I have noticed some changes in this though. Once they turn their back, you hold the A button and depending on how long you held the button, you’ll do one of three kinds of death with whatever weapon you choose (each more violent than the next). The gameplay is relatively the same you’ll spend most of the time sneaking in the shadows waiting for someone to creep in front of you. Also, there is significant symbolism, such as Daniel’s last name being Lamb, a gentle creature, and the name “Leo” is almost synonymous with “Lion”, which is considered a violent animal. Here we are shown that Danny has to murder people to get answers, but doesn’t really want to. This is a much better plot than Manhunt’s of just being forced to kill for a movie. The plot twists will drive you to play the next level just to figure out what is going on. We end up having to delve into secret locations of scientific experiments, the murder of Daniel’s family and mind control (hopefully not giving too much away there). The main drive of the game is figuring out what happened to Daniel before the game, who’s involved and how it all went down. And… that’s all I really want to say about this plot. Remembering little details and locations, Daniel starts trying to piece together what has happened, but really creates more questions than answers. We are then introduced to Leo Kasper, who tells Daniel they’re busting out and guides him to the exit (and for most of the game). The player character Daniel Lamb wakes up having no memory for why he’s in there. The game starts off in an insane asylum during an (ominous) lightning storm, when the power goes out. Their story was pretty much resolved in the last game, so you can play either Manhunt or Manhunt 2 and not miss out. There is no mention of James Earl Cash, the director or Pigsy. Now in case I wasn’t clear enough, I’m just going to say this directly the story in Manhunt 2 does not pick-up after Manhunt. So let’s book end October with follow up reviews as I now look at Manhunt 2, released on the PS2 and PSP, but I’ll be playing the Nintendo Wii version. At the end, everything is pretty much resolved, but a sequel was indeed made. I bring this up because a review last year, Manhunt, would demonstrate this. Now taking the second option to the extreme would be completely starting anew: keeping relatively the same game play elements and the feel of the first game, but disregarding all previous characters, settings, plots, etc (as if the series was more like an anthology). Sequels then create a problem do you continue with the old story, or do you do something new? Going with the old familiar can seem repetitive and create plot holes, but something new has a risk. Video game sequels can sometimes be tricky story wise, especially if it’s unplanned.
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