A rough beast indeed, Hunt: Showdown, slouching toward the daylight
after a couple of years in Early Access. A genre chimera, blurring
survival horror with boss rush shooter and battle royale, not quite one
thing, not quite another. At a glance you might confuse it with Far Cry 2
- there's the same malarial background hum, the same flammable brown
palette - but in motion it's closer to PUBG, shunning the clear ground,
ears pricked for proximity chat. It has the vivid markings of a Monster
Hunter, but those patterns are really just for show, like the eye-whites
of a killer whale - masking the gunsights protruding from its abdomen.
You certainly wouldn't call it handsome, but you can't seem to drag your
gaze away. How did something so... multiple ever survive the
evolutionary process? But alas, you've looked for too long. It knows
you're there now. No, don't try to run! The creature's girth is
deceptive. We'll have to see if we can bring it down.
If Hunt:
Showdown's unusual - and, as it turns out, fantastically exhilarating
and engrossing - mixture of inspirations has a single guiding principle,
it's that predators become prey. It's a game in which stepping on a
twig while chasing a zombie can get you shot from a hundred yards off,
and the time-honoured ceremony of a bossfight offers zero defence
against the player lobbing dynamite through a window.
In
Hunt, you play patron to a "Bloodline" of bounty hunters, all seeking
their fortune amid the rot of a 19th century Louisiana that has been
overrun by demons. Your task, in the main bounty-hunting mode, is to
find the lair of a legendary monster within one of two festering open
world maps, using your sorcerous Dark Vision to chase swirling blue
sparks to clues that narrow down the search area. Having slain and
exorcised the abomination, you must collect a bounty and head to a map
exit to complete the match. Along the way you'll fight or avoid myriad
lesser horrors - from vanilla zombies who can be treated as speed bumps,
providing you don't overlook the ones waving cleavers or torches, to
chunkier threats such as the Meathead, a one-armed juggernaut that sees
by way of a slithering entourage of leeches.
You'll
earn both character XP and coin for slaying these minor foes, but every
bullet or firebomb wasted on a demon dog (and every bandage applied to
your shredded flesh after discovering that the dog has friends) is one
less to pit against the boss itself. There are three of them, right now -
you never know which you're up against before starting a match, so it's
wise not to specialise too much when equipping guns and consumables.
The Butcher is the soft option, for all its bulk: a porcine bully armed
with a flaming hook, easily slaughtered providing you keep your
distance. The knife-wielding Assassin is wilier, dissolving itself into a
cloud of flies in order to course through the crevices of barns and
windmills; it can even clone itself to distract you, like a lizard
discarding its tail. Worst of all, though, is the Spider, a viciously
nimble wall-crawler that always seems to be behind or above you, its
rattling feet setting your hairs on end. Many hours after first killing
one, I still feel the urge to stand on a chair while fighting it.
Thankfully,
bosses never leave their lairs, so you can always hurry outside to
patch yourself up, scrounge some ammo or take potshots at your quarry
through a gap in the boards. Except that you can't, actually, because
the sting in Hunt's tail is that it's a competitive affair. There may be
other players in the vicinity - as many as a dozen per match, questing
in groups of up to three. Enemy players aren't marked on the HUD or map
screen to begin with, but it's easy to give yourself away while thinning
the NPC herd, and as in Turtle Rock's sadly forgotten Evolve, each map
is awash with nefarious ambient warning systems such as patches of
broken glass, clattering chains and flocks of tetchy crows. The
bossfights, naturally, tend to involve a lot of telltale screaming and
explosions, and once you've killed the boss, you must banish it to
obtain the bounty - a two-minute exorcism ritual that flags your
position on the map, giving rivals all the time they need to close in
and set up a perimeter. Bounties themselves are visible on the HUD along
with their carriers, which often makes exfiltration the most arduous
part of the match.
It's
a recipe, all told, for two kinds of dread. On the one hand, there's
the revulsion you feel toward creatures who used to be regular folks and
animals: the women whose chests have split to reveal mosquito hives,
grimacing at you sideways; the men who resemble giant, groaning lumps of
decaying coral. This is a fear that abates as you play match after
match, memorising AI aggro ranges and unlocking new gear and skills such
as blunt impact resistance or faster crossbow reloads. Beyond the first
10 Bloodline levels, hunters and their gear are lost forever when
slain, but they are just as swiftly replaced, with one free greenhorn
recruit available on the roster screen between matches (you can also buy
"Legendary" hunters with real money, but the perks are strictly
cosmetic). You learn not to grow too attached, though you can always
extract from a round early if you feel totally outgunned.
Which
means that it's all about the second kind of dread, the all-pervading,
remorseless awareness that at any given moment, somebody could be aiming
a gun at you, somewhere out there in the sweaty blur of undergrowth,
reading your position and direction in birdsign, the splashing of your
feet (why on earth did you take that shortcut through the swamp?) and
the hungry twitching of nearby zombies. It's a horror that can't be
denied or hidden from, alleviated only by the sheer malice you feel when
you hear a cough, turn slowly and spy another player galloping
heedlessly through a cornfield with their microphone on.
You may
have felt similar emotions while playing venerable MMO shooter DayZ -
Hunt's achievement, perhaps, is to take that game's ethos of treachery
and paranoia and pack it into rounds of 30-40 minutes apiece, with a
clear, overarching rhythm of exploration, battle and escape. That's
30-40 minutes at the outside: if there are 12 players in the field, it's
not uncommon to bump into rivals within the first few minutes. If
you're luckier, you might be the one player who doesn't bumble into that
gunfight and wind up all on your lonesome, farming the map's denizens
at your leisure. But of course, you can never guarantee that you're the
last person standing. If you plan on going loud it's safest to pair up,
as team-mates can revive one another at the cost of the permanent loss
of a health bar segment.
That
fear of being watched teaches you to savour the devious intricacy of
Hunt's environment design. Every feature of this benighted landscape is
the basis for some kind of tactical dilemma. Buildings harbour ammo or
health refills, but that also means you're more likely to encounter
other players there. Randomly applied misty or night time conditions
lessen the anxiety when breaking cover, but dial it up again when
defending a lair during the banishment - it's wise to douse the lanterns
before risking a peek out the window. You might want to make more
active use of those ambient alarm systems, perhaps tripping a generator
to drown out any sounds you make while sneaking up on a camper.
Boss
lairs, especially, assume a twofold existence in your mind. There's the
trepidation of invading them, particularly when battling the Spider,
whose form - like the Xenomorph - is hard to make out against thickets
of rusting farm tools and the entangled shadows of beams. And then
there's the process of defending them during or after a banishment,
whereupon you become the lurking terror, reading the minds of invaders. A
woman's yell downstairs indicates that one nearby player has roused a
zombie's wrath. A creak above suggests that another - allied to the
first? - is tip-toeing across the tiles. A distant burst of cawing
reveals that a third is approaching from the north. If the dice fall
your way, that approaching player might snipe the one on the roof while
you pounce on the first player below. But you're not really worrying
about players 1, 2 and 3. The player you're worried about is player 4,
the one you haven't detected yet, the one you must always assume is
there.
I'm not sure I've played a multiplayer game that breeds
such tension since Rainbow Six: Siege. Hunt's drawback, if you can call
it that, is that it doesn't offer much alternative to that tension. You
can't play solo against the AI, save for revisiting the game's opening
training level (Crytek is working on a proper solo PvE mode),
and while there's a boss-less Quickplay option, this isn't quite the
emergency release valve for pent-up jitters it sounds like. Rather, it's
a very nifty extension of the character levelling system.
In Quickplay, you're handed a random, cursed hunter and must track
down three energy sources in order to activate a mystic wellspring and
escape the map. Where in bounty hunt, new guns can only be looted from
dead hunters, in Quickplay you'll find exotic weapons dotted all over.
You'll also acquire a random skill for every energy source you tap. The
result is a custom-created hero, endowed with choice gear and abilities
that might be beyond your current Bloodline rank. Survive the ordeal,
and you can recruit that character to your roster. The catch is that
only one hunter can activate the wellspring and escape - and there's
nothing like the rage when you've cobbled together your very own Van
Helsing and another player yanks the rug away with an exploding crossbow
bolt.
Long in the brewing - it began life at Crytek USA as a kind
of Grimm fairytales spin on Left 4 Dead - Hunt: Showdown cuts a
strange, skulking figure alongside the multiplayer shooters that
dominate discussion today. It's resolutely one-note, though each bounty
hunt throws up a variety of deadly surprises, and profoundly
unforgiving. Beyond that 10 level grace period it has no real interest
in making you feel at home. That sheer impassivity, however, stokes
emotions you simply won't find in most multiplayer games. The way your
pulse jumps when you catch the echo of gunfire. The bile in your throat
as you monitor the Spider's motions through the woodwork of a barn. And
above all, the horrible triumph when a flock of birds take off nearby,
and you aim your shotgun just as somebody peers around a wall.
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