Game Over Online ~ Preview - Hunter: The Reckoning Redeemer (c) Vivendi Universal Games



Preview - Hunter: The Reckoning Redeemer (c) Vivendi Universal Games

Published: Thursday, April 24th, 2003 at 04:58 PM
Written By: Seth Kleinberg


We recently had an opportunity to check out Hunter: The Reckoning Redeemer firsthand and we came away with some pretty interesting info on the sequel to the cult classic hit of the same name. First off, this game takes place 10 years after the events of the first game. During that time, the once zombie-infested town of Ashcroft had been revitalized thanks to the beneficial financial impact of the Genefex Corporation. But what the residents of Ashcroft don’t know is that Genefex has been secretly building an undead army consisting of brutally mutated townspeople ever since they moved in. Kaylie, the eight year old with the monster teddy bear from the first game’s church level, is barely legal at the age of 18 in this sequel, and upon discovering the evil intentions of Genefax, calls upon the original four Hunters to save the battered town yet again. Under the training of Father Esteban, Kaylie is now ready to not only confront the evil force that threatens her hometown, but also disembowel it, kick it to the curb, and call it her bitch. After saving, then ultimately losing her to the clutches of evil and leaving her for dead in the first game, fans of the series should get quite a kick out of using Kaylie as a playable character in this sequel.





But High Voltage Software didn’t call it a day after including Kaylie as a playable character, oh no, not by a long shot. Word is that every monster you kill in the game’s single-player mode will unlock an applicable monster card, with which you will be able to control the monster in the regular game. Sounds like a novel idea (and one that the upcoming Castlevania: Aria of Sorrow on the GBA is also utilizing). Let’s hope that High Voltage spends some quality time with the enemy combat so as to avoid the all-too-often “novelty mode” syndrome. Some of the larger bosses in the game are said to be decked-out with some pretty nifty combination attacks and spells, so that is a good sign.

The camera system in this game deviates from the original’s fixed Gauntlet-style vantage point and instead is focused more on a dynamic character-driven perspective. You’ll be able to draw the camera in during the intense combat and out during navigation, or at least that is the impression we got. Time will tell if this major gameplay modification will turn out to be a smart move or not. I, for one, am glad that Vivendi Universal isn’t afraid to innovate over the original’s gameplay style, because while the first game may have been highly functional, I’m sure it could be better. The dual control-stick style of gameplay is back in fine form, allowing the player to move and shoot in any direction at the same time.





High Voltage claims the engine running Redeemer will be capable of displaying upwards of 30 highly animated characters on screen simultaneously without any frame rate fluctuation. If the screenshots are any indication of how beefed up the character models will be, than this is indeed an impressive claim. At the time of this writing, the constant 60 frame-per-second threshold had not yet been crossed, but the game won’t be out for another six months so High Voltage certainly has the time and resources to iron out any performance problems that may crop up. Given the Xbox’s developer-friendly architecture and the duration of time between now and October, we’re confident that the finished product will be up to snuff.

Redeemer looks to significantly improve over its predecessor by not only showcasing more complex and richer visuals, a user-controlled camera system, and more playable characters, but also by a handful of smaller, less obvious tweaks. For example, the added annoyance of disappearing behind structures during combat in the first game has been rectified with clever use of dynamically transparent buildings and textures. The level of background interaction will be significantly increased, though to what extent is a matter of some speculation since there has yet been no definitive word on the subject. Also, it seems some people complained that the first game was “too hard”. Well cry me a river, zombies are specially made for eating human brains and such, it’s not supposed to be easy. Nevertheless, Redeemer will now sport mid-level save points to “cut down” on having to replay the same portions of a level; yay. Variable difficulty will somehow be enhanced over the first game, but again to what extent is currently unclear.





Expectations are high for Redeemer and there is still a ways to go before a finished product will be introduced, but if the pre-alpha version that we got a chance to check out is any indication, it shouldn’t disappoint. As we near E3, more info on Hunter: The Reckoning Redeemer should surface and you can be sure that we’ll be there to cover it, so stay tuned.



Questions or comments about the upcoming release of Hunter: The Reckoning Redeemer for the Xbox? Talk to us!


[ E-Mail Carlos McElfish ] [ Comment in our Forums ]

Copyright (c) 1998-2009 ~ Game Over Online Incorporated ~ All Rights Reserved
Game Over Online Privacy Policy