Xen: The Hunt

by Ian Shlasko

2006

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- SirIgnotus (Somewhere, probably.), June 22, 2023

- Edo, March 21, 2022

2 of 2 people found the following review helpful:
Cinematic sci-fi game with interaction problems but great story, June 26, 2019
by MathBrush
Related reviews: about 2 hours

The Xen games in general are well-described, with extensive backstory and compelling characters.

In this sequel, the powers you discovered in part 1 are out of control, and the police (and others) are hot on your trail.

The game includes chase sequences, extensive conversations, cutscenes, etc.

Unfortunately, the author didn't find a good way for people to discover this stuff on their own. It switches between extreme railroading and extreme lack of guidance. But I enjoyed it.

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- DJ (Olalla, Washington), May 9, 2013

- Grey (Italy), December 25, 2009

- Jerome C West (United Kingdom), March 18, 2009

- Chezza, September 21, 2008

- ECarter, May 24, 2008

- Alan De Smet, November 12, 2007

- Emily Boegheim, October 25, 2007

- Eric Eve (Oxford, England), October 22, 2007

Baf's Guide


The second episode of the Xen series, The Hunt, manages to overcome the worst problems of its predecessor, Xen: The Contest. It's much more polished (although there are still several minor implementation glitches there), and avoids most of the unlucky design decisions of the previous part.

This time, we meet John Richardson as he is in mortal danger: someone (Aetonians? Ratals?) pursuits him, trying to kill him. As usual, the police is behind him, too (just like in the previous episode). The story is pretty railroaded (although personally, I have no problems with that), and separated into several "chapters". While it's very well possible to render the game unwinnable, the player gets a warning (s)he should save beforehand, and "fatal mistakes" only affect the current chapter (IOW, one doesn't need to refer to previous chapters once (s)he completed them).

The game is definitely worth playing for the sake of the strong plot, and nice characters; as to puzzles, they clearly weren't the main focus during development.

-- Valentine Kopteltsev

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