Headhunter Redemption
Developer: Amuze
Publisher: Sega
Release Date: Out Now
Players: 1
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The first Headhunter was originally released on Dreamcast and was fairly well received in the media and the public. It was then released on PlayStation2 two years ago, and now we have a sequel on the same platform (along with an Xbox version too). When people mention Headhunter, the usual reply would be “Oh yeah, that was the one with the motorbike riding bits in isn’t it? They were cool!” The motorcycle sections were ultimately pointless in the grand scheme of things, but they were fun and broke the action up nicely. Unfortunately, Amuze haven’t put the motorbike sections in the sequel, so instead of expanding on the idea they have removed them completely.

So what we are left with is a third-person action adventure game, much like the original Headhunter. There is now a new character to play with, Leeza X. Jack Wade, the main character, saved her from being murdered by her father when she was a young child in a previous mission, and now she’s turned to crime and is a bit of a rebel. Jack caught up with her, and realized who she was by her necklace, and has now taken her on and wants to train her up to be a fully-fledged Headhunter.

The story is set twenty years after the original game, and the World has changed much since then. There has been a rather nasty virus which was taken out many of the population, and the remaining people were then treated to an earthquake which split the population into two groups, The ‘Above’ (where normal, nice people live), and ‘Below’, where criminals and nutters live. ‘The Opposition’, a terrorist group has emerged from abroad and is trying to cause some trouble. They have convinced the people of ‘Below’ to assist them in taking over the ‘Above’ people. The Robocop-style TV-news intro outlines the plot in HHR's slightly disturbing near-future setting.

You begin playing the game with Leeza X in a basic training level, and it soon becomes apparent how unusual, and quite incredibly frustrating the controls, and more importantly, the auto-aiming is. In fact, calling it auto-aiming isn’t quite true, because instead of assisting you to lock-on an enemy like you can in Psi-ops, or Metal Gear Solid for example, the aiming system actually hinders you more than you could believe, as it takes a few seconds before it locks on – in the mean time your arm and aim is waving around like a deranged monkey trying to pick off some energy from the enemy as the cross-hair sways past their body.

Naturally enough the enemy characters are constantly firing at you, so you have to do little cartwheels and commando rolls to evade the enemy bullets, before you can lock-on (because doing gymnastics like that would naturally help you aim a weapon on an enemy). I am not sure the reasons behind why the designer thought this was a good idea, because, really it's not. At times it certainly looks cool but due to the flighty controls and aiming it will just as often look comical. It was annoying on Dreamcast with only one analog stick, but now, in the age in which third-person adventure games as good as Prince of Persia exist, having hindrances like this in games simply won't cut it. Even using the Metal Gear Solid borrowed move - leaning against walls and peeking out and shooting around corners presents problems; again your aim is hovering around the enemy trying to lock-on, whilst the enemy is firing bullets accurately into you as you stand there, and at the same time the camera might have decided to not show you the enemy, so you can’t see where they are anymore.

Amazingly enough at least two of us found that the aiming can also exhibit an even worse quirk; if you aren’t looking exactly in the right direction and press “lock-on” your character will start aiming in the opposite direction to where you need to be looking and aiming! – Again this frustrates and really isn’t what gamers are used to these days - giving you direct control over the aiming as in Max Payne or SOCOM would have worked much better. The controls in general can be quite fiddly too, and even after playing it for hours I still got confused with weapon selection and using the inventory.

‘Redemption has introduced a new feature into the game – scanning items. Blatantly copied from Nintendo’s excellent Metroid Prime, you can scan items to get information about them, and in some cases to get information to help solve a puzzle. However, unlike Metroid Prime’s scanning, this doesn’t work very well, and in HHR you have to scan items. For example early on the game there is a fluorescent light hanging from the ceiling. You have to shoot at one of its brackets so it swings down and smashes into a breakable wall. You have to aim your IRIS (the name of the scanning tool) up at the light bracket and zoom right in, and read the info before the game lets you aim at the light. Now why couldn’t I just shoot the light in the first place? Other examples are having to scan every hinge on a hatch before you can lock-on and shoot them. It may sound like a good idea, but it doesn’t work so well in practice.

The levels vary nicely and are generally well designed with some interesting features, such as having to shoot through glass windows to get to other points in the level which are blocked off at their main entrances. Then there are the areas behind brick walls which you have to blow up to continue – thankfully these can be seen on the map as non-joined corridors, so you won't have to stand there scanning them. The areas look believable, and the underground tunnels especially are very nicely made, with smoke hanging in the air and nice specular effects on the floor where there are puddles of water. The two main character models are nicely detailed too, with Leeza looking very nice, with some cool tattoos on her arm and back. The animation, however, isn’t up to the same standard, and quite poor at times – climbing ladders and walking across narrow lips on walls are the worst cases, and just like Jack in the original Headhunter, Leeza runs like she has done something nasty in her pants.

Your first boss encounter is an interesting one. After going down a corridor which can only be described as a direct copy from the corridor in Metal Gear Solid which leads you to where you meet Ninja for the first time - The palette, the blood on the walls, the dead workers in the same coloured lab suits are all there in the HH:R corridor. Is this homage to Hideo Kojima’s classic, or another case of borrowing your mates’ homework and copying it like other features in this game? (although it has its own problems, maybe it's a shame they didn’t copy the control/camera system too). Back to the boss character, and I am sure I am not the only one who found him… familiar? – Hey, it’s Amuze’s very own Psycho Mantis! But this time he fires homing rockets at you as you scrabble to run and escape them and hide behind a wall (which he can attack you through if you’re anywhere near the corners trying to lock the cross-hair onto him). You’ll probably have to retry this fight a few times as it's by far the toughest part of the game early on, but you’ll spend just as much time in the loading screens and trekking back to the area of the fight...

Throughout the game you’ll have to crack security codes that will allow you access to higher-level security areas, and you do this by working out IQ test-style puzzles working out the next pattern in a row of four. These are a nice addition to the game and enjoyable to do. In the same menu there is a neat 3D map of the level you’re in, and you can spin it around and zoom in and out to get an idea of where you have to go.

To be honest, I find it hard to rate this game very highly, as many of the important parts to the game such as the controls, and the awful aiming really lower its appeal. There are many third person action-adventure games out there on PS2 that play much better than this, and I think unless you were a massive fan of the original, you’d be better off with the likes of Psi Ops, Second Sight or Metal Gear Solid 2 (which this game is really, really trying to be) as they are much more enjoyable to play.


Best Bits

- The levels are nicely built and play well.
- Voice acting is good.
- Nice presentation.
Worst Bits

- The “auto” aiming is terrible.
- Enemies spawning out of nowhere.
- No motorbike sections.
- It’s nowhere near as good as its rivals.

by: DC

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