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Manhunter: New YorkBy: The J Man
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I should first note than Manhunter has nothing to do with Michael Mann's 1986 film that introduced Dr. Hannibal Lecter to the cinema. Instead, this game introduces giant alien eyeballs that have enslaved the human race. A bit of a difference, I know, but both could be considered investigative thrillers. The similarities end there, as one is quite good, and the other is fairly frustrating. I think you can guess which is which. The game sticks you into the slums of New York with the other various, hooded rabble remaining in the city. You're distinct in that you're a "Manhunter" - a human in charge of tracking human criminals. You're a cross between a bounty hunter and a police detective, and the age-old tale of "cop versus bad guy" is made somewhat more interesting with the inclusion of advanced surveillance and cataloguing technology. Your alien benefactors are spying on every single person in New York, and they've thoughtfully given you the keys. You really don't even need the alien invaders; this could have easily broken out as a 1984 kind of tale, and possibly been a little less silly in the process. But aside from the whole "floating eyeballs from outer space" deal, the game has a very dystopian, Orwellian atmosphere, and the use of real New York landmarks gives the environment a sense of credibility. It's a shame that the game is brought down by a serious identity crisis throughout its run. I have always thought of games as being more like books, in that they propose ideas and plotlines, but you are still expected to fill in details and emotions yourself - possibly thinking about the intricacies of the situation and how you might react to it in the time between reading chapters. In that sense, Manhunter starts with a fantastic canvas upon which to build its narrative. The graphics aren't state of the art, but they guide your imagination toward what the world the aliens (called Orbs in the game) have created is like for the remaining humans who live in it. There's some legitimate creativity in your investigations and methods, and the very idea of a "Manhunter" is probably one of the most interesting since the idea of a "Blade Runner." In short, it's a good idea. Unfortunately, any imagination you bring isn't met appropriately with offerings from the game. You could probably come up with a better, more coherent tale with just the pieces I gave you in the previous paragraph.
Your promotion to Manhunter is also not a mystery that gets unraveled as the game goes on. The game simply dodges any attempt to explain you, your past, or your present situation. This is probably an attempt you let you play "you." But the game is a standard linear adventure where you can't do anything but play the role of the character on the screen, and it doesn't help you fit into the role of a traitor to your race who apparently sold out for a nicer apartment and some minor degree of freedom. Or maybe you just thought tracking down rebellious humans and ratting them out to a certain death "sounded like fun." I would also like to know how many men you are expected to have hunted by this point, because it would help explain the turn of events toward the end. It would appear that your character naively believes the aliens are a benevolent force at the beginning, then discovers a horrible truth that makes you cast away your man-hunting ways by the end, but you're never really given information either way. I never saw anything in the game to suggest the aliens were anything less that an invading force of oppressors from space-hell. And there's nothing particularly shocking to really get you worked up and ready to fight back against them, except for your not-so-surprising discovery that the offer of a "transfer to Chicago" is a euphemism for "hot 'n spicy death."
The game chapters are divided by days. Each day begins with a rude awakening from your alien commander (who, despite the ability of flight, still has to take the noisy elevator). Something unpleasant will have happened overnight, and the Orbs expect you to track down and report the name of the suspect by the end of the day. At the beginning of the game, for example, you're informed that there has been an explosion at a hospital in Manhattan. You then switch on the MAD and watch overhead footage of the culprit planting the bomb, dinking around in a blown-open room, and then fleeing. You can follow any target's path across New York until you lose the signal inside jammed areas, or if they disappear underground. Again, your suspects won't have names yet, so your job will be to watch the tracking tape and investigate the places that they patronized for clues. So if you watch the suspect go to a church and stop at a table in the corner for a few minutes, you can then travel to that church in "real life," go to that table, and see what's so interesting about it. If the suspect meets up with another person, you can turn the tracker on that person to see where they head off to and if they could be involved. You're able to replay that day's footage as many times as you like to track different targets and refresh your memory of their movement patterns if needed. You're not timed, and the day only ends when you've found the requisite clues and information for that day. Your MAD will beep, order you to type in the name of your suspect, and then you'll be off to bed to rest up for another day of ratting out your fellow New Yorkers.
Which leads to part of the identity crisis I spoke of in the opening paragraph. Manhunter is one of Sierra's darkest games, and certainly the darkest for the time it was released. Alien enslavers are worlds apart from Mixed Up Mother Goose and the adventures of Sir Graham, after all. The body count here is also high, bloody, and detailed in frequent close-ups. It comes as a bit of confusion then, that the old Sierra style humor is still present in nearly full force. Resistance messages are in silly children's rhymes. Patrons at a bar will spin you around over their heads before tossing you to the ground, where you'll collapse in a puddle Loony Tunes-style. Your character literally stops at one point to do a "raise the roof" victory dance, and is then joined unnamed backup dancers as they "Walk Like an Egyptian." The three Murrys (the designers), even appear after your death like Jim Walls did in Police Quest, and offer a quip about your last method of death. It all seems out of place in a plot that is midnight black, with no story elements to support the juvenile giggles. You'll go from finding bloated corpses with tongues hanging out, to falling down a pit and having your heart-adorned boxers revealed, in 3.2 seconds. It has all the uncomfortable, frowny effect of a Jerry Lewis cameo in Seven.
The nicest thing that can be said about the minigames is that you're allowed to repeat each from the beginning without penalty. But if you're still having trouble beating it on the 20th try, you're not going to feel any better at the 50th. There's absolutely no reason to hold up the entire adventure while you make the player perform some unsolicited, arbitrary test of reflexes. The game has some novelty, as it is credited with being Sierra's first "point and click" adventure. It was too early for the proliferation of mice however, so the pointing and clicking is done with the sluggish arrow keys and enter. It also departs from the typical third-person adventures and drops you into a first person view for the majority of the game, only breaking for cinematic shots or to view some crime performed on your person. This has a few interesting effects; the most obvious being an attempt to pull you into the world. Seeing recognizable New York landmarks in various states of disrepair with "your own eyes" does help to bring home the post-apocalyptic feel. It's also an excuse to draw less, and incur undue mental duress with the inclusion of first-person mazes. I don't know if you've ever had the... err... joy of wandering through a hedge maze, but that's the basic idea here. The trick of course is that every turn and doorway is totally identical, because they were only drawn once and reused. Even with a map, I had no shortage of trouble following where I was.
So there it is; one of Sierra's most unique titles, that actually plays as a fairly boring and standard detective game. The MAD device is a pretty neat piece of kit, and tracking suspects from a kind of overseer view is an interesting twist. However, the actual investigation that occurs when you arrive on the scene is painfully simplistic ("click" on the only item in the scene that can be examined further), overly complicated, (play this silly minigame over and over until you get it right, and only then may you continue), or just plain tedious (navigate this featureless maze, and make sure to collect all twelve keycards along the way). And I still, after having just finished the game, do not understand what the main villain’s deal is. I guess like the ending suggests, I'll just have to find out in Manhunter 2: San Francisco. Meet me there if you like, but avoid New York in the meantime. -reviewed 2/27/07 - game copyright 1988 Sierra On-Line
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