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Game Page: http://speeddemosarchive.com/Manhunt2.html
Manhunt 2 (Any %) (Segmented) (pal) (ps2)
Verifier Responses
Decision: Accept
Congratulations to André Göhlsch!
Manhunt 2 (Any %) (Segmented) (pal) (ps2)
Verifier Responses
Quote from Uilnslcoap:
I took one look at each level about a week ago. A/V seemed okay, and the play is very solid with generally risky strats throughout (I know how annoying it is to make it through that second shooting level as passively as that). I'll give a more detailed breakdown tonight or tomorrow, but going off what I remember, I'm inclined to say ACCEPT in the meantime.
My circumstances playing this game are atypical. I had to do it for work (I’m a tester), and have never played it since it came out. Not my favorite game I ever worked on professionally, but I have solid enough memories of it to verify. OUCH, the loading screens on this version are awful. Feels almost like they should be cut down in the video, they take up so much space, would be nice if they were just long enough to see the level title/image.
I’d also like to add that it seems to me since this is essentially a set of ILs, it would be nice to have the “Leo wins” level in here *checks internet*: “Release Therapy”.
Are you invincible during certain animations (e.g. prying something with a crowbar)? I honestly don’t remember either way, just curious.
01 Awakening: slip-up at 2:33 getting hooked on gurney (I don’t think this is a purposeful stop anyway, unlike others in this level). Otherwise, solid. Good killing the one dude in the shadows near the end so he wouldn't have to move the body.
02 Ghosts: Good. I don’t know if the AI cooperated fully on the second-to-last death. Might it sometimes run through the window a little sooner instead of getting stuck outside for a second? I could be off-base here, though.
03 Sexual Deviants: Nice run. I wonder, does the brick exchange have to be as slow as it is? Mightn’t it be possible to toss the brick away somewhere before instead of exchanging it for the head (so that you pick up the head automatically and gain a second or whatever over exchanging the brick for it)?
04 Red Light: Probably the best segment/level so far (which you’d expect, it being so short). Controls in this game aren’t awesome, as I recall, so taking tight turns on staircases and such is not to be taken for granted.
05 Best Friends: That’s really nice, using the jump execution to warp (not literally, the gap between him and the victim is closed in a shorter time period by the jump than if he’d hidden somewhere) right next to the other guy so he can instantly execute him too. Clever. Ah, guns at last. That’ll speed things up. I don’t suppose there’s any way to get the final guy that’s shot before the trigger closer to the trigger so Leo doesn’t have to move him so far? Caught on the door at 4:14. Another question: possible to make it to the boat without getting the last set of painkillers? I know it’s the end of the level, but all the levels are fairly short, so if those pills and opening that cabinet could be omitted, it would make a difference. Head shots, Michael chase throughout gun portion all seem good.
06 Safe House: That was great, I know how unlikely that is to pull off, I remember doing it. Super-short, great health suspense.
07 Bees’ Honey Pot: Good, though I think maybe the courtyard fight where you have to kill all the dudes before the next door opens might have gone a bit better in the early going.
08 Assassination: Uh, is it really possible to go through this level and not get hurt at all? I don’t remember that being possible (maybe something is different with the PAL version in this level, enemy damage seems like what I remember in other levels before this), and I know I tried running through all of these as fast as I could at one point. The choice of which enemies to kill and the sprint strategy are both good. Compare to the next level in terms of bullets being fired near the player character and how much damage he takes.
09 Most Wanted: Good, the last execution to get the gun could have happened a second or two earlier, I think, though.
10 Ritual Cleansing: Bit of a controls flub around 3:38. The kill at 4:30 seems like it could have happened at least a second sooner. The design of how and when to set each set of files alight seemed well-planned to never alert anyone and make things seamless. Isn’t it faster just to run over and open the next door when it’s that close instead of picking up the gasoline again (before setting the second set of papers on fire)? You’d avoid an extra pick-up AND put-down animation if you sprinted back to it when it’s just a few feet away. Seems like doubling back would add less time than the extra pick-up/put-down, but I could be wrong. Maybe the guard timing makes this impossible or unnecessary or something?
11 Origins: Picking up the gun and head from 2:20-2:24, seems like it takes 3 or 4 seconds to swap the saw out for the gun. Really a long time, seems like a reset right there, even though that would be frustrating since the second half of the level is a lot more reliant on luck. It takes kind of a long time to shoot each speaker too (especially the third one), although again the controls are not good. If there’s any level I think outright needs improvement, it’s this one. Awesome entertainment value on blowing the doc’s head off after he’s tranqed, though.
12 Broadcast Interrupted: Looks hooked on guard, then doorway at 1:02/1:03. Bit of a hesitation going around the doorway around 1:37/1:38. Running into the guy at 1:52 on purpose (maybe to not get fired on?)? Quick look back, eh? Running into the chair at 1:57 on purpose (seems going around would be a little faster?)? Going behind the pillar at that point in the gunfight seems like playing it safe, especially since the gun is loaded again at the point when Danny makes it behind the pillar and only one guard at close range. That’s 2.5 seconds or so lost compared to if Danny had just dodged around and immediately begun firing again when the gun was loaded (nearly full health, have to take that risk, AND Danny ends up with almost full health at the end, too). Switching to the assault rifle behind the pillar, I support, though (two guards nearby). Good to get the last set of kills in one clip from the assault rifle. A reload there would be pretty hard to watch. It’s entertaining, don’t get me wrong, but upon close examination, there are rough points, which is kind of a shame when it’s less than 2 minutes long.
13 Altered State: Seems like it takes an extra second to shoot the first window at 0:43. I know these shooting controls are bad for a sniper shot like that, but it would be nice if the shot on the rope at 1:09-1:12 took like 2-2.5 seconds instead of 3-3.5. The rest is pretty magnificent, though. Probably a couple seconds of improvement possible throughout, but great pathing through the map, not using the last set of painkillers before opening the door and health at a sliver, sprint running out just as the last area is reached, not having any bullets left in the assault rifle: all good.
14 Domestic Disturbance: Wait…can’t you just run straight to the garage that is visited second in this level and hope the pliers are there? Is the visit to the first garage necessary at all? I thought it was just luck-based where the pliers happen to be. Pretty bad, if so. The rest is good.
15 Personality Clash: I would think both the Leo kill and the catacomb run could have gone better (caught on one fewer enemy?). Aaand caught on the door at 1:36-1:38 or so. The kill around 2:02 could have happened a second or two sooner. Picking up the gun, seems like should be going into sprint sooner after weapon is picked up. Could be significantly smoother at 2:27-2:29. The shot on the lock is good, but that’s such a bad Leo encounter right after that. The gun reload never needed to happen with a solid head shot (getting hit once would have been acceptable, I think), there were enough bullets to handle both Leos that appeared.
OVERALL: I felt the run lessened in quality a bit as the levels went on (in general, though 13 was a highlight, maybe I just got more critical as I went), but I still think the blueprints for an excellent are here, and on the whole, I’m for accepting this good run. Still wondering about no damage in Assassination.
My circumstances playing this game are atypical. I had to do it for work (I’m a tester), and have never played it since it came out. Not my favorite game I ever worked on professionally, but I have solid enough memories of it to verify. OUCH, the loading screens on this version are awful. Feels almost like they should be cut down in the video, they take up so much space, would be nice if they were just long enough to see the level title/image.
I’d also like to add that it seems to me since this is essentially a set of ILs, it would be nice to have the “Leo wins” level in here *checks internet*: “Release Therapy”.
Are you invincible during certain animations (e.g. prying something with a crowbar)? I honestly don’t remember either way, just curious.
01 Awakening: slip-up at 2:33 getting hooked on gurney (I don’t think this is a purposeful stop anyway, unlike others in this level). Otherwise, solid. Good killing the one dude in the shadows near the end so he wouldn't have to move the body.
02 Ghosts: Good. I don’t know if the AI cooperated fully on the second-to-last death. Might it sometimes run through the window a little sooner instead of getting stuck outside for a second? I could be off-base here, though.
03 Sexual Deviants: Nice run. I wonder, does the brick exchange have to be as slow as it is? Mightn’t it be possible to toss the brick away somewhere before instead of exchanging it for the head (so that you pick up the head automatically and gain a second or whatever over exchanging the brick for it)?
04 Red Light: Probably the best segment/level so far (which you’d expect, it being so short). Controls in this game aren’t awesome, as I recall, so taking tight turns on staircases and such is not to be taken for granted.
05 Best Friends: That’s really nice, using the jump execution to warp (not literally, the gap between him and the victim is closed in a shorter time period by the jump than if he’d hidden somewhere) right next to the other guy so he can instantly execute him too. Clever. Ah, guns at last. That’ll speed things up. I don’t suppose there’s any way to get the final guy that’s shot before the trigger closer to the trigger so Leo doesn’t have to move him so far? Caught on the door at 4:14. Another question: possible to make it to the boat without getting the last set of painkillers? I know it’s the end of the level, but all the levels are fairly short, so if those pills and opening that cabinet could be omitted, it would make a difference. Head shots, Michael chase throughout gun portion all seem good.
06 Safe House: That was great, I know how unlikely that is to pull off, I remember doing it. Super-short, great health suspense.
07 Bees’ Honey Pot: Good, though I think maybe the courtyard fight where you have to kill all the dudes before the next door opens might have gone a bit better in the early going.
08 Assassination: Uh, is it really possible to go through this level and not get hurt at all? I don’t remember that being possible (maybe something is different with the PAL version in this level, enemy damage seems like what I remember in other levels before this), and I know I tried running through all of these as fast as I could at one point. The choice of which enemies to kill and the sprint strategy are both good. Compare to the next level in terms of bullets being fired near the player character and how much damage he takes.
09 Most Wanted: Good, the last execution to get the gun could have happened a second or two earlier, I think, though.
10 Ritual Cleansing: Bit of a controls flub around 3:38. The kill at 4:30 seems like it could have happened at least a second sooner. The design of how and when to set each set of files alight seemed well-planned to never alert anyone and make things seamless. Isn’t it faster just to run over and open the next door when it’s that close instead of picking up the gasoline again (before setting the second set of papers on fire)? You’d avoid an extra pick-up AND put-down animation if you sprinted back to it when it’s just a few feet away. Seems like doubling back would add less time than the extra pick-up/put-down, but I could be wrong. Maybe the guard timing makes this impossible or unnecessary or something?
11 Origins: Picking up the gun and head from 2:20-2:24, seems like it takes 3 or 4 seconds to swap the saw out for the gun. Really a long time, seems like a reset right there, even though that would be frustrating since the second half of the level is a lot more reliant on luck. It takes kind of a long time to shoot each speaker too (especially the third one), although again the controls are not good. If there’s any level I think outright needs improvement, it’s this one. Awesome entertainment value on blowing the doc’s head off after he’s tranqed, though.
12 Broadcast Interrupted: Looks hooked on guard, then doorway at 1:02/1:03. Bit of a hesitation going around the doorway around 1:37/1:38. Running into the guy at 1:52 on purpose (maybe to not get fired on?)? Quick look back, eh? Running into the chair at 1:57 on purpose (seems going around would be a little faster?)? Going behind the pillar at that point in the gunfight seems like playing it safe, especially since the gun is loaded again at the point when Danny makes it behind the pillar and only one guard at close range. That’s 2.5 seconds or so lost compared to if Danny had just dodged around and immediately begun firing again when the gun was loaded (nearly full health, have to take that risk, AND Danny ends up with almost full health at the end, too). Switching to the assault rifle behind the pillar, I support, though (two guards nearby). Good to get the last set of kills in one clip from the assault rifle. A reload there would be pretty hard to watch. It’s entertaining, don’t get me wrong, but upon close examination, there are rough points, which is kind of a shame when it’s less than 2 minutes long.
13 Altered State: Seems like it takes an extra second to shoot the first window at 0:43. I know these shooting controls are bad for a sniper shot like that, but it would be nice if the shot on the rope at 1:09-1:12 took like 2-2.5 seconds instead of 3-3.5. The rest is pretty magnificent, though. Probably a couple seconds of improvement possible throughout, but great pathing through the map, not using the last set of painkillers before opening the door and health at a sliver, sprint running out just as the last area is reached, not having any bullets left in the assault rifle: all good.
14 Domestic Disturbance: Wait…can’t you just run straight to the garage that is visited second in this level and hope the pliers are there? Is the visit to the first garage necessary at all? I thought it was just luck-based where the pliers happen to be. Pretty bad, if so. The rest is good.
15 Personality Clash: I would think both the Leo kill and the catacomb run could have gone better (caught on one fewer enemy?). Aaand caught on the door at 1:36-1:38 or so. The kill around 2:02 could have happened a second or two sooner. Picking up the gun, seems like should be going into sprint sooner after weapon is picked up. Could be significantly smoother at 2:27-2:29. The shot on the lock is good, but that’s such a bad Leo encounter right after that. The gun reload never needed to happen with a solid head shot (getting hit once would have been acceptable, I think), there were enough bullets to handle both Leos that appeared.
OVERALL: I felt the run lessened in quality a bit as the levels went on (in general, though 13 was a highlight, maybe I just got more critical as I went), but I still think the blueprints for an excellent are here, and on the whole, I’m for accepting this good run. Still wondering about no damage in Assassination.
Quote:
A/V is good
No cheating detected
Accept
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Accept
Decision: Accept
Congratulations to André Göhlsch!
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