ManHunt2 (Vienna cut)

by cashlamb in February 3, 2018 20:39
CLOSED
Hey guys, I know this is old news to some. But seeing how new members are signing up daily I thought this might be relevant to getting everyone up to speed and opening a new discussion on the mythology that surrounds, the development of ManHunt2. The Vienna cut has always been an obsession of mine, particularly one level that ceased to exist in the final product, The Sorority house. I still am (like a fool) optimistic that, what once was might see the light of day. Either by means of plucking it from code or in a well overdue leak. One can only hope.

(Manhunt 2 (Not Leaked) Beta Discussion)

*Jurie Horneman, a producer of Manhunt 2. was surprised to see that two of his levels, the Sorority House and the Musem wasn't in the final game, he said that during the development the levels and story changed multiple times, and it was hard to say what was "intended"

He doesn't remember about the Museum and states that in Sorority House you would scare a Girl student after you infiltrate the place, and then do an Environmental Execution in the Skylight of the room she was.

https://assemblergames.com/threads/manh ... eta.46148/
http://manhunt.wikia.com/wiki/List_of_C ... _2_Content
https://tcrf.net/Manhunt_2


I'll see if I can do something similar for Lost Tapes,
I also had an idea that I liked for the original ending of Manhunt 2, when I found out that there were cut levels
I would be happy if it were possible to be able to recover something, Rockstar Vienna had also designed most of the lost environment executions.
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Great thread! This is a VERY interesting subject to me and i've always wondered about how different Vienna's take on Manhunt 2 was and far their development went. I wonder if they ever had any playable build, perhaps deep in R* archives there's still a file about this forgotten version of MH2.
Thanks, man. :) I find this very fascinating as well.

(Quote )Early ideas for story iterations had the player being a religious fanatic, with god talking to the player instead of Starkweather. That most likely would have caused some outrage
The intent was to give people a different reason to be forced to kill people with executions, something other than snuff films.
One idea was to that the player is a religious fanatic, and instead of Starkweather, you would hear the voice of god in your mind.
That led to the idea that you're basically insane, which led to the sleeper agent idea. At one point before the Leo character was invented, it was supposed to be a ventriloquist doll called "Frisbee" sitting on your shoulder, ordering you to kill people.

The story of the game was changed a couple of times. At one point the game was supposed to have two different ending levels. If you side with Dr Whyte, you would have to find and kill her in her lab (A20_E1). If you side with Leo you have to fight him in your own mind, which was represented by a modified version of the Asylum level (A20_E2). The first one would be a bad ending, while the second one would be the proper ending.
I guess A20_End would then be the location where the first ending was shown.
I'm not totally sure about A21_New_House, I think you played a dream sequence there, it's basically Danny's house before it burnt down.
There were also 5 bonus levels, A22_Bonus1 to A26_Bonus5.

Again, this is all a bit fuzzy in my memory, because things changed quite often. That's the way games are made (at least at Rockstar)...
cashlamb wrote:
Thanks, man. :) I find this very fascinating as well.

(Quote )Early ideas for story iterations had the player being a religious fanatic, with god talking to the player instead of Starkweather. That most likely would have caused some outrage
The intent was to give people a different reason to be forced to kill people with executions, something other than snuff films.
One idea was to that the player is a religious fanatic, and instead of Starkweather, you would hear the voice of god in your mind.
That led to the idea that you're basically insane, which led to the sleeper agent idea. At one point before the Leo character was invented, it was supposed to be a ventriloquist doll called "Frisbee" sitting on your shoulder, ordering you to kill people.

The story of the game was changed a couple of times. At one point the game was supposed to have two different ending levels. If you side with Dr Whyte, you would have to find and kill her in her lab (A20_E1). If you side with Leo you have to fight him in your own mind, which was represented by a modified version of the Asylum level (A20_E2). The first one would be a bad ending, while the second one would be the proper ending.
I guess A20_End would then be the location where the first ending was shown.
I'm not totally sure about A21_New_House, I think you played a dream sequence there, it's basically Danny's house before it burnt down.
There were also 5 bonus levels, A22_Bonus1 to A26_Bonus5.

Again, this is all a bit fuzzy in my memory, because things changed quite often. That's the way games are made (at least at Rockstar)...

Whoa whoa whoa... What is the source of this information? From which site did you read all this? I'll make an interesting video of all this to Youtube if you give me some sources so i can determine how legit this is.
cashlamb wrote:

Quoting an ex-R* Vienna developer who worked on the original Manhunt 2

I am disappointed and outraged that Rockstar Games tries to pretend that Rockstar Vienna and the work we did on Manhunt 2 never happened – the work of over 50 people, who put years of their lives into the project, trying to make the best game they could. I am proud to have been a part of that team.
Fucked up, for sure. :cry:
Lets recruit him
This is news to me, I haven't actively followed MH2 for years now. Gave up on R* for good after they made MH1 a downloadable game for PS3, but not PS4, and MH2 was nowhere to be found. Fuck them
killthatguy111 wrote:
Lets recruit him


I wish.
Gooby wrote:
cashlamb wrote:
Thanks, man. :) I find this very fascinating as well.

(Quote )Early ideas for story iterations had the player being a religious fanatic, with god talking to the player instead of Starkweather. That most likely would have caused some outrage
The intent was to give people a different reason to be forced to kill people with executions, something other than snuff films.
One idea was to that the player is a religious fanatic, and instead of Starkweather, you would hear the voice of god in your mind.
That led to the idea that you're basically insane, which led to the sleeper agent idea. At one point before the Leo character was invented, it was supposed to be a ventriloquist doll called "Frisbee" sitting on your shoulder, ordering you to kill people.

The story of the game was changed a couple of times. At one point the game was supposed to have two different ending levels. If you side with Dr Whyte, you would have to find and kill her in her lab (A20_E1). If you side with Leo you have to fight him in your own mind, which was represented by a modified version of the Asylum level (A20_E2). The first one would be a bad ending, while the second one would be the proper ending.
I guess A20_End would then be the location where the first ending was shown.
I'm not totally sure about A21_New_House, I think you played a dream sequence there, it's basically Danny's house before it burnt down.
There were also 5 bonus levels, A22_Bonus1 to A26_Bonus5.

Again, this is all a bit fuzzy in my memory, because things changed quite often. That's the way games are made (at least at Rockstar)...

Whoa whoa whoa... What is the source of this information? From which site did you read all this? I'll make an interesting video of all this to Youtube if you give me some sources so i can determine how legit this is.


So when are you gonna release a YouTube video on this ol goobz? I'm looking forward to it. :)
cashlamb wrote:
So when are you gonna release a YouTube video on this ol goobz? I'm looking forward to it. :)

When my chronic fatigue and depression ease up.
I definitely can relate, no worries brother. Strike when the iron is hot, as they say. :)
cashlamb wrote:
I definitely can relate, no worries brother. Strike when the iron is hot, as they say. :)

I love your relaxed ass, cashlamb. 'lright come'er eh? Just hug me, please... hug me.
Wish I could make you some Shroom tea and we could sit back and talk about life. Think it would do us both some good. Peace, my friend. :)
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cashlamb wrote:
Wish I could make you some Shroom tea and we could sit back and talk about life. Think it would do us both some good. Peace, my friend. :)

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cashlamb wrote:
At one point before the Leo character was invented, it was supposed to be a ventriloquist doll called "Frisbee" sitting on your shoulder, ordering you to kill people.

Reminds me of the underrated masterpiece: Magic (1978).