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a high cliff with a shotgun
when I was actually aiming at a different enemy on the ground.
Also, even on the highest difficulty, the easily-found armor absorbs way too many hits. I
went straight through the first few levels on the top difficulty without
dying at all and without really trying not to die.
But then, later, my character would be taken from full-health,
full-armor straight to death in a split second—I suppose from a head
shot by an enemy that suddenly materialized behind me in a cleared out
area.
To be perfectly clear, there is no such thing as clearing
out an area in Fugitive Hunter. Even
if it seems that there is no possible way an enemy could get in behind
the hero, you can turn around suddenly and find ten enemies that
weren’t there a minute ago are there now.
I don’t think that the enemies re-populate either (a major
no-no in FPS design). It
actually seems like these re-appearances are scripted rather than random
respawns, though without examining the code we can’t know for sure.
Regardless, the teleporting enemies would be a real issue if they
weren’t such pushovers.
If all there was to Fugitive Hunter was the bland FPS fare,
it would simply be a bad shooter, but Black Ops Entertainment really
goes the extra mile here and adds boss battles that are handled with
hand-to-hand combat using an amazingly amateurish, button-mashing
fighting engine. At the end
of each mission the player goes man-to-man with the leader of a
terrorist cell. The characters toss down their guns and get right to the
chop-socky. All that is
required of the player is to hit a random button at a pretty good clip
to eventually wear down the opponent and take him into custody.
Now, game design in the modern era is a collaborative process.
It requires animators, programmers, writers, producers, art
designers, and various other individuals.
I can’t imagine that of the dozens of people that participated
in the design of the game, none of them said, “Wait a minute—this is
a really stupid idea!” But,
alas, it must not have happened and gamers are left suffering through
the lamest game play this side of Mary-Kate and Ashley’s latest
shopping-themed endeavor.

The graphics and sound are average and boring.
The only thing that really stands out is the character animation.
As can be seen in the DVD-like bonus features, Fugitive Hunter
features motion-captured animation for both the protagonist and his
enemies. That is all well
and good except for the fact that they captured the models doing
ridiculously unrealistic combat maneuvers, many involving back flips.
The first thing you’re likely to notice is that most
enemies are capable of throwing a standing back tuck that any
cheerleader would be proud of. The
problem is (well, the other problem other than the fact that the average
thug can’t do a back tuck in full battle gear) that when they do the
back flip in front of our hero, it gives the player a luxuriously long
time to take aim and blow them out of the air.
Still, I have to admit the flips are hilarious to watch and my
brother and I really got a kick out of them.
Other than intentionally funny games like Day of the
Tentacle and Monkey Island, I don’t think I’ve ever laughed more at
a game than I did at Fugitive Hunter.
So, at least there is that to recommend it.
- Tolen Dante
(February
25, 2004)
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