Eidos Interactive Games Codexery

Machine Hunter

A top-down shooter with robot transformation and hostage rescue.

Machine Hunter, a top-down shooter from Eurocom Entertainment Software, hit Windows 95 and the PlayStation in 1997. Published by MGM Interactive and distributed in Europe by Eidos Interactive, it drew comparisons to the 1995 game Loaded for its overhead view, heavy use of lighting, and extreme bloodshed.

Quick Facts

Developer
Eurocom Entertainment Software
Publisher
MGM Interactive
Producer
Mark Hetherington
Designer
Rob Craven
Composer
Neil Baldwin
Platforms
Microsoft Windows, PlayStation
Released
July 1997 (EU); August 1997 (NA)
Genre
Shoot 'em up

Facts from the source article.

Gameplay

The game uses a top-down overhead perspective, offering a choice between a fixed or rotating camera. Players guide a character through 17 stages, fighting alien, mutant, and mechanical enemies while primarily rescuing hostages. Occasionally, objectives involve obtaining key cards, defusing or planting bombs, or completing tasks under a time limit. A central mechanic allows players to transfer into nine distinct robot types encountered in stages, each with unique appearance, weapons, and abilities. Power-ups are scattered through stages and hidden in secret areas. These include Energy, which restores 50% of the player's energy; Power Level 2, turning projectiles green and increasing damage while adding minor weapon effects like faster fire rate or ricochet; and Power Level 3, turning projectiles blue for greater damage and adding major effects such as homing or larger damage radius. Other power-ups are Mines, which detonate after five seconds or on enemy contact and can harm the player; Area Bomb, damaging all enemies within a 10-meter radius; Missile, a forward projectile exploding on impact within 10 meters; Spike Ball, a floating sphere circling the player that kills enemies in one hit at close range, with a homing variant that gravitates toward enemies within 3 meters; Shield, a hemispherical robotic shield orbiting the player's rear that deflects projectiles but not melee or flame attacks, with an upgraded version that fires a bullet behind when the player fires; and Invulnerability, a rare power-up granting 25 seconds of immunity to all damage except falling into acid or lava pits.

Development

Machine Hunter was showcased at E3 1997. Its title changed several times during development, initially announced as H.O.S.T., then HOST, followed by Droid Hunter, then Suicide Run, before the final name Machine Hunter. Droid Hunter was dropped due to potential legal challenges from LucasArts over their trademark on the word droid, and Suicide Run was rejected because developers felt it sounded too much like a racing game.

Reception

Reviews for Machine Hunter varied widely. Critics universally noted it as a blatant clone of Loaded. Electronic Gaming Monthly and GamePro found that the multitiered levels and ability to take over disabled machines gave it enough character and depth to be worthwhile, while Next Generation argued that despite these original elements, the similarities overpowered any differences, calling it a poorly executed rip-off. Glenn Rubenstein of GameSpot stated the game was reasonably fun but suggested most fans would prefer playing the original Loaded. Controls received heavy criticism for weak responsiveness and difficulty executing diagonals on the standard PlayStation controller, though GamePro claimed the controls were smooth and responsive. Rubenstein found the split-screen multiplayer mode annoying, while GamePro considered it the most fun part. Most reviews noted graphics were more detailed and had better effects than Loaded, though Rubenstein felt they were not good enough to stand out among contemporary PlayStation games. Electronic Gaming Monthly acknowledged the gameplay became very repetitive. The Windows version was more negatively received, with criticism of baffling low-resolution graphics and controls even more confusing and poorly responsive than the PlayStation version.

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