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Rockstar obviously put the game together to test the limits of what is acceptable, but for the same reason the first game was fun, Manhunt 2 is actually pretty good and, in parts, a joy to play. A lot of sources have said the gameplay is shallow, generic and basically an excuse to test the limits of what is acceptable in video games - and they're almost right. This is where my review will differ from quite a few of the other Manhunt 2 reviews you will read. What kept me interested was the stealth action, combined with the very satisfying sequences where your character manages to get his hands on a firearm and turn the tables on his tormenters. Don't get me wrong there are some truly outrageous and disgusting moments, but for the most part, the gross-out execution mechanic loses its appeal early on. Guess what? The violence, in a world of violent games, almost feels overdone and even kind of stupid at times. The story may be predictable, but it does an OK job of keeping things interesting while serving as an acceptable backdrop for the horrible acts of violence the game boasts as its most compelling feature and biggest selling point.
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In the game's defense, a bonus level that is unlocked after finishing the game serves to put a fresh spin on the overdone ending, but it almost feels like "too little, too late." Even as you near the game's predictable conclusion, there will still be earlier levels and sequences that don't seem to fit into the big picture one bit. It would have been nice if Rockstar added just a few more lines of dialogue to clear up the confusion. The game never explains who this man is (aside from saying he's a friend) and why you are so willing to splatter him. For example, one of the earlier levels has you chasing someone down for an item they have and you need. The storyline also suffers from the fact that at times, you won't even realize what you are supposed to be doing and why. Have you seen Fight Club or The Manchurian Candidate? If so, you'll see the plot similarities right away. Manhunt 2 smartly dodges the mental institute cliche, but in doing so steps directly in the path of at least two other overdone concepts. While the plot serves to keep things interesting enough, some of the so-called "twists" are about as predictable and generic as they come.
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