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For instance, the Pervs, a group of bikers that like to hang out near a sex club, prefer brute strength and roaming around their territory, while the Bloodhounds are Southern mercenaries with hoods and masks (not too dissimilar from the War Dogs from the original game) that tend to move in pairs to track your movements. None of the gangs from the previous title make an appearance in this game, so players will need to become accustomed to a whole new group of enemies, each with their own visual look and approach to hunting you down. Of course, for a title that focuses so much attention on eliminating people, you'd expect the targets of your murderous rage to be somewhat hideous as an aid to justify your extreme aggression. Finally, as players eventually gain access to firearms, players can now perform gun executions on enemies. You can even perform leaping kills from heights upon hunters below you, frequently bashing their skulls in on the landing. In Manhunt 2, you can take out enemies with environmental kills, setting them on fire, smashing them with manhole covers or closing them into iron maidens. However, you are no longer restricted to using your weapons to kill hunters.
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As you go up in the level of attack, the triggered animation for each lasts a bit longer, so some of the Gruesome kills will easily last for more than five seconds, while Hasty kills are sometimes over in one or two. You can pull off a Hasty kill if you want to quickly eliminate a hunter that's close to you, but if you wait even longer, you can trigger Violent or even Gruesome kills. Again, like the first game, players can finish off enemies along three separate levels based on how long you wait to strike. If you succeed, however, they'll be completely oblivious to your presence, and you can potentially go about eliminating them in a number of ways. If you fail, you'll immediately get pulled out of the shadows by the enemy, and you can expect a fierce throttling. Depending on how hard the hunters are looking for you, you will find a combination of buttons that will pop up on the screen that you'll need to input quickly to avoid detection. That's not nearly as easy to pull off in Manhunt 2, thanks to the introduction of quick time events that are triggered by searching hunters in your general vicinity. However, in the first game, a player could distract some enemies and immediately head into the shadows for safety. Much of this is handled through the use of sound, either by throwing objects to draw someone's attention to a location so you can strike with their back turned, or using a USB headset to make noises to draw them from their friends. As a result, you'll need to stick to the shadows and time your attacks on your targets when they don't expect it, splitting up packs of enemies and preying on the unsuspecting as soon as possible. Stealth is still by far the most important facet of the game, since your characters aren't tanks or fully capable of holding their own in a one on one fight. In fact, the asylum is much more of a training stage, where you learn most of the game's mechanics, such as learning the ins and outs of the radar system, alert status of possible enemies and stealth kills. I say first level, because you don't remain on the grounds of the asylum for very long. While this initial meeting is somewhat disorienting, it's rather apparent that this is intentional to fit with the situation Danny and Leo find themselves in, and adds to the atmosphere of the first level. Without explaining any further backstory or introductions, you're suddenly introduced to the two main characters, Daniel Lamb and Leo Kasper.
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The staff and administration is quickly overrun as the inmates seek their revenge against their caretakers, with chaos striking every hallway and cell. Of course, this treatment can only go so far before karma retributively strikes back, and one dark night, a power outage strikes the asylum, resulting in the release of the inmates. This is obviously a place that's gone horribly wrong, with doctors and orderlies preferring to beat the patients rather than treat them and their mental issues. The game immediately starts with a flashing montage of action at the Dixmor Insane Asylum.