MAGAZINE

Time Extend: Manhunt

Edge Staff's picture

By Edge Staff

September 7, 2009

See also:

Related Articles:

THIS LITTLE PIGGY
Refreshingly, Manhunt has no bosses and is much the better for it. While developers often struggle to adapt control schemes and camera views for boss encounters (usually to vainly add spectacle to what’s otherwise an uninteresting experience), Rockstar took a more imaginative route, varying pace and scenario goals rather than adding a larger character with a longer health bar. Having to save family members from torture or battering hunters with a fridge attached to a giant magnet are just two of the ways the player is engaged through unusual mechanics. The exception of course is Pigsy, a hideous psychopath with a chainsaw. As a denouement it’s beautifully orchestrated and shreds already-fragile nerves to pieces. Once your porcine nemesis has been dispatched, all that’s left to do is use his weapon to exact revenge on Starkweather in a final, bloody showdown.

Manhunt is one of the worst games made during the last generation. It is also one of the best. It divided consumers and critics alike, garnering effusive praise from some and vituperative condemnation from others. While its dark, uncomfortable and morally dubious content was ripe for tabloid hysteria, less understandable was criticism that it was badly designed or intellectually retarded. Nothing could be further from the truth.

Think of other videogame nasties and the usual suspects shuffle under the spotlight: Carmageddon, Doom, Resident Evil. Each celebrated violence with gusto, but what made Manhunt particularly repellent to moral arbiters was its dark premise and its playful, knowing manipulation of genre tropes. No-brainer shooters like the gruesome Soldier Of Fortune can be easily dismissed as sick and shallow, but a game that constantly provokes questions about the nature of violence is a much more uncomfortable proposition.



Manhunt is magnetic in the rawest sense, repelling and fascinating in equal measure. Unlike other games where violence for violence’s sake soon turns to apathy, the true horror of Manhunt is that the violence never gets stale. Ostensibly, you’re performing the same grisly acts over and over again – but the squeamish thrill of slicing through a hunter’s head with a wire or listening to the distinctive sound of a skull being cracked open with a meat clever as the brain slops out on to the ground never abates. The repetition becomes the opposite of gratuitous, forcing you to face your enjoyment of the horror time and time again. Nor can you distance yourself from your actions by remaining aloof. One of Rockstar North’s greatest achievements is making the player empathise with the game’s anti-hero – and empathising with a character like Cash is, to say the least, problematic. The brilliant snuff premise is supported by a number of devices that make you identify with Cash’s plight. Most profound is the earpiece that director Starkweather forces Cash to use during the opening cutscene. Replicated by your own headset, the link between you and the hero becomes tangible and personal. When Starkweather encourages Cash to up the kill rate or reprimands him for stalling it brings the violence into the personal domain. Your ability to bait hunters by shouting curses into the microphone wedges you into Cash’s shoes even more firmly.

Where other games set up an interesting backstory, only to abandon it once the action cranks up, Manhunt exploits its snuff premise with a Kubrickian level of doggedness and detail, driving both you and Cash through a gauntlet of trials right up to the bloody denouement. Crackling CCTV footage, continual harassment from the movie’s director and cutscenes in which the hero is unceremoniously dumped from one location to the next by paid goons constantly emphasise the warped gameshow narrative.



Moreover, Manhunt is perhaps videogaming’s most sophisticated text about the nature of control, manipulation and power. You’re constantly made aware of Starkweather’s status as puppet-master, pulling the strings as part of some grand, gruesome design. Yet as players it’s a weak excuse to claim we’re merely caught up in the same power struggle – though we’re propelled by the overarching plot, choice is everywhere. Whether intentional or not, Manhunt problematises the nature of videogame interaction, inviting players to question why they find the violence so intoxicating – the blood is as much on our hands as it is on the protagonist’s. To say Cash is merely playing the part of a mindless brute won’t wash either. When the tables turn midway through the game and you’re asked to steal evidence from a journalist’s apartment it’s troubling to realise that only ordinary cops stand in your way. The switch between Cash as victim and spiteful revenger is stark, and few games highlight the player’s lack of moral control so profoundly.

This identification with Cash and Manhunt’s uncomfortable meta-narrative is surely the primary reason why many have come away from the game feeling discomfited and psychologically jarred, when other, more bloody games leave them untroubled. One of the hallmarks of art is that it lets the basest human acts be explored with no moral reprisals, and in recent years videogames have taken over from movies as society’s entertainment bogeyman. Can we really act out our darkest fantasies in games without facing inherent consequences or incurring long-term damage? Ironically, the hysteria that greeted the game’s release acted only to stifle this crucial debate.

Joukisan's picture

Let be honest, this is neither the best or the worst game ever made. It is, however, crap.

GeeLW's picture

What's not to love about this game?

Sure it's unflinchingly brutal and totally without any moral code, HOWEVER, in no way does the game condone violence outside of its story. The violence is expected from the circumstances the story places the lead into - Cash isn't a good man or a "likable" anti-hero at all. You grow to understand the guy more than you do respecting him and by the end, you're totally hooked in for the confrontation with the man who put you into this mess in the first place. He gets what he deserves, you get to turn off the console and perhaps have a nightmare or two about the silly choices you made in a video game.

I don't think playing Manhunt is any different than mowing down live player avatars in any online shooter with one exception. In multiplayer deathmatches and the like, bragging rights, bad behaviour, real-life threats and other nonsense are part of the experience that make it uncomfortable because you often can't believe REAL people would sink to some of the lower depths based on a bit of faux gunplay. Manhunt keeps you on its edge from the beginning, but smart players KNOW it's merely a twisted, well scripted fantasy that could never happen to them in the real world.

Look at it this way - If the game's setting and plot were changed to, say, a Nazi-occupied city and you played a Jewish resistance fighter chopping down SS troops in a vengeance-packed quest to kill off those responsible for shipping off your family to a death camp, would that make for a "better" game even if it had the same amount of violence? Inglourious Basterds, anyone? Change that story setting to an alien planet and add a pissed off Space Marine, upset and seeking revenge for his slaughtered comrades in arms... Is that better for the mass market, or just too much of a DOOM derivative?

Manhunt challenges the player to accept the character and setting as part of its narrative and like it or not, Kill or Be Killed is the game's main rule. If there was a way to complete the game without killing a single individual (including Piggy and Starkweather), would it be praised now for giving players this choice? Maybe, but the visceral thrill (or skin crawl) of killing someone who has no qualms about ending your life are something the game nails. Even if you don't want to, you HAVE to kill to survive here and the tension can be quite unbearable as well as... exhilarating when you survive each encounter. Like it or not, there's brilliance in all the blood...

g.