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Run
Like Hell
When
I first saw the name of this game I thought to myself, "Wow! A game
about my commute to work!" I'd be able to re-enact my frantic
dash to the bus stop, hope I make all my connections, all the while
pretending to be asleep so the crazy person sitting across from me
doesn't try to strike up a conversation. Then I found out this
game is actually an adventure title with elements similar to Resident
Evil in it. While blasting stuff is no comparison to my harrowing
journey to my day job, Run Like Hell for the Playstation 2 could still
have its charms.
The
story isn't looking rip-roaringly inspiring at this point as you play a
military man living on a space station. After returning from a
mission the whole place is beaten to a pulp by an aggressive alien race
who you must now get rid of from the station through seven chapters of
sci-fi-ish survival horror.
All
this time you'll have to deal with the usual mix of meanies that range
from tiny little buggers to the giant, lumbering beasts, all of which
want to destroy you. The scariness in all of this doesn't come in
the boo!-factor that we see a lot in other such games, but in the fact
that once an enemy spots you they'll come after you and won't stop until
either their path has been blocked or you've disposed of them. I'm
guessing this is where the name Run Like Hell comes from. All in
all it is likely that it's this feature that will either make or break
the game as it taps into our primal fight or flight mentalities.
So
far the look of the game is a cross between a comic book style and
something in the spirit of H.G. Giger. It looks like there is some
work still to be done as the detail really isn't there for the humans
yet. The aliens and environments look pretty spiffy, but the
people need some touch-ups and then some.
While
there have been quite a number of survival horror games to come out
since the inception of the Resident Evil series, they've always gone for
a horror film sort of setup where they lull you in then bam!, but if Run
Like Hell plays its cards right it could get a sense of panic put into
the game, not just brief frights.
Previewed
by Mr. Nash
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