Run Like Hell | |
---|---|
Developer(s) | Digital Mayhem |
Publisher(s) | Interplay |
Designer(s) | Brian Freyermuth |
Composer(s) | Inon Zur |
Engine | RenderWare |
Platform(s) | PlayStation 2, Xbox |
Release |
PlayStation 2 Xbox |
Genre(s) | Third-person shooter |
Mode(s) | Single-player |
Review scores | ||
---|---|---|
Publication | Score | |
PS2 | Xbox | |
EGM | N/A | 6.5/10 |
Famitsu | 28/40 | N/A |
Game Informer | 8/10 | 8/10 |
GamePro | ||
GameSpot | 4/10 | 4.1/10 |
GameSpy | N/A | |
GameZone | 5/10 | 6/10 |
IGN | 6.6/10 | 4.1/10 |
OPM (US) | N/A | |
OXM (US) | N/A | 6.5/10 |
The Cincinnati Enquirer | N/A | |
Entertainment Weekly | C | N/A |
Aggregate score | ||
Metacritic | 58/100 | 55/100 |
Run Like Hell (also known as RLH) is a third-person shooter video game designed by Digital Mayhem and released by Interplay for the PlayStation 2 in late 2002 and for Xbox in early 2003.
Run Like Hell is set on a space station in the distant future. It features the voice talents of Lance Henriksen, Thomas F. Wilson, Clancy Brown, Kate Mulgrew, Michael Ironside and Brad Dourif. The game also features the music of Three Days Grace and Breaking Benjamin, including an exclusive music video of their song "Polyamorous".
The later Xbox version includes one new level and several new alien creatures, while several optional player character skins and additional minigames could also be downloaded via Xbox Live or the Xbox Exhibition 3 demo disc.
The gameplay in Run Like Hell is most similar to that of the later titles in the Resident Evil series, with the player controlling a character from a third-person perspective. Enemies can be locked onto when firing and while reloading weapons is still required, most of the weapons have infinite ammo. The game also features a number of chase sequences, in which the player must flee from an invincible foe while dodging the obstacles in their path both with the analog stick and the face buttons. In these sections the player must use the analog stick to move around obstructions like crates and boxes and through narrow pathways. If a gap or low clearance is ahead, the game will prompt the player to push a specific face button to jump or duck. If the player takes too long to navigate the sequence, the enemy will catch the player and they will have to replay the sequence.