<360> Hunted
Posted: 2011-06-05 07:27pm
I saw Vendetta playing Hunted the other day (not surprising since we'll both play anything with swords and coops), and since the game has reviewed really badly due to <nerds> I thought I'd share some thoughts.
The game is essentially Gears of Chop; it uses UE3, it's coop-focused, and you walk down corridors chopping instead of chainsawing. This is probably why <nerds> don't like it; fantasy games are expected to have quests and the like, XP points, etc.
I remember Chards telling me about the emphasis on coop some time ago, and its remarkable how successful they are. The two characters are quite different, complimentary, and have a great many things they can do 'together' in combat to be more effective. Playing each character even gives you different ingame dialog and narration, as it changes the plot focus to that character. There is a robust system of remote interaction to solve 2p puzzles in 1p (ie, 'go stand over there' and 'light that on fire' etc) and in 1p the other character can still be up-skilled and you can change character at checkpoints. Combining spells, attacks, and the capabilities of each character is a constant element of play, which is quite different from other coop games I've played. Freezing enemies solid, lifting them with TK and shattering them with a giant explosion is great fun, in 1p or 2p - the partner AI is pretty solid at spotting combat opportunities for these skill synergies.
The plot is fairly successful, and even pushes players the 'right' way instead of the 'wrong' way; by placing the obviously evil mutagen of super strength in areas with the most challenging onslaughts, there is an effective feeling that someone is going to use it to get through under the pressure of dozens of badguys.
The game also has all the bits expected of modern games; ingame unlocks, cover, light-based action, and a codex of ultimate fluff. It also has a robust dungeon editor (which thankfully comes with a randomise option) that allows you to create a string of rooms with custom enemies, rules, limiations, and such and publish it online.
For a corridor stroller it has a remarkable amount of content and is a pretty decent length, my first playthrough taking more than 12 hours. Anyone who likes coop and swords should certainly give this a go, but don't start out on hard like I did.
The game is essentially Gears of Chop; it uses UE3, it's coop-focused, and you walk down corridors chopping instead of chainsawing. This is probably why <nerds> don't like it; fantasy games are expected to have quests and the like, XP points, etc.
I remember Chards telling me about the emphasis on coop some time ago, and its remarkable how successful they are. The two characters are quite different, complimentary, and have a great many things they can do 'together' in combat to be more effective. Playing each character even gives you different ingame dialog and narration, as it changes the plot focus to that character. There is a robust system of remote interaction to solve 2p puzzles in 1p (ie, 'go stand over there' and 'light that on fire' etc) and in 1p the other character can still be up-skilled and you can change character at checkpoints. Combining spells, attacks, and the capabilities of each character is a constant element of play, which is quite different from other coop games I've played. Freezing enemies solid, lifting them with TK and shattering them with a giant explosion is great fun, in 1p or 2p - the partner AI is pretty solid at spotting combat opportunities for these skill synergies.
The plot is fairly successful, and even pushes players the 'right' way instead of the 'wrong' way; by placing the obviously evil mutagen of super strength in areas with the most challenging onslaughts, there is an effective feeling that someone is going to use it to get through under the pressure of dozens of badguys.
The game also has all the bits expected of modern games; ingame unlocks, cover, light-based action, and a codex of ultimate fluff. It also has a robust dungeon editor (which thankfully comes with a randomise option) that allows you to create a string of rooms with custom enemies, rules, limiations, and such and publish it online.
For a corridor stroller it has a remarkable amount of content and is a pretty decent length, my first playthrough taking more than 12 hours. Anyone who likes coop and swords should certainly give this a go, but don't start out on hard like I did.