive nature demands that
we blow things up with guns the size of cannons) and Amuze's
second attempt at making a name for themselves. The original Headhunter
was released in the dying days of the Dreamcast
in Europe but never made the trip to America until the game was converted
to the Playstation 2
not long after where it was underrated by more than a few gamers. When
the lifespan of the Dreamcast was tragically cut short by
forces beyond Sega's control, Sega quickly
started salvaging what it could. There's no denying that Headhunter
was a great third person Action/Adventure game with visuals that rivaled
almost anything else on the market at the time of its release, and one
that had a very memorable orchestral musical score. The gameplay of Headhunter
is actually a hybrid of other games. That's why accusing it of being a
clone isn't the fairest of accusations. The combat of Winback
meets the stealth of Metal Gear Solid which meets the puzzles
of Resident Evil to amount to a gaming experience more than
worthy of your time. Throw in some motorcycle missions and you have a recipe
for fun. Although the game was quite linear, the story alone was almost
compelling enough to keep players hooked to the very end.
> Metal Gear Solid didn't single-handedly define the entire
stealth genre. If we're in the business of giving credit where credit is
due then we must also give Tenchu and Thief: The Dark
Project the credit they deserve for having a hand in defining it
too. So what's my point? My point is MGS received far more
recognition because it was a far more marketable concept thanks to its
military theme. Deny that all you want. Headhunter: Redemption
*isn't* a stealth game per se, so no one should even try to compare it
to MGS as if it's some kind of wannabe. It focuses less on
stealth than the first game and more on combat, meaning all comparisons
should be thrown out the window. The question we need to ask is: does Headhunter
2 have all the ingredients necessary to win over mass market gamers?
Amuze
have clearly made changes to Headhunter's winning gameplay,
but whether or not they are changes for the better or for the worse is
in the eye of beholder. As far as third person shooters go, this game isn't
bad, even if it doesn't remain entirely true to the original game.
> Headhunter: Redemption was released for both the Playstation
2 and Xbox to maximize
potential sales. I believe this was a good move for Sega
for no other reason than because many Sega fans migrated
to the Xbox after the early demise of the Dreamcast.
God knows why, but most of Sega's Xbox games have suffered
from lackluster sales even though many of them deserved to sell many more
copies than they ultimately did, which, needless to say, is unfortunate
for both Sega and Xbox Sega fans. That combined
with the fact that the Xbox is virtually non-existent in
Japan hasn't given Sega (of Japan) much encouragement to
support it with exclusive titles (it's simply not worth their time in many
cases). Truth be told, very few games companies can actually afford to
support either the GameCube
or Xbox with exclusive games when the PS2 owns the
largest share of the market. This has repercussions which I'll explain
further below in this review.
> Headhunter: Redemption is set 20 long years after the events
of the first game in a time when human civilization is still recovering
from the outbreak of the Bloody Mary virus. This virus, which originated
from the Bio-tech labs, swept across the world, killing all in its path.
The Stern cooperation headed by Angela Stern eventually mass produced a
vaccine (courtesy of an antidote Jack Wade and Angela acquired in the first
game) to stem the tide of the killer virus, but the damage had already
been done. After millions died chaos quickly followed with only a few headhunters
to bring order back to the world reeling from ever-mounting problems. And
as if a killer virus and anarchy weren't enough, an earthquake surged through
the city-setting of the original game, ripping the ground apart and causing
skyscrapers to collapse under their own weight. The old city was torn apart
into two distinct areas: "Above", is a new city built upon the ruins of
the old one, and "Below" consists of subterranean caverns housing colonies
built out of the remnants of the old city populated by the new city's criminals
and other unproductive members of society now serving out the rest of their
lives as worker drones for the people of "Above". Naturally, not everyone
wishes to live by the rules that govern the new world, and that alone has
earned "Above" the wrath of an opposition group aptly named "the Opposition",
which recruits people from "Below" looking for a way to escape. To maintain
order, freelance bounty hunters known as headhunters are in higher demand
now more than ever. Jack Wade, ex-cop turned headhunter and the hero of
the first game, is still one of the best headhunters in the business, hunting
down criminals and migs (migrants) who have escaped from "Below" wherever
they run or hide, and he has the battle scars to prove it. However, Jack
Wade is a man cursed with misfortune. The loss of his son (a son who was
mothered by Angela Stern, a controllable character from the first game)
has left far deeper emotional scars that never stop coming back to haunt
him. Hardened by years of experience, Jack Wade is more than prepared to
face whatever life has to throw at him.
> The game starts with a flashback from Jack's past in which he saves a
young girl from certain death at the hands of her own father. After the
brief trip down memory lane, an older Jack intercepts a young woman who
calls herself Leeza X after she has broken into a building. He immediately
recognizes the pendant she's wearing around her neck and decides to offer
her a position by his side as a trainee headhunter instead of bringing
her to justice for what appears to be data theft. To Jack's amazement,
Leeza is a little uncooperative at first, but being the good man that he
is deep down, Jack doesn't hesitate to knock her unconscious and drag her
back to his place for her own protection. And thus, they form a partnership
that starts with them battling through a battered sci-fi world and ends
in them both confronting their past as they work towards redeeming a world
that has lost its way... |
Graphics |
> I was hoping this wouldn't happen, but it appears that the Xbox
version of Headhunter: Redemption is more or less identical
to the Playstation 2 version, which highlights another of
the games industry's many injustices. Because many multi-platform games
are developed with the PS2 in mind first, they fail to reach
their full potential on other consoles. It's cheaper to cater to the lowest
common denominator of course, but if that means the PS2 is
going to hold games back, then I'm not sure it's a price anyone should
pay. I remember when PS2 owners complained about the original
Headhunter
being a mere port of a game developed for "inferior hardware" as if the
Dreamcast
was vastly inferior or something, which is a lie (lest we forget, the Dreamcast
and PS2 are quite evenly matched when taking into consideration
the DC's extra texture RAM and built-in support for full-screen
anti-aliasing). Now I'm going to return the favor. Compared to the Xbox,
the PS2 *is* vastly inferior. While Headhunter: Redemption's
graphics really stand out from the crowd on the PS2, they
fall short of the graphical splendor of many Xbox games.
> Nevertheless, I should praise the graphics for being above and beyond
what we saw in the original Headhunter, which boasted excellent
visuals for its time. Playstation 2 owners certainly have
no right to complain about the quality of this game's visuals. No right
at all. Basically, the graphics are great for the PS2 (if
this game isn't a visually impressive PS2 game, then neither
is Devil May Cry), but lose marks on the Xbox
because we all know Microsoft's console is capable of achieving
things the PS2 can only dream of. Having said that, the Xbox
version is slightly better with smoother polygon edges (giving it a cleaner
look), slightly nicer lighting effects, as well as an augmented frame rate.
In the end, however, that's a difference that makes no real difference;
you might not be able to spot the differences between the two versions
at first glance. Of course, you really need to see the game in motion to
fully appreciate the graphics.
> Unlike the original Headhunter, which treated us to some
jaw-dropping cinematic sequences, most of the cutscenes in the sequel seem
to break away from tradition by using the game's in-game graphics engine.
The 3D character models look like they belong in CGI sequences though with
detailed facial expressions and perfectly-timed lip-synching, so I'm not
complaining. The enemies you face look futuristic, as expected. Early in
the game you fight masked migrants from "Below" and later you run into
robotic spiders that become bigger as you progress, as well as automated
machine gun and rocket turrets. None of these enemies look out of place
in their respective environments. The mere sight of some of the later enemies
may even tempt you to run away (Jack's final boss springs to mind). Even
if they don't move with motion captured grace, the animation for all characters
is respectable. Characters cast shadows that move with them in real time
to bring the game up to today's standards, too
> The graphics are a lot darker than those of the first game, which should
come as no surprise considering the setting of the game. None of the locations
are particularly original, as we've seen these types of settings many times
before. Does that mean this game isn't worth your time or that the areas
are any less visually impressive? No and no. You battle from one solid,
detailed and appropriately dark area (especially the "Below" areas) to
the next. This game also has its fair share of spectacular special effects
such as electrical surges, and flames shooting out of pipes. The weapon
explosions are nice but could've been more fiery IMO. There's a subtle
haze permeating some areas like a foggy pollutant giving them a faint glow.
It actually lends a helping hand in building up the dark atmosphere. |
Control |
> The controls can seem quite overwhelming at first, which necessarily
means it will take some time to adjust to them to a point where controlling
your character becomes second nature. The third person view shouldn't give
anyone any cause for alarm, as any third person camera issues can be solved
with a touch of a button after which the camera repositions itself behind
and above the character you're currently controlling. Sneaking can pose
a problem because when you approach a wall while attempting to sneak, you'll
hug it. This can be both good and bad depending on your current situation.
Holding the right trigger button automatically aims forward (the camera
will always swing around to look ahead of you) where a targeting recticle
will appear over an enemy if one happens to be nearby. Pressing the right
stick in whatever direction you see fit will switch between targets. Pressing
and/or holding the A button will shoot, making the firing controls easy
to master. Many people seemed to complain about the gun recticle/cross-hair
used in this game to aim mainly because it circles around erratically as
Leeza fixes her sights on a target. The aiming recticle gradually locks
onto a target for an accurate shot, but if you lose sight of a target,
the recticle has to go through the whole slow process of locking onto the
target again. Gamers may find this more frustrating than anything else.
While the recticle is moving erratically all over the place you're just
as likely to miss as you are to hit (unless you time your shots). You'd
think that this was because Leeza was a rookie who still needs practice
to perfect her aim, meaning her aim wouldn't be the best in the world at
the start of the game, but Jack's aim suffers from the same problem. Recoil
from gunfire also causes your aim to veer off-target, leading you further
into the realm of frustration. As you progress Leeza will eventually find
laser sight upgrades for certain guns to alleviate this problem. Afterwards,
Leeza's aim becomes steadier and she locks onto a target (moving or otherwise)
noticeably faster. These are the main stumbling blocks. Once you've adapted
to the control scheme a good game awaits; don't be deterred.
> Hugging a wall to stare around a corner is still here. When peering around
corners you can lock onto a target without them necessarily noticing or
firing back. Of course, darting back and forth around a corner while firing
is as fun as ever (needless to say, walls serve as the perfect shields
to protect you from incoming fire). Wall hugging isn't just essential for
peering around corners - you'll have to walk across narrow ledges every
now and then too. The camera can also be moved around to gain a better
view of the scenery above and below. Not only does this feature give you
the opportunity to truly appreciate your surroundings, but it ensures that
you're never blind to whatever might lie in your path when climbing ladders.
Leeza and Jack can roll which comes in handy when the time comes to move
through moving lasers and electrical currents or quickly move out of harm's
way. Leeza can even perform a cartwheel while aiming to avoid incoming
fire. All in all, both characters have quite a few moves at their disposal.
Leeza and Jack can also collect a wide range of weapons to help you clear
a path to the end of the game such as machine guns, grenades and mines
(not to mention the usual shotguns and rocket launchers found in any other
third person shooter). It should also be noted that you can save at any
time, but not anywhere, because the game will save your progress whenever
and wherever you reached a checkpoint.
> Unlike the first game where the sunglasses Jack wore were worn for no
other reason than vanity purposes, they have a more practical purpose in
this outing. They serve as a scanner called IRIS, a combat computer (the
same computer that does your aiming), which when used switches to a first
person view. You sometimes need to use your IRIS scanner to scan the environment
to locate interactive objects. For instance, you might need to scan the
padlocks on a gate before they can be targeted for destruction, or you
may need to scan the surface of a nearby wall in order to find a weak spot
that can be obliterated with an explosive. Later, an enhanced vision mode
becomes available in which you can see enemies behind walls and spot objects
that would otherwise be invisible to the naked eye (like laser fences and
proximity mines). The best new feature is the code breaker software. Certain
doors will require access codes that need to be bypassed before being permitted
to reach your next destination. The codebreaker will break these codes
after you've competed a mild puzzle that involves guessing the next sequence
in a pattern. |
Sound |
> The game has an orchestral sound track that almost lives up to the standard
set by this game's predecessor. The music changes whenever you engage an
enemy in combat to intensify the on-screen action. I loved the original
Headhunter's
soundtrack because of its heavy use of instruments like violins to carry
the mood. To that end, Redemption's soundtrack definitely
has its moments too (there are even one or two remixed tunes from the first
game to bring back memories). Richard Jacques knows how to compose great
music. That's all there needs to be said on the matter.
> The voice acting is far from bad. Jack Wade uses the same voice actor
as the original game (James Livingstone), but Jack's voice has become gruffer
and more gravely with age, which is something you'll notice when you see
him as a young man in the introduction sequence when he saves a young Leeza
from death, and later when he apprehends Leeza as an adult. Although the
voice acting sounds realistic enough to be convincing (that is to say,
the voice actors spoke their lines convincingly), the characters themselves
might not qualify for a place in your fondest memories. Jack sounds like
he's trying to do a Clint Eastwood impression while Leeza's voice is spirited
and cocky. She has more in common with a teenager who still has some growing
up to do than anything else. Players will have to be the judge of the quality
of the voice acting.
> Sound effects are crystal clear. Bullets explode out of your guns and
the rest of the game's sound effects sound more than appropriate. In some
of the "Below" areas you're bombarded with weird futuristic advertisements
that always manage to make me laugh. |
Fun |
> On the downside, there are no virtual reality missions and no bike sections.
I can honestly say that I missed both. The game lays out a pretty linear
path for you to follow all on foot (in the form of one mission after another)
which is a step backwards, not forwards. Combat seems to be the main focus
now as well (stealth is not always an option). You are left with no choice
except to run into a hostile situation with your guns blazing in the majority
of cases. You just have to stay out of harm's way in the process. On the
upside, this game is a lot longer than the first game with many more puzzles
to keep you occupied. When you're not dodging surges of electricity you'll
be avoiding moving laser beams (the invisible laser fences I loved from
the first game are back with a vengeance as well). And when you're not
hacking into computers and solving mild math puzzles, among other hand-eye
coordination puzzles (generally involving the player pressing the right
commands seen on-screen in the right order in the time allotted), you will
be finding passwords, scanning the environments for destructible/moveable
objects, and replacing battery fuses etc. On top of that, you'll occasionally
do some jumping, climbing and hanging/scaling to travel from one place
to the next. The fun isn't limited to mindless violence.
> I won't lie, the shaky targeting recticle has the potential to ruin this
game for anyone. If you can see past this, though, you may find a gem beneath.
You may even view the targeting controls as all part of the fun. If pumping
people full of bullets and blowing things up while avoiding bullets with
your name on them isn't fun, then I don't know what is. The generic enemies
benefit from good AI directing them to swarm you from all angles and even
take cover in the middle of a firefight, which provides a nice challenge,
and there are some challenging bosses who really test your dexterity to
overcome. You'll play as Leeza for the first half of the game (a rookie
headhunter with an attitude problem) with Jack only entering events on
a few occasions to move the plot forward, and the self-same Jack for most
of the second half. To say that Leeza is rebellious would be an understatement;
she blindly follows her instincts wherever they lead her, even if they
lead her into trouble. Jack (the real hero of the game) is far more serious
and far less reckless than Leeza. Jack also has a rather grim sense of
humor that endeared me to his point of view, and seeing how he changed
over time is a nice bonus for fans of the first game who were eager to
know what became of him (since he aged realistically). I actually wonder
why we didn't play as Jack for the majority of the game. Maybe Amuze
felt that a young curvaceous female lead character trapped in a tight shirt
would resonate with mainstream gamers more than the witty hero of the first
game. I don't know. On second thoughts, should I be so quick to criticize?
I liked the twists in the story and the cutscenes do a great job of telling
that story. Players might be frustrated by some of the long pauses between
plot development, but this is a game, not a movie. The story also becomes
a lot more engaging towards the end because your motivations become clearer.
> Amuze should have made Headhunter 2 less
linear than the original game instead of more linear. Maybe they will keep
that in mind for Headhunter 3 if Sega ever
gives it the greenlight. A part of me finds nothing wrong with Amuze
trying to take the old gameplay in a new direction, but the rest of me
wishes that they had expanded on the gameplay of the original Headhunter
rather than change the winning formula. Imagine how the bike sections found
in the original Headhunter could have been improved. Amuze
could've included riding gun battles, car chases etc. The possibilities
are endless. This is what I call a missed opportunity. *Sigh*. |
Bottom
Line |
> Just imagine the first Headhunter but without the virtual
reality missions, and without the bike sections (removing the illusion
of a non-linear game), less stealth, more combat, more puzzles, potentially
frustrating controls, and enhanced graphics. Do the positives outweigh
the negatives? That's a matter of opinion. While not quite as good as the
original Headhunter, Headhunter: Redemption
is not as bad as many reviewers claim it is. Regardless, the game will
still provide many hours of action for fans of this already crowded genre.
The good graphics (by PS2 as opposed to Xbox
standards), music and story save this game from being a complete waste
of time. Fans of the original Headhunter in particular and
Action/Adventure games in general might find this game a worthwhile purchase
(I suspect that fans of the original game will either enjoy or hate the
sequel the most). It's certainly worth buying if you can find a cheap copy.
It seems that all of the media outlets online gave this game poor reviews
even though both the graphics and music in the game are noteworthy. Doesn't
that count for anything? Maybe I just haven't played enough games like
this to know what an "average" game is when I see one. I enjoyed Headhunter
2 for what it was (a linear story-driven third person shooter),
and that's all that matters in the end. Once you weigh the game's strengths
against its weaknesses, it turns out to be just above average with enough
unique elements to set it apart from other games in its genre. |
Ratings |
Overall:
8.0 | Graphics: 9.0 | Control: 7.0 | Sound: 8.5 | Fun: 7.5 |
~
Geoffrey Duke ~
|