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Headhunter Redemption

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Headhunter Redemption is the sequel to the Dreamcast and PlayStation 2 game Headhunter. Headhunter Redemption was launched in Europe for the Xbox and PlayStation 2 on October 31, 2003. The game was released in North America on September 21, 2004.

Plot summary

Set 20 years after the Bloody Mary Virus (released in the Original Headhunter), Jack and His New Partner Leeza X find out something is amiss when they try to stop Weapon Smugglers. The pair must face opposition from the Glass Skyscrapers filled and media controlled 'Above' and The Dregs & Criminal Infested colonies of 'Below.' Jack and Leeza must also face their fears as they try to redeem a world from chaos, especially Jack, whose son was taken away by forces from 'Below,' but might still be alive.


Headhunter Redemption received mixed to positive reviews[1][2], ranking slightly lower than the original Headhunter[3][4].


Notably, one review prompted a response from the developers: that from the UK edition of the Official Xbox Magazine. Amuze pointed certain factual errors in that review, implying that the reviewer did not play enough of the game to write a proper evaluation of it.

Open letter to Official Xbox Magazine
Posted on Official Xbox UK Magazine forum
Sep 10, 2004
Dear Official Xbox Magazine (UK),
As a fiercely independent games developer, we totally respect the right of reviewers to make harsh but heartfelt criticism of games released to the public. But like all rights, this comes with responsibilities.
Foremost of these must surely be factual accuracy. In your review of Headhunter Redemption (Issue 34, October 2004), you claim that cut scenes "can't be skipped... Grrr!" This is incorrect: all cut scenes in the game are skippable. Grrr, indeed.
More mysteriously, you conclude your review by stating that "the odd bike chase succeeds in breaking up the on-foot action." There are no biking sequences in Headhunter Redemption: a fact that would be apparent to anyone who had actually played the game.
Naturally we would prefer everyone to appreciate our game as much as many other reviewers have done, but we will always try to learn from well-informed criticism. It is far harder to accept ill-informed, unprofessional journalism.
Perhaps in future you could show us, other developers and your readers this simple courtesy: if you can't be bothered to play a game, don't bother to review it.
John Kroknes
Philip Lawrence

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