Manhunt 2

Blood, gore and unexpected morality in Rockstar's banned sequel

Ironically, the controversy that%26rsquo;s met Manhunt 2 is most definitely a sign that Rockstar is doing something right. The wobbly, half-drunk camerawork, the relentless, slimy dialogue, the long passages where it feels like your heart might slip out of your mouth and slide across the floor - when the BBFC said this is a game of unremitting bleakness, well, it%26rsquo;s sort of hard to argue. That%26rsquo;s the point.

If there%26rsquo;s a flaw to Manhunt 2, it%26rsquo;s a problem that plagued its predecessor: guns. It%26rsquo;s fine when they%26rsquo;re used sparingly, in bursts, but some missions lean on them too heavily. As Daniel%26rsquo;s memory begins to return, the past trickles back in a series of flashbacks to six years before. One mission sees you in the role of Leo, descending a skyscraper and picking off Project mercenaries with a sniper rifle. Clich%26eacute;d and beset by rather average AI, it%26rsquo;s a too-long scene that rather spoils Manhunt 2%26rsquo;s elegantly contrived, slowly ratcheting sense of creeping dread.

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