- Release Year: 2003
- Platforms: PlayStation 2, Windows, Xbox
- Publisher: Black Label Games, MumboJumbo, LLC
- Developer: Warthog Games Ltd.
- Genre: Action, Shooter
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Shooter, Space flight, Vehicular
- Setting: Futuristic, Sci-fi, Space station, Spaceship
- Average Score: 66/100

Description
Mace Griffin: Bounty Hunter is a sci-fi first-person shooter where players take on the role of Mace Griffin, a former space ranger turned bounty hunter after being framed and imprisoned. The game blends traditional FPS combat with spaceflight segments, allowing players to pilot various ships in intense dogfights while also exploring environments on foot. Set in a futuristic universe, the game features a mix of ground-based missions and space battles, with seamless transitions between the two gameplay styles.
Gameplay Videos
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Mace Griffin: Bounty Hunter Reviews & Reception
metacritic.com (64/100): Despite being a rough composite of a half dozen other first-person shooters without much personality of its own, Mace Griffin Bounty Hunter is still pretty good.
ign.com (60/100): Fun at times (especially in the first few hours before the minor annoyances begin stacking up) and does a nice job of mixing up run and gun and sniper action, but the AI is buggy and sometimes the game absolutely drags.
gamesreviews2010.com (75/100): Mace Griffin: Bounty Hunter is a well-made and enjoyable first-person shooter.
gamerevolution.com : Mace Griffin is an average FPS that lets you fly around and dogfight a little. It shoots for the stars, but winds up getting lost in the clouds thanks to its limited depth and very standard corridor shooting.
Mace Griffin: Bounty Hunter Cheats & Codes
PC
Choose the Electro-Cosh at the weapon selection screen and quickly press the following buttons.
| Code | Effect |
|---|---|
| L1, R1, L1, R1, X, Circle, Circle, X, Triangle, Triangle | Double damage |
Xbox
Choose the Electro-Cosh at the weapon selection screen and press the following buttons.
| Code | Effect |
|---|---|
| L, R, L, R, A, B, B, A, B, A | Auto-focus on enemies |
| L, R, L, R, A, B, B, A, B, B | Big heads |
| Left Trigger, Right Trigger, Left Trigger, Right Trigger, A, B, B, A, Y, X | Detach Camera |
| L, R, L, R, A, B, B, A, Y, Y | Double damage |
| L, R, L, R, A, B, B, A, Y, X | Floating camera view |
| L, R, L, R, A, B, B, A, X, Y | Invincibility |
| L, R, L, R, A, A, B, B, X, X | Level select |
| L, R, L, R, A, A, B, B, X, B | Level skip |
| L, R, L, R, A, B, B, A, A, A | One hit kills |
| L, R, L, R, A, B, B, A, X, X | Unlimited ammunition |
PlayStation 2
Select the Electro-Cosh at the weapon selection screen and enter one of the following codes during play.
| Code | Effect |
|---|---|
| L1, R1, L1, R1, X, O, O, X, X, O | Big heads |
| L1, R1, L1, R1, X, O, O, X, triangle, triangle | Double damage |
| L1, R1, L1, R1, X, O, O, X, O, X | Enable Auto-focus on enemies |
| L1, R1, L1, R1, X, O, O, X, triangle, square | Floating camera view |
| L1, R1, L1, R1, X, O, O, X, square, triangle | Invincibility |
| L1, R1, L1, R1, X, X, O, O, square, square | Level select |
| L1, R1, L1, R1, X, X, O, O, square, O | Level skip |
| L1, R1, L1, R1, X, O, O, X, X, X | One hit kills |
| L1, R1, L1, R1, X, O, O, X, square, square | Unlimited ammunition |
Mace Griffin: Bounty Hunter: A Flawed but Fascinating Relic of Early 2000s FPS Design
Introduction: The Bounty Hunter Who Could Have Been
In the crowded landscape of early 2000s first-person shooters, Mace Griffin: Bounty Hunter (2003) stands as a curious artifact—a game that dared to blend ground-based combat with space dogfighting in a seamless, loading-screen-free experience. Developed by Warthog Games and published by Black Label Games, it arrived at a time when Halo: Combat Evolved had redefined console shooters, and Half-Life 2 was looming on the horizon. Mace Griffin promised something different: a gritty, revenge-driven narrative set in a Wild West-meets-sci-fi universe, where players could transition from blasting enemies on foot to piloting spacecraft without missing a beat.
Yet, despite its ambitious premise and the star power of Henry Rollins voicing the titular protagonist, Mace Griffin ultimately fell short of its potential. Critics and players alike recognized its innovations but were quick to point out its glaring flaws—linear level design, underwhelming AI, and a lack of multiplayer in an era where online play was becoming the norm. This review will dissect Mace Griffin: Bounty Hunter in exhaustive detail, exploring its development, narrative, gameplay, and legacy to determine whether it deserves to be remembered as a bold experiment or a missed opportunity.
Development History & Context: A Game Caught in the Crossfire
The Studio and the Vision
Warthog Games, a UK-based developer, was no stranger to ambitious projects. Known for Starlancer (2000) and Battlestar Galactica (2003), the studio had a reputation for blending flight simulation with action. Mace Griffin: Bounty Hunter was conceived as a fusion of these elements, initially dubbed “Grand Space Auto”—a nod to its aspirations of being a Grand Theft Auto-style sandbox in space. However, as development progressed, the game’s scope was reined in, transforming it into a linear, mission-based experience.
The project was first announced in 2001 as Bounty Hunter, an Xbox exclusive under Crave Entertainment. By 2002, it had expanded to include PlayStation 2 and GameCube versions, with Electronic Arts briefly attached as a co-publisher. However, financial and developmental challenges led to multiple delays and publisher changes, culminating in Vivendi Universal Games taking over under its Black Label imprint. The GameCube version was ultimately canceled, and the PC release in North America was delayed until 2004, by which time the game had already received lukewarm reviews on consoles.
Technological Constraints and the Era’s Expectations
Mace Griffin was developed during a transitional period for first-person shooters. Halo (2001) had demonstrated the viability of console FPS games with tight controls and vehicle sections, while Deus Ex (2000) and System Shock 2 (1999) had shown the potential for deep narrative integration. Mace Griffin attempted to marry these influences, but its technical limitations—particularly on the PlayStation 2—held it back. The game’s seamless transitions between on-foot and space combat were a technical marvel, but the execution often felt clunky, with framerate drops and texture pop-in plaguing the experience.
The absence of multiplayer was another critical misstep. By 2003, games like Unreal Tournament 2003 and Halo’s local split-screen had set a new standard for replayability. Mace Griffin’s single-player-only focus, combined with its linear structure, made it feel outdated upon release.
Narrative & Thematic Deep Dive: Revenge in the Vagner System
Plot Overview
Mace Griffin: Bounty Hunter unfolds in the Vagner System, a lawless frontier on the edge of the known universe. The setting is a classic space Western, where megacorporations like the Tannan Corporation hold sway, and bounty hunters operate in the shadows. The protagonist, Mace Griffin (voiced by Henry Rollins), is a former Ranger—a member of an elite police force—who was framed for a crime he didn’t commit and spent a decade in prison. Upon his release, he joins the Guild of Bounty Hunters, seeking both vengeance and the truth behind the conspiracy that destroyed his life.
The story is told through a series of missions that initially seem unrelated but gradually reveal a darker plot involving mysterious black wormholes and the sinister Watchers, a race of parasitic beings. Mace’s journey is one of redemption and discovery, as he uncovers the betrayal of his former commanding officer, Richter, and the Tannan Corporation’s role in the downfall of the Rangers.
Characters and Dialogue
Mace Griffin himself is a compelling protagonist—gruff, determined, and morally ambiguous. Henry Rollins’ voice acting lends the character a raw intensity, though the dialogue often veers into cliché. Supporting characters, such as the enigmatic bounty hunter Trinity and the treacherous Richter, are serviceable but lack depth. The game’s narrative is hampered by its delivery: cutscenes are static and overly exposition-heavy, with Mace often standing motionless while characters monologue at him.
Thematically, Mace Griffin explores familiar sci-fi tropes—corporate greed, betrayal, and the struggle for justice in a lawless frontier. However, these themes are underdeveloped, with the game’s focus squarely on action rather than storytelling. The Watchers, in particular, are an intriguing concept—a parasitic species manipulating events from the shadows—but their role is relegated to a late-game twist rather than a fully explored narrative thread.
The Vagner System: A World of Missed Potential
The Vagner System is a richly imagined setting, blending elements of Firefly’s frontier aesthetic with the corporate dystopia of Cyberpunk 2077. The game’s environments—ranging from asteroid mines to luxury space liners—are visually distinct, but the linear level design prevents players from fully immersing themselves in the world. The absence of side quests or optional bounties (despite the game’s title) is a glaring omission, making the universe feel smaller than it should.
Gameplay Mechanics & Systems: A Tale of Two Halves
Core Gameplay Loop
Mace Griffin’s gameplay is divided into two distinct segments: on-foot combat and space dogfighting. The transitions between these modes are seamless, allowing players to walk into their ship, take the controls, and lift off without a loading screen. This innovation is the game’s standout feature, but it’s undermined by the rigidity of the mission structure.
On-Foot Combat:
– The ground combat is a standard FPS affair, with Mace wielding an arsenal of futuristic weapons, each with an alternate fire mode. The shotgun, for example, can fire a single slug or a devastating spread, while the sonic shock cannon can either stun groups of enemies or kill them instantly.
– The weapons are satisfying to use, with weighty sound design and visceral feedback. However, the enemy AI is inconsistent—some foes are cunning, flanking and retreating, while others stand idly until shot.
– The game’s health system is a direct lift from Halo, with Mace’s shield regenerating after a few seconds of avoiding damage. This mechanic works well in practice but feels derivative.
Space Combat:
– The space sections are where Mace Griffin shines, offering a mix of dogfighting and ship-boarding sequences. Players can pilot the Pallbearer, Mace’s personal vessel, or other ships, engaging in battles against enemy fighters and capital ships.
– The controls are accessible but lack depth. There’s no ship customization, and the dogfights often devolve into simple target practice. The absence of a true open-world space exploration element is disappointing, given the game’s initial Grand Theft Auto aspirations.
Level Design and Progression
The game’s levels are linear and often repetitive. Missions typically involve:
1. Landing on a space station or asteroid.
2. Fighting through waves of enemies to reach an objective.
3. Completing a simple task (e.g., flipping a switch, rescuing a hostage).
4. Returning to the ship and engaging in a space battle.
5. Warping to the next location.
This structure grows tedious, especially since the game offers no branching paths or replayable content. The lack of a difficulty slider further exacerbates the issue, as some sections are frustratingly punishing, while others are trivial.
Glitches and Technical Issues
Mace Griffin is notorious for its bugs, particularly on the PlayStation 2. Players reported enemies getting stuck in walls, grenades bouncing unpredictably, and mission-critical doors failing to open. These issues, combined with the game’s rigid save system, often forced players to restart entire sections—a frustrating experience in an already repetitive game.
World-Building, Art & Sound: A Gritty Sci-Fi Aesthetic
Visual Design
Mace Griffin’s art direction is one of its strongest aspects. The game’s gritty sci-fi aesthetic—dark, industrial, and lived-in—sets it apart from the cleaner, more futuristic designs of contemporaries like Halo. The character models, particularly the alien races (the gorilla-like Jaldari and reptilian Valleakan), are well-designed, though their animations are stiff.
The environments are varied, from the claustrophobic corridors of space stations to the open vistas of asteroid mines. However, the PlayStation 2 version suffers from noticeable texture pop-in and framerate drops, which detract from the immersion.
Sound Design and Music
Henry Rollins’ performance as Mace Griffin is a highlight, lending the character a gravelly, no-nonsense demeanor. The supporting cast’s voice acting is serviceable, though the dialogue often lacks the wit or depth of games like Mass Effect.
The soundtrack is atmospheric, with a mix of industrial and orchestral tracks that complement the game’s tone. The sound effects—particularly the weapon sounds—are punchy and satisfying, though the lack of dynamic music during combat is a missed opportunity.
Reception & Legacy: A Game Lost in the Shadows
Critical Reception
Mace Griffin: Bounty Hunter received mixed reviews upon release, with critics praising its ambition but criticizing its execution. Aggregated scores on Metacritic reflect this divide:
– Xbox: 64/100 (Mixed or Average)
– PlayStation 2: 62/100 (Mixed or Average)
– PC: 56/100 (Mixed or Average)
Praise:
– The seamless transitions between on-foot and space combat were widely lauded as innovative.
– The weapon variety and visual design were frequently cited as strengths.
– Henry Rollins’ performance was a standout, adding gravitas to the protagonist.
Criticism:
– The linear level design and lack of replayability were major sticking points.
– The AI’s inconsistency and the game’s technical issues were frequently mentioned.
– The absence of multiplayer was seen as a critical flaw in an era where online play was becoming standard.
Commercial Performance and Legacy
Mace Griffin was not a commercial success, failing to make a significant impact in a market dominated by Halo, Half-Life 2, and Doom 3. Its legacy is that of a cult curiosity—a game that tried something new but was ultimately overshadowed by its contemporaries.
However, its influence can be seen in later titles that attempted to blend FPS and space combat, such as Star Wars: Battlefront II (2005) and Destiny (2014). The game’s seamless transitions between gameplay modes were a precursor to the fluid design of modern open-world games.
Conclusion: A Flawed Gem Worth Revisiting
Mace Griffin: Bounty Hunter is a game of contradictions—a bold experiment hampered by technical limitations and design choices that felt outdated even at release. Its seamless blending of FPS and space combat was ahead of its time, but its linear structure, underwhelming AI, and lack of multiplayer relegated it to the status of a forgotten relic.
Yet, for all its flaws, Mace Griffin remains a fascinating artifact of early 2000s game design. Its gritty aesthetic, Henry Rollins’ performance, and the sheer audacity of its premise make it worth experiencing for fans of sci-fi shooters. It’s not a classic, but it’s a game that dared to be different—and in an era of Halo clones, that’s no small feat.
Final Verdict: 6.5/10 – A flawed but ambitious title that deserves a place in the annals of FPS history, if only as a cautionary tale of unfulfilled potential.
For modern players, Mace Griffin: Bounty Hunter is best approached as a historical curiosity—a game that tried to push boundaries but was ultimately constrained by the technology and expectations of its time. It’s not a must-play, but it’s a title that offers a unique glimpse into what might have been.