- Release Date: May 27, 2003
- Genre: Action
- Style: Third-Person 3D Action
- Similar Games: Spider-Man (PlayStation 2), X2: Wolverine's Revenge (PlayStation 2)
Game Description
Marvel's muscle-bound monstrosity stars in his first console game since 1997, this time based on locales and characters from Ang Lee's 2003 feature film rather than the comic book series. Playing the role of Bruce Banner and his infuriated inner identity, players must fight a number of mutant enemies, avoid military pursuers, and smash through a variety of interactive objects while navigating the 3D world. Making cameos are Bruce Banner's father and girlfriend, played respectively by Nick Nolte and Jennifer Connelly in the summer movie.Taking place after the events chronicled in the feature film, players will be able to control both Bruce Banner and the Hulk while advancing through fully destructible environments. The Hulk can use whatever he rips out of the world as a weapon as well as unleash 45 distinct attacks that take advantage of his superior rage-powered strength. The original story finds Bruce Banner duped by mentor Professor Crawford into releasing the essence of the Hulk into an orb. It seems the villain known as the Leader plans on replicating the power to create an army of gamma creatures in his ongoing bid for world conquest.
To stop the Leader and his diabolical plan, players will venture through San Francisco, battle on Alcatraz, and eventually confront the Leader in his Arctic city named Freehold. As Bruce Banner, players must use stealth and puzzle-solving skills to complete mission objectives while carefully keeping his anger in check. As the Hulk, players can bash up to ten foes at once en route to five boss encounters, some of which are taken from the superhero's comic book past. Each of the game's 25 levels features such details as cars crumpling, glass shattering, and pipes rolling along the ground amidst the mayhem.
~ Scott Alan Marriott, All Game Guide
Review: Overall
While superhero video games have been around since 1979, rarely have they been as popular as they are at the time of Hulk's release, a trend certainly helped by the film industry's renewed focus on comic book characters.Hulk's biggest asset is not necessarily the muscle-bound character, but rather the physics model. Every action players perform influences the environment to some degree, whether it's simply jumping into the air (causing the ground beneath Hulk's feet to realistically buckle under the impact) or punching a wall (initially creating cracks and indentations before dust and debris burst forth from the pressure). Players can perform a variety of exciting moves, such as making Hulk leap high into the air, holding a button that freezes him in place, then releasing the button in midair to make Hulk act like a powerful homing missile. Players can also use objects in the environment, such as bashing a support column until it crashes to the ground, then picking it up to use like a baseball bat on those foolish enough to get close. Hulk can use just about anything he can reach with his big mitts, even enemies.
Though the moves are as effortless to perform in Hulk as in any top-ranked beat-'em-up, and the physics never cease to amaze, the game never quite reaches "must-have" status despite some strong features. For one, the camera often presents the level from a fixed viewpoint, which means the game almost feels like a Resident Evil title at times, with awkward angles, overhead views, and even sequences where you are running toward the camera. Another strange aspect is that players aren't always forced to fight enemies in many of the stages, with no penalty for simply running past enemies toward the exit, whether it's jumping off a rooftop, or bashing a wall leading to the next area. As a result, many of the levels seem short and repetitive, with few variations in enemy type or objectives. Players will confront soldiers and large mutant dogs, but that's about it, with the environments the only telltale sign they're on a different stage -- at least when they are actually controlling the Hulk.
The game's other key problem is offering Bruce Banner stages where players avoid spotlights, sleeping mutant dogs, and patrolling soldiers while sneaking around installations, prison compounds, and more. This isn't Splinter Cell, so the moves aren't much more than running, climbing, or crouching -- Banner can't even jump -- though there's a neat interactive puzzle game used to open doors similar to the lock picking sequences in Dead to Rights. The developers, however, missed a great opportunity to make things more interesting by their decision to automatically end the level once Banner becomes enraged. Instead of separating the two identities into different levels, with one offering fun, smash-'em-up action and the other slow, methodical play, the developers should have found a way to integrate both Banner and the Hulk into more expansive environments. Players should begin each mission or level as Bruce Banner, taking advantage of his smaller size to move through crawlspaces or his ability to talk with people, solve complex puzzles, and so forth, while trying to keep his anger in check. Turning into the Hulk should never end the game or mission, but rather require new strategies to succeed given Hulk's massive size and high profile. Each level could thus be completed in either form, with some routes or areas only accessible by a particular identity.
The good news is Hulk for
~ Scott Alan Marriott, All Game Guide
Review: Enjoyment
Controlling the Hulk is quite fun, and the sheer destructive power of the superhero has been perfectly captured by the development team. Yet the level design is disappointingly linear, and the Bruce Banner stages disrupt the action with boring stealth missions.~ Scott Alan Marriott, All Game Guide
Review: Graphics
Each character has a clean visual style with simple textures and a dramatic use of light and shadow for a comic book feel. The environments come to life with dust, debris, explosions, and more. The camera angles can be a problem, however.~ Scott Alan Marriott, All Game Guide
Review: Sound
Excellent voice acting, crisp sound effects, and atmospheric music.~ Scott Alan Marriott, All Game Guide
Review: Replay Value
While there isn't a two-player option, players can compete in five different challenge modes apart from the main game and save their high scores to memory card.~ Scott Alan Marriott, All Game Guide
Review: Documentation
The manual offers color screen shots, a full list of moves, and a brief overview of combat.~ Scott Alan Marriott, All Game Guide
Production Credits
Company 1: Radical Entertainment ; Producer: Tim Bennison ; Associate Producer: Bill King ; Art Director: Martin Bae ; Lead Game Designer: Eric Holmes ; Technical Director: Mark James ; Sound Director: Graig Robertson ; Project Manager: Lindz Williamson ; Original Game Design: Mike Skupa ; Game Designer: Jason Elliott, Thomas Greenwood, Brian Smedley, Derek Tam, Mike Wong ; Camera Designer: Michael Faulkner, Steve Mele ; Lighting and Texture Designer: Nigel Denton-Howes ; World Artist: Hani Abu-Ghazaleh, Steve Mele, Colin Penty, Jake Pokorny, Robert Sculnick ; Character Artist: Jaroslav Chorny, Anshin Chu, Michael Faulkner, John Zhongyi Wang ; Technical Animation Director: Rustle Hill ; Lead Animator: Bryan Gillingham ; Game Animator: Earl Fast, Dennis Opel, Jonathan Moyes ; Special Effects Artist: Geoff Anderson, Jeff Kuipers ; Cinematic Crew: Barry Poon, Gerald Sombilon, Shawn Walsh ; Compositing and Editing: Ryan Dutour, Geoff Richardson ; Motion Capture Engineer: Alastair MacLeod ; Concept and Storyboard Artist: Colin Lorimer ; Lead Programmer: Chris Cudahy ; Programmer: Katrina Archer, Bryan Brandt, Kesten Broughton, Jesse Cluff, Kevin Coughlan, Jean-Luc Duprat, Jeremy Isaak, Stan Jang, Ross Kakuschke, Angus Mackay, Larbi Mouedden, Jasmin Patry, Tinman, Liberty Walker ; Quality Assurance Director: Lester Li ; Software Testing Programmer: Ryan Blazecka, Christopher Vienneau ; Lead Tester: Jonathan Lim ; Tester: Tyler Blair, Shawna Brown, Tony Esposito, Edwin Singh ; Sound Programmer: Brandon McGuigan ; Lead Sound Effects Designer: Scott Morgan ; Sound Effects Design: Adam Gejdos, Cory Hawthorne, Roman Tomazin, Jeff Tymoschuk ; Dialog Editing: Cory Hawthorne, Shawn Knapp ; Dialogue Mastering: James Meyer, Allan Levy, David Stephens ; Music Composed and Arranged: Graig Robertson ; Voice Recording: Adam Gejdos, Andrew Neil, Graig Robertson, Roman Tomazin ; Voice Director: Michael Donovan, Terry Klassen, Phillip Webster ; Music Mixing: Jeff Young ; Manager, Sound Department: Wolfgang Hamann ; Voice Talent: Eric Bana, Katie Bennison, Michael Donovan, Michael Dobson, Paul Dobson, Jano Frandson, Doc Harris, Michael Hovan, David Kaye, Dion Luther, Murray McCarron, Wendy Nakano, Graig Robertson, Jason Simpson, Robert O. Smith, Lee Tockar ; Script: Jeff Houde ; Additional Artist: Tony da Roza, Peter De Tina, Gene Endrody, Sophie Gagnon, Julian Green, Shamus Horak, Wade Howard, Craig MacPherson, Danny Maher, Ivan Mickovic ; Additional Programming: Nigel Brooke, Sean Butterworth, Martin Courchesne, James Harrison, Eric Honsch, Tom Legal, Wilkin Ng, Chakib Ouhajjou, Harold Westlund ; Advanced Technologies Group: Amit Bakshi, Nigel Brooke, Rod Davison, Bryan Ewert, Tim Hinds, Eric Honsch, Stan Jang, Senta Kaiser, Peter Mielcarski, Mike Perzel, Robert Sparks, Paul Stark, James Tan, Jodi Tilley, Neall Verheyde, Kevin Voon, Hongzhi Wang, Harold Westlund ; Iteam: Chris Glenat, Cliff Haman, Shannon Hancock, Eric Legaspi, Rob Lorber ; Company 2: Universal Interactive Inc. ; Producer: Jeff Barnhart ; Production Coordinator: Justin Lees ; Senior Producer: Jonathan Eubanks ; General Manager: Nicholas Longano ; VP of Technology - External Production: Neal Robison ; Sr. Software Engineer: Gary Lake ; Director of Product Marketing: Craig Howe ; Associate Product Manager: Michael Scharnikow ; Marketing Coordinator: Jason Covey ; Director of Content Development: William Kendall ; Director of Promotions: Chandra Hill ; President: Jim Wilson ; Public Relations Team: Melissa Zukerman, Sandra Shagat, Erica Dart ; Creative Services Supervisor: Stephanie Mente ; Manual Design: Lauren Azeltine ; Company 3: Absolute Quality ; Lead Tester: Sean Davis, Rob Gray, Chris Lewis, Brendan Tobin ; Tester: Nick Betcher, Henry Chen, Jason Davis, Dave Freeman, John Harold, Clinton Jackson, Ronald James, Chris Mack, Tony Mallory, Steve Purdie, Roland Pulliam ; Company 4: Vivendi Universal Games ; VUG European Brand Manager: Laurent Caffy ; Senior Project Manager: Fiachra Synnott ; Senior Engineer: Anthony Fitzgerald ; Engineer: Shamus Dermody ; QA Lead: Conor Harlow ; Universal Pictures: Marc Shmuger, Adam Fogelson, Eddie Egan, Pamela Blum, Kevin Campbell, Maria Pekurovskaya, Jeff Sakson ; The Brand Group - Universal Pictures: Beth Goss, Elizabeth Gelfand, David O'Connor, Angie Sharma ; Universal Studios Consumer Products Group: Timothy Rothwell, Debbie Jackman, Bill Kispert ; Company 5: Marvel Entertainment ; Executive in Charge of Production: Ari Arad, Kevin Feige ; Company 6: Marvel Characters Inc. ; Interactive Business and Legal Affairs: Joshua M. Silverman, Seth Lehman, John Stires, Carl Suecoff
~ Keith Adams, All Game Guide



