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The Great Games - A Retrospective on Classic Titles
Snatcher
Platform < Sega CD >      Developer < Konami >
Publisher < Konami >    Release Date < 1994 >
Snatcher Screenshot - Gillian looks serious.
Snatcher Screenshot - Where does Katie fit in?

Snatcher is basically a science-fiction detective story, and what I enjoyed most about the story is that it gets both the "science" and "fiction" parts right. When the game explains why the artificial skin the Snatchers use for cover can't hold up in sunlight, we understand it and believe it. When a skin tissue sample is taken from underneath the fingernails of a corpse, we're totally convinced by the analysis. There are also many other unnecessary tidbits of information, such as the technology behind the toilet in Gillian's apartment, if that's any indication of the detail to which the creators of Snatcher were committed.

Besides all of the neat technical jargon, Snatcher is filled with just plain good writing—especially when it concerns the relationships between the game's large cast of characters—and the story never misses an opportunity for humor. Comic relief comes mainly from Gillian's interactions with Napoleon, a dwarfish Chinese informant, and Metal Gear, Gillian's "navigator"—a pint-sized robotic partner assigned to him by the JUNKER force. The first time Gillian uses the videophone to contact Napoleon is classic—Napoleon's tired mug appears on the display, and upon seeing Gillian he appropriately moans in a disgusted tone, "Ugh, who the hell are you?" He then refuses to talk until Gillian provides him with the correct answer to a question. Right then you have a complete understanding as to the type of guy Napoleon is.

The most important of the game's subplots is of course the mystery surrounding Gillian's past with his wife and their present struggle to rebuild their lives together. Through the many conversations Gillian and Jamie have concerning their relationship, you understand Talk about mature content. that they genuinely care for each other, but they just can't sort out what's keeping them apart. It's rare to see subject matter like this treated with such maturity in a game. Sure, there are points in which things get a little cheesy, but the writing consistently nails that comic-book tone even in the awkward moments. We all know how comic books can look in the face of high literature—but it isn't bad writing, it's comic book writing—and Snatcher maintains that unique quality from beginning to end.

Snatcher isn't all menus and text when it comes to gameplay. In the scenes in which Gillian comes face-to-face with the enemy, the game switches to a shooting action mode. To really pump up the Snatcher-blasting, the Sega CD version of Snatcher was made compatible with Konami's Justifier light gun, the accessory that came with an earlier Sega CD game, Lethal Enforcers. Using the light gun in place of the controller during the shooting sequences obviously allows for greater interactivity and better action, but it's also invaluable in putting the player in Gillian's shoes. Granted, the gameplay during the shooting events doesn't amount to much more than Hogan's Alley on the NES, but there's a genuine tension in the moment you draw your weapon, followed by an extreme adrenaline rush during all the frantic shooting. Holding that gun in your hands, you actually feel like you're playing the part of Gillian. Because it's so easy to quickly become attached to the lead character, you obviously don't want any harm to come to him, so you simply do all you can to blast as many enemies as possible.


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