Despite all the tension, ugliness, and cruelty, the overwhelming feeling Hunter: Duel gives me is Relief.
This is partly because Crytek eventually created a game that I not only liked and liked, but also fascinated me. From day one, Crytek has become a large studio and as powerful as the original Far Cry (in that distant era, a magazine editor refused to believe that Half-Life 2 could challenge it when I submitted it ) that (Review) No matter how ambitious Crysis is, no Crytek game has occupied 500 hours of game time in my tight and tense schedule.
Crytek games have always been a tense state of technology fusion, but they quickly became design, and the laser pointer of the design was finally separated from other members of the team. The result was coherent, puzzling, and exciting. The competitive shooting games are influential in contemporary games. Most importantly, it creates a unique identity. There is nothing more like Hunt, and nothing more than a huge gain.
It is also this formula of influence that provides another sense of relief. The Survival genre has not been proven dead end, it will burn down due to mixing and recycling, but it will begin to affect the design of the rest of the game, allowing developers to see effective methods and build on them. Surprisingly, there were no types of survival at all ten years ago, and now, now, the old, old templates for competitive FPS have become richer than they should be.
Anyway, we should visit this quick summary bit: Hunt: Showdown is a first-person shooter with a player-to-environment bit that can hold up to 12 players. The theme is "Ghostly Cowboy in a Haunted House". The enemies are zombies, terrifying dogs, things in the water and other arbitrary things. horrible Supernatural friend. Your cowboys, your temporary characters, are disposable, although you can grade them, equip them and train them while they are alive, will
Hunter: The showdown has a battle royale aspect, "Quickplay", appropriately named. Quick Play is a solo mode that works when your close friends are offline or only have 15 minutes to crack. You run around and collect the secret Magefin until someone has all four, and then that person must survive to take them away from others. It's an impressive reuse of all game assets, and it's a great game in its own right. It's ok. Hunting is not a royal battle game. Absolutely not
The real voodoo is at the core of the bounty hunting mode. Although it echoes the ideas of many games, it is completely different from other games I have played. In the process, players collect "clues" (actually glowing ashes) from various random locations around the map until they have 3 and thus have a scary monster position-a real boss battle , Which is pretty good by itself-then they have to kill, "eliminate" and withdraw bounty from the map. or not.
Maybe you know where the boss's monster is, and just lying waiting for others to get it, you are a camping bastard. Or maybe when you get there, others are quietly trying to complete it so that they can reach the extraction point (randomly distributed on the edge of the map) before others stop them. Maybe you lie outside and wait, hoping to ambush them when they come out? Or maybe you threw a jar containing a deadly bee into the jar with a gap in the roof, and shot the gun through the window. Or, there may be another team here, and a gun battle between you and them will allow the team of the exiled bosses to grab their prizes and take them away in the hail of rifle fire.
What excites me most about Hunt is its unpredictability. Yes, I've read it now, and I know where the enemies might come from and what they might do, but each game seems surprising, partly because of the random nature of the game itself and partly because it's just imaginative for players The technique of force provides such a broad canvas. There are traps, bombs, strange melee weapons, throwing knives and many environmental media, such as oil tanks that can set fire. always somethingAnd there are so many moving parts that are very interesting.
Survival influence manifests itself by how these factors bring danger to the mix, and these factors often make any given match unforgettable or exciting. You can bleed, bandage, or poison, and use an antidote if available. You could be on fire, exhausted from a fierce dogfight, or sprint on a huge map. When you accidentally hate something terrible and annoying, your plan becomes messy, and when you try to find a way to treat it after encountering the annoying thing, things will escalate dramatically.
The nice thing Hunter does is limit and control the information you have available. Players will spawn near the edges of the map, but whether it is another duo or a trio (the "team" is so small, yes) is still unknown. You will eventually listen carefully to the sound of footsteps, people dealing with wildlife on the map, or set up many sound traps, from rotting branches to the sound of stepping down to flocks of birds, which may Was completely disturbed before calling into the sky. Show your location. The lack of information is exciting: when the username is displayed around the UI with the player's name (for example, when a bounty occurs), you will always know only the killer's hand. You will never know who you killed. They are just another body. Indeed, you don't even know if anyone is on the map. Did we get everyone? Do they just choose to extract? Or if you poked in that shed, would they raise their heads with a big hammer? The entire tension remains high.
What's especially important is that the result of all these things is that audio plays a more important role than any game I can remember. (Suffice it to say) This is the first step to take off your boots on the battlefield-Hunt is equipped with audio, every time you disturb it, every chain will make a sound, and every heavy footstep will have May let you hear. Hunting is a stealth game. Until it is gone, the sound of guns can be heard on the map. (Unless you use a). Undetected for a long time, jumping against the enemy is an effective tactic. Of course, it doesn't always work, and that's fine.
Perhaps Hunt's greatest achievement is that it takes up unknowable, unexpected possibilities like Day-Z and boils it down to something you can and must play in less than an hour . This is a quick fix for a genre that is always likely to spread. (Some Arma and DayZ players ask me if Hunter will scratch their itch, especially the Sims. I have to say maybe, but probably not. Despite this, Hunter is still cunning: you can't lie down and Headshots became so easy that weaving is still an effective behavior like playing Quake. In other words, I killed someone because I heard them exhale after watching the oscilloscope So a lot of things happened there.
See, I ca n’t completely recommend Hunter: Showdown. I think the games that our reviewers seriously recommend should be games that are accessible to the majority of gamers, or if you want to know a little about the game's capabilities, then those silly masterpieces are definitely not to be missed. . Hunt is a focused, ruthless, nasty job, and in the dark, the screams around you will make you die of bleeding in the hedge. The learning curve is a bastard, and while matchmaking is usually good when it comes to finding opponents, you will die in terrible and terrible ways over and over again. Grim and beautiful, there is no single player mode beyond this tutorial. If it sounds great-honestly it is – Then you know what to do.
test version: PC version. All knobs of the I7 and 980 Ti are on 11 and run at 60fps. The PS4 version is coming soon, and we are happy to report that the game is running well on the gamepad. Just don't try to use a gamepad with a PC mouse / keyboard player. It doesn't end there.