Indeed, Hunt: Showdown is indeed a beast. After spending a few years in Early Access, it walked towards the day. Strange and exotic genre-survival horror, battle royale, boss rush shooter, insect, demon, human. At first glance, it looks like Far Cry 2 with all flammable brown shadows, but moves more like PUBG, avoiding clean ground, and piercing ears for close-range chats. It has vivid markings of monster hunters, but these patterns are actually only displayed, like the whites of killer whales-masking the scope protruding from its belly. You certainly wouldn't call it handsome, but it seems you can't look away. How to do it … many Ever survived evolution? However, you have been searching for too long. It knows you are there now. No, don't try to run! The creature's girth is deceptive. We have to see if we can lower it.
If Hunter: The Duel is unusual, and it turns out to be exciting and fascinating, then there is only one guiding principle for a mixture of inspirations, which is that predators become prey. This is a game where stepping on a dead branch and carrying a zombie on your back allows you to shoot and kill from a hundred yards away, while the battle of bossight provides players with zero defense to prevent players from explosives through windows.
At Hunt, you play the guardian of the "blood" of bounty hunters, all of whom seek wealth in the demonic decay of Louisiana in the 19th century. In the main bounty hunting mode, your task is to find a legendary monster's lair in two daunting open world maps, use your magic dark vision to chase swirling blue sparks and find narrow search Trail of scope. After being killed and driven off abominable things, you must collect bounty and head to the map exit to complete the game. In the process, you will fight or avoid countless smaller terrorists-from vanilla zombies that can be seen as speed bumps (provided you do n’t ignore people waving cleavers or torches) to greater threats For example, one-armed swordsman Meathead sees water everywhere.
Hunting: Showdown
- Developer: Jingjing
- announcer: Jingjing
- Platform: PC, Xbox One, PS4 (reviewed on Xbox One)
- Availability: February 18, 2020
Kill these little enemies and you will get character XP and coins. However, every bullet or bomb is wasted on the devil dog (after the dog is found to have friends, each bandage is attached to the minced meat) one less than the boss itself. Now there are 3 types of weapons-you never know which opponent to face before the game starts, so it is wise not to focus too much on equipping guns and consumables. Butcher is the softest option because of its large size: a pig tyrant with a flame hook that is easily slaughtered and allows you to keep your distance. Assassins with swords are more dazzling, dissolving themselves into a flies in order to cross the gap between the barn and the windmill. It can even clone itself to distract you, just like a lizard abandons its tail. However, the worst thing is the spider, which is a vicious agile reptile that always seems to be behind or above you, its crunchy feet bundling hair. Many hours after killing a chair for the first time, I still felt the desire to stand on the chair while fighting it.
Thankfully, the bosses will never leave their lair, so you can always hurry outside to patch yourself up, stuff some ammunition or take some pictures at the quarry through a gap in the wood. In fact, you can't do it, because the sting on Hunt's tail is a competitive business. There may be other players nearby-up to 12 players per game and up to 3 players per group. Initially no enemy players were marked on the HUD or map screen, but it was easy to let yourself go when sparse herding of NPCs, just like in Turtle Rock's memorable Evolve, each map was flooded with evil environment warning systems, Such as patching broken glass, broken chains and naughty crow swarms. Boss battles naturally involve a lot of storytelling screams and explosions. Once you kill the boss, you have to banish it for a bounty-the exorcism ritual lasts two minutes, marking your location on the map, and giving opponents them Always need to close and set the peripheral area. The bounty itself and the carrier are visible on the HUD, which usually makes penetration the most difficult part of the game.
In short, these are two secret recipes for fear. On the one hand, you have a loathing feeling for creatures that were once ordinary people and animals: a woman's chest is split open, a mosquito hive is exposed, and a grimace is made at you. Those like giant, moaning rotting corals. This worry will diminish as you play game after game, remembering the AI's agility range and releasing new gear and skills, such as blunt shock resistance or faster cross reloads. In addition to the first 10 pedigree levels, killed hunters and their gear will be lost forever, but just as they were quickly replaced, there is a free recruit recruit on the roster screen between matches (you can also buy "Legendary" hunter money of descent, but the allowance is strictly cosmetic). You have learned not to become too persistent, although if you feel you have been completely eliminated, you can always take it from a round as early as possible.
This means that this is the second kind of fear, omnipresent, relentlessly aware that at any given moment, someone may point a gun at you, in the thick mist of shrubs, where you are and where you are Signs, splashes on your feet (why did you take a shortcut on the swamp?) And the starvation of nearby zombies. It's a horror that I can only compare to an omniscient god-you can only feel malicious if you hear a cough, slowly turn around and monitor another player galloping through a cornfield with a microphone.
You may feel similar emotions while playing the awesome MMO shooting game DayZ-Hunter's achievement may be to grasp the spirit of betrayal and paranoia of the game, divide it into 30 to 40 minute rounds, explore, fight The rhythm is clear, overall and escaped. That's 30-40 minutes outside: if there are 12 players on the field, it's not uncommon to run into opponents within the first few minutes. If you're more fortunate, you might be a player who doesn't get into that kind of shootout and end all loneliness and cultivates residents on the map in your spare time. But, of course, you can never guarantee that you are last. If you plan to make a loud pair, pairing is the safest because hunters can benefit each other, which can lead to permanent loss of health bars.
Fear of being monitored will teach you the complexity of Hunt's environmental design. Every feature of this double night landscape is the basis of some kind of tactical dilemma. Buildings have ammunition or supplies, but this also means that you are more likely to meet other players here. Randomly applying misty night or night conditions can reduce anxiety when covering up, but dial it up again when defending the lair during exile-it is wise to pour into a lantern before risking peeking out the window. Sometimes, you may want to make a noise, perhaps to trip a generator to cover up any sounds you make while on a camper.
The boss's lair has a dual presence in your mind. Invading them is disturbing, especially when fighting spiders, whose form-like Xenomorph-is difficult to distinguish from rusty farm bushes and tangled beam shadows. Then there is a process of defending them during or after exile, at which point you become a latent terror and read the minds of the invaders. The shout of a woman downstairs indicates that a nearby player caused the zombie's rage. The squeak above indicates another-an alliance with the first? -Tip your toes through the tiles. A distant hissing indicated that one third was approaching from the north. If the dice fall, they may take the dice off the roof when you raid the first player below. But you don't really worry about players 1, 2, and 3. You are concerned about player number 4, the player you have not yet discovered, and the player you must always assume is there.
Since Rainbow Six: Siege, I'm not sure if I've played a multiplayer game that would exacerbate this tension. The disadvantage of Hunt, if you can call it that, is that it doesn't offer many alternatives. You can't monopolize the map of the game, and even though there is a Quickplay option without a boss, this doesn't sound like an emergency release valve for suppressed jitter. Instead, it is a very nice extension of the character classification system.
In Quickplay, you will get a random, cursed hunter, and must track three energy sources to activate the mysterious fountain and escape the map. In bounty hunting, you can only grab new guns from dead hunters, and in Quickplay you will find exotic weapons scattered everywhere. You will also get random skills for each type of mining energy. The result is a customized hero, given the choice of equipment and abilities that may exceed your current pedigree level. To survive, you can recruit the character to your roster. The problem is that only one hunter can activate the spring and escape-when you piece together your Van Helsing and someone pulls the carpet away with an explosive bolt bow, there is nothing more crazy than that.
Long gestation-it originated from Crytek USA, as Grimm's fairy tale spins in Left 4 Dead-Hunt: Showdown cuts down a weird, figure figure in the multiplayer shooter that is leading the discussion today. It's definitely a note, although every bounty hunt triggers a variety of fatal accidents and is unfathomable. After the 10-level grace period, it doesn't really make you feel at home. However, that sheer indifference stirs up emotions you simply won't find in most multiplayer games. The way your pulse beats when you hear the gunshot. The bile in your throat as you read the spider's movement through the barn's woodwork. Most importantly, when a flock of birds took off nearby, it was a terrible victory, and you aimed the shotgun at someone else, just like someone was surrounding the wall.