Follow TV Tropes

Following

Video Game / Hunt: Showdown

Go To

https://static.tvtropes.org/pmwiki/pub/images/hunt2.jpg
Monsters have overrun our world, and their flesh will be your bounty.


"When two Hunters risk everything, and evil waits unseen, the Hunter becomes the hunted."
Advertisement:

Hunt: Showdown is a horror and Western-themed FPS set in a late 19th century Louisiana bayou, developed by Crytek and released on PC through Steam Early Access on 22nd February, 2018.

A rather unique take on the multiplayer shooter and sandbox genre; Hunt puts players in the shoes of monster-killing Bounty Hunters and pits them against up to ten other players, either solo or in teams of two, in a large sandbox map. Players must utilise a wide arsenal of weapons and tools to fight undead monsters, track down clues to locate their target, kill the boss (or bosses), then escape with the Bounty - and, more importantly - their lives.

While the game's world is full of hostile creatures, it also allows players to freely kill eachother to eliminate competition, and encourages them to fight over the Bounty once the boss monsters in each map have been killed. Unlike many shooter games, however, Hunt has a very minimal UI, with no minimap, radar, player icons or even kill notifications; there's practically no way to tell how many other people are in the map with you, apart from keeping an eye and an ear out for them.

Advertisement:

Oh, and did we mention that this game has permadeath?

Players must hire and outfit Hunters before starting a match, and while Hunters can level up after each successful match, a Hunter that dies or fails to extract before the mission timer ends will be lost forever, including any gear they were holding and any levels they had. Players have a “Bloodline” level that will always gain XP, even when a Hunter dies, but keeping a Hunter alive until the end of a game is far more rewarding than letting them die, for obvious reasons.

Hunt: Showdown began its life as a game called "Hunt: Horrors of the Gilded Age", which was quite a different game; originally being a third-person, over the shoulder co-op shooter similar to games like Left 4 Dead. However, with the close of the Crytek USA office in 2014, the project was moved to the Crytek headquarters in Frankfurt, Germany, and in May of 2017, the newly re-imagined Hunt: Showdown was announced. The game became available for Early Access on Steam in February of 2018 and is currently undergoing live development.

Advertisement:

Tropes found in the game include:

  • Ace Custom: While many of the weapons in the game are based on real world examples, there are several that have been modified by the Hunters for various uses. These include more mundane examples like a lever-action seemingly outfitted entirely for bludgeoning enemies, or the “Nagant M1895 Brawler”, which consists of a knuckle-duster welded to a revolver. To more out-there examples like the “Caldwell Conversion Chain Pistol”, which is a revolver that's had its cylinder replaced by a 17 round ammo belt, and the “Mosin Nagant Avtomat”; a prototype machine gun made from a converted bolt-action rifle. Both of which, we should point out, have actually happened in the Josselyn Chain Pistol and Huot Automatic Rifle conversion of the Ross Rifle.
  • A.K.A.-47:
    • While several of the weapons in the game share their names with their real-world counterparts (such as the Mosin Nagant M1891, the Vetterli 71 Karabiner and the Nagant M1895 pistol) there are several which are based on real weapons, but have fictional names to avoid copyright problems.
    • The Caldwell Conversion Pistol is based on the Colt Model 1851 Navy pistol, but with a fluted cylinder and chambered in a different calibre.
    • The Dolch 96 is almost a 1-for-1 copy of the Mauser C96 pistol, which was one of the first commercially available semi-automatic pistols.
    • The Romero 77 and Caldwell Rival 78 shotguns are based on various break-action single and double barrelled shotguns
    • The Winfield M1873 is a lever-action rifle based on the the Winchester Model 1873, with its name being a combination of “Winchester” and “Springfield”, both prominent American gun manufacturers.
    • The Specter 1882 is an early pump-action shotgun, based on the Spencer Model 1882.
    • The Crown & King Auto-5 shotgun is almost identical to the Browning Auto-5, one of the first semi-automatic shotguns.
    • The Sparks LLR is based on the famous Sharps 1874 rifle, a big-bore hunting rife.
  • Apocalypse How:
    • Seems to be a Class-0, with at bare minimum the rural Louisiana area having been affected by some kind of demonic invasion which has caused a massive collapse in infrastructure and society, and has rendered almost all living creatures in the area into mutated, undead monsters. However, other parts of the country, and presumably the world, seem to be faring okay. There's enough of a civilisation around that hunting the new monstrosities is a lucrative business, complete with organised groups of Bounty Hunters who make routine trips into the Louisiana bayou to hunt the biggest and baddest monsters in exchange for cash. The in-game journals seem to indicate that the affected area is essentially "flyover country" and the undead outbreak is only of interest to Hunters and other similar esoteric explorers.
    • Based on some scant hints from the in-game and supplementary lore, the demonic invasion has been going on for quite a while, with the game taking place towards the end of the 19th century when there are reports dating back a fair few decades.
  • An Axe to Grind:
    • The player can find huge wood-chopping axes littered across the map, which can be picked up and used as weapons or as tools to break down doors. While they're quite slow, they hit incredibly hard and deal Rending damage, which makes enemies bleed.
    • There's also the “Romero 77 Hatchet”A sawn-off single-barreled shotgun with an axe blade bolted to it. Functions just like a regular axe, with the added ability to fire shotgun shells.
    • And of course, there's the classic Combat Axe. It's not quite as big as the wood-axes the player can find around the map, but they still hit hard.
  • Anti-Frustration Features:
    • In order to prevent players getting an unfair advantage if they happen to spawn close to a boss, and also to speed up the pace of the gameplay, an announcement is made to the entire match when a boss starts being banished, and the banishing location is broadcast to all the other players. In addition, picking up a Bounty will highlight your location on the map and make you easily visible through Dark Sight.
    • It's not necessary to actually kill a boss or claim a Bounty in order to earn XP or money: Finding clues and discovering boss lairs all have monetary rewards, while almost every other action grants at least some level of XP, meaning Hunters can play it safe or extract early and still reap rewards.
    • Players can extract from missions whenever they want, so if a situation seems too dangerous, its always possible to cut and run.
    • Staying in a mission for over an hour will result in death via time-out, so players can check their map at any time to see how long they have left in a match and plan accordingly.
    • Additionally, once the timer reaches 5 minutes, a global notification will show up for each remaining minute so that players can run to the nearest extraction point.
    • If the game disconnects unnaturally, your Hunter won't be killed and is returned to the main page, potentially even getting to keep any progress they made during the match.
  • Anti-Hero:
    • Most of the Hunters appear to be this, with the lower ranking ones being down-on-their-luck civilians turning to hunting as a means to earn a quick buck, and the higher ranking ones implied to be literal murders and psychopaths, some of whom even wear human skulls as accessories!
    • Gameplay wise, there's just as much motivation to gun down fellow Hunters as there is to hunt the monsters themselves, as anybody but your partner (if you even choose to have one) is potential competition standing between you and your paycheck.
    • With all that said, however, the Hunters still earn the “Heroic” status simply by virtue of being less evil than the literal demons they're hunting.
  • Animalistic Abomination: The Spider crosses squarely into this territory. Despite once being human, it’s now an arachnoid, demonic, tangled mass of human limbs rivalling an SUV in size that can spit poison, climb ceilings and walls and can take some nasty punishment before finally dying.
  • Artificial Stupidity:
    • Intentional in most cases; most of the enemies are blind and will only react to sound stimulus. Otherwise, they will simply patrol around semi-randomly and won't actively seek out players.
    • The Meathead enemy in particular is not only blind, but also deaf. The only way it can sense you is if one of its leeches attacks you first, or if you're foolish enough to get too close to it. Justified in that the Meathead, ironically enough, doesn't actually have any real “head” to speak of.
    • Averted in the case of the boss monsters, who are smart enough to retreat to cover when attacked from outside their arenas, and will often utilise flanking, environmental obstacles and ranged attacks during fights.
  • Awesome, but Impractical:
    • Several of the items in the game tend to fall into this category, often intentionally: Given the game's setting and time period, many of the newer weapons and tools are either hugely expensive, experimental, situational, or all three.
    • A notable example is the Mosin Nagant Avtomat – A prototype automatic drum-fed rifle made from a converted bolt action. While it certainly looks scary, and is absolutely a force to be reckoned with in a gunfight, it has quite a few flaws that come from being a 19th century prototype weapon: It has no select fire, and will shoot two bullets for every trigger pull, which can be problematic seeing as its ammo is quite scarce in the game world, and its reload mechanism is incredibly awkward and slow. Additionally, it boasts the highest price tag in the game! Making it highly situational and somewhat complex to use effectively. Also, it has an anemic ammo reserve of 10, which is only half of its total magazine capacity. Taking all these problems into account, it can easily end up doubly Awesome, but Impractical for anyone expecting a standard assault rifle while using it.
    • Another fairly impracticable weapon is the Nitro Express Rifle. While it isn't a prototype or experimental gun, it is incredibly expensive for what it offers: A double-barrelled, big bore elephant gun with the highest damage stat in the game, but also with a pathetically small ammo reserve of 4 spare rounds (not to mention the only gun that uses the ultra-rare “Special” ammo), massive recoil, awkward ironsights and a blast that can be heard half a mile away. All of this in a very expensive package makes the Nitro Express a seldom-used weapon, despite being the only weapon guaranteed to kill a fully healthy rival player with 1 shot to the upper torso.
    • The Flash Bomb consumable is a surprisingly cheap experimental flashbang made from a chemical compound of mercury and magnesium. In theory, it can be a useful tool in a firefight to blind and disorient foes. But in practice, it is generally outclassed in every way by more conventional explosives. Especially since it uses up one of only 3-4 valuable item slots when equipped. Most players forgo this and just take a stick of dynamite (or five) instead.
    • The Poison Bomb is incredibly useful... In very specific situations: It can tear through the HP of the Butcher boss, who is normally quite the bullet sponge. But beyond that, the Poison Bomb is generally outshone by the much simpler and cheaper Fire Bomb which has a much larger area of effect, is much more threatening in PvP, and has more overall uses.
    • The super long-range Sniper scopes allow you to see an incredible distance, but come at the cost of reducing hip-fire accuracy severely and making mid and close-range combat incredibly difficult due to the frankly absurd amount of magnification.
    • The crossbows that fire shotgun-shell-tipped arrows or explosive-tipped arrows deal massive damage with a direct hit, but have limited ammo and you cannot replenish ammo for them in the middle of the mission.
  • "Awesome McCool" Name: Given that the Hunters have randomly generated names, which can include titles and nicknames, you can sometimes find Hunters with names like “Captain Jack Justice”, “Sheriff Butch Howard” or “Vance “Babyface” Malone”. The name pool also includes names from various nationalities, so this extends out in multiple lingual directions.
  • Badass Longcoat: Several of the teir-2 and teir-3 hunters sport these in various styles. Given the game's setting, it's only natural.
  • Black and Grey Morality:
    • There is no real room for mercy, virtue or honour in Hunt's world. Even though the undead monsters are the default “bad guys” of the story, what with being, you know, demons and everything, the Hunters themselves are hardly pure souls.
    • At best, Hunters will avoid eachother and operate on an uneasy “live and let live” system, and at worst, Hunters will actively hunt down eachother either to eliminate competition or for the sheer thrill of it.
    • Even the more passive Hunters will usually become hostile the moment somebody picks up a Bounty, because then the Bounty holder becomes the target.
  • BFG: The Nitro Express rifle is an elephant gun that kills any player or normal enemy with one shot and can even kill the Spider with just 2 headshots. It still takes 8 shots to kill the Butcher since he has no weak spot, and the damage drop off over distance is considerable so it is outclassed by real sniper weapons at long range. It's also so loud it can be heard clear across the map.
  • Body Horror:
    • The standard Grunt enemies are walking, rotting, groaning corpses, many of them with large sections of flesh missing and some wearing metal cages on their heads for extra creep factor. It says something that these guys are the least disturbing examples of this trope!
    • Hives are reanimated women whose bodies have been gruesomely bisected by demonic beehives, leaving the upper-half of their bodies bent unnaturally to one side.
    • The Armored enemies are bloated corpses covered in thick, grotesque boney growths, giving them an almost tree-like appearance as they lumber awkwardly around.
    • Hellhounds are large, vicious dogs with exposed flesh and bones and glowing red eyes wearing rusty, spiked iron collars.
    • Meatheads are massive, misshapen brutes whose bodies are so deformed, their heads are practically nonexistant.
    • Leeches are fairly tame compared to some of the other monsters, but that doesn't change the fact that they are cat-sized, blood sucking parasites that screech at you!
    • The Spider boss is a particularly noteworthy example, being a skittering, chittering, arachnid abomination with a disturbingly human face in obvious agony and twisted, elongated limbs.
    • The Butcher boss shares many similarities to the Meathead enemy, but minus one arm and plus one superheated meat hook with a severed pigs head worn on top of its misshapen body.
  • Boring, but Practical:
    • Several of the more reliable tools are this. Either through virtue of being cheap, effective, simple to use, or a combination thereof, they tend to make up the “bread and butter” of most players' kits.
    • The basic Winfield rifle doesn't have any especially cool variants, and is incredibly cheap even in its higher level versions. But the one thing it has going for it above all else is simple reliability: Even the base version has a fairly good ammo pool, good accuracy, and is effective at short and medium range. It uses “Compact” ammo, which is the most common kind found around the map, and is shared with most sidearms to boot. While other guns may be cooler in how they work, hit harder, shoot further or have some other benefit to them, the Winfield rifles are still the most commonly used primary guns in the game.
    • Dynamite is this, at least compared to the other kinds of explosives that the player has access to. While there are fragmentation grenades, poison gas bombs, flashbangs and firebombs all available to use, simple dynamite is still one of the most reliable items to get. It comes in three forms: Single stick, Bundle (three sticks) and Big Bundle (five sticks). All it does is blow things up, but when it comes to blowing things up? Nothing does it better.
    • The humble knife; it's almost always a good idea to outfit a Hunter with one of these, unless they're already carrying a larger melee weapon or they have a firearm with melee capabilities. The knife has two attacks: Quick, and heavy. A charged heavy strike will kill Grunts in a single head or torso strike, and will stagger even tougher enemies like Armoreds enough to be a viable tactic. There's no cool tricks involved with the knife, no crazy flips or added bonus effects. It's just a handy, reliable melee weapon that's always good in a pinch.
  • Cold Sniper: Given that the Hunters don't vocalise at all beyond the occasional grunt or scream, the player can become this by using one of the scoped weapons and actively hunting down other Hunters during the match. Bonus points for doing it while solo.
  • Combat Pragmatist: Probably one of the most reliable ways to play. Honour has no place in the wilderness of the game's world, and players are encouraged to take each and every opportunity given to them in order to succeed. Justified given that the world itself is unrelentingly hostile, and not even other humans are safe once you enter the bayou!
  • Confusion Fu: The Spider boss employs this to a terrifying degree; capable of scaling walls and ceilings and moving much faster than anything else in the game, half the battle when fighting it is trying to figure out where it is! It doesn't help that most of its arenas are large and sprawling, with lots of different corridors and passageways that the boss can use to get the drop on players, literally!
  • Crapsack World: At least the area that the game takes place in is this; the Louisiana bayou has been reduced to a nightmarish, overgrown ruin, infested with undead monsters and littered with the dilapidated, run-down remains of civilisation. Half the buildings are on fire, or rotted and collapsed, or in the case of one northern area; Scupper Lake, have literally sank into the swamp. Beyond the other Hunters in the area (who are just as much of a threat, if not moreso than the actual monsters roaming around!) the only friendly signs of life are the extraction points, and even these are devoid of any visible human life.
  • Cursed with Awesome:
    • In-universe, according to the lore, all the Hunters are suffering from this: Their Dark Sight ability is described as being unpleasant to experience, as it's essentially a way for the Hunters to “sense” the presence of hellish energies. And while they can use it to track down their targets by finding “clues” across the map, these clues come in the form of holes in reality, from which hellish energy radiates. Uncovering a clue, according to the lore, briefly puts a Hunter's consciousness in the mind of their target, forcing them to feel everything that the twisted, deformed and monstrous bosses are feeling. While this is good for locating said monsters based on their surroundings, the experience is described as being quite traumatic for obvious reasons.
    • In-game, however, Dark Sight has no downsides other than preventing you from using your weapon while it's active and limiting your normal vision. But considering it's an ability that can be switched on and off with the simple press of a button, it's seldom the cause of problems, and offers more benefits than otherwise.
    • In an earlier build of the game, uncovering a clue would actually play a brief cutscene for the player from the boss's perspective. However, this was eventually cut due to it making players too vulnerable during the animation and breaking the flow of gameplay.
  • Everything Trying to Kill You: Literally every single AI creature in the game is capable of ruining your day in some form or another! Even the ones that don't directly damage you like the ravens, horses, chickens and caged dogs are all major sources of noise if they're approached, which can alert any nearby Hunters or monsters of your location. Speaking of which, the other Hunters are often an even bigger threat than the monsters that roam the map! The undead horrors may be terrifying, demonic mutants with a thirst for blood, but at least they don't carry guns.
  • Exactly What It Says on the Tin:
    • The Spider and Butcher bosses have accurate names, which unfortunately do not do either of them justice.
    • One of the enemy types is called the Armored: An undead covered in large, chitinous growths which is, appropriately, nearly impervious to most forms of damage with the exception of fire.
    • Hives are walking corpses grusomly bisected by a demonic beehive.
  • Final Death: If a Hunter is downed and fails to be revived by a partner, or if the player fails to extract from a match on time, then the Hunter is permanently lost, along with any gear they were carrying. Players still receive Bloodline XP and money for anything they accomplished before dying, but the XP points are halved, and the player will be forced to hire and reequip a new Hunter in order to keep playing.
  • Giant Spider: A particularly horrific example present in the Spider boss, which will give any arachnophobe a serious case of the heebie-jeebies. Capable of skittering up walls and on ceilings, spitting poison and jumping on Hunters from a distance.
  • Griefing: Since friendly fire is a core part of the gameplay, there's currently no solution to the problem of team killing other than to not match up with people you don't know. The game doesn't encourage team killing (you can't kill your partner and get double the reward after picking up the bounty) but it doesn't punish it much either (you lose a modest amount of experience for killing your partner, which doesn't matter to a freshly rolled player character).
  • The Gunslinger:
    • Most of the Hunters will be some variation of this, given the setting and the available weapons. Can be taken up to eleven by selecting the “Fanning” trait, which allows single-action revolvers to be fired rapidly.
    • While not in the current build of the game, the ability to duel-wield pistols is a planned feature.
  • Hell Is That Noise: Given the importance of sound in this game, it's only natural that the audio design is on point, and incredibly creepy! All the monsters have unique sounds, and all of them are various shades of terrifying. Some standout examples include the clicking and chittering noises of the Spider boss and the squealing, screeching groans of the Butcher boss.
    • The regular enemies are nothing to sniff at, either. Standard grunts make hissing, wheezing, coughing and groaning sounds, and let out hoarse screams when they lock on to a target. The Armoured enemies emit low, rumbling moans, reminiscent of a large animal in pain, while the Hives constantly moan and wail while idle, and will let out bloodcurdling screams when aggravated. Hellhounds are slavering, growling dogs that bark and snarl when attacking, and the Meatheads sound like a cross between an angry elephant and a wild boar.
  • Heroic Mute:
    • For the given value of “Heroic”, the Hunters are this. While they will let out grunts of pain and scream when killed, none of them so much as utter a word in between.
    • Somewhat justified and zig-zagged as the game's integrated voice-chat system broadcasts the player's voice into the game world, meaning that not only do you need to be close enough to your allies to hear them, your voice chat can also be heard by anybody else in range! Effectively this means the Hunters’ voices are, in fact, the voices of those playing them.
  • The Hunter Becomes the Hunted:
    • Quoted word-for-word in one of the game's taglines, and a notable game mechanic: While the players themselves are Hunters, ostensibly tracking down undead and demonic monsters, they can also hunt eachother. Many players prioritise this over going after the boss monsters, in fact, as eliminating your competition early is a good strategy. Given the game's minimal UI and lack of traditional enemy radar, you need to track down your enemies through the use of sound clues and evidence that they leave in their wake.
    • In terms of game mechanics, picking up a Bounty from a slain boss monster will illuminate your position on both the map, and through Dark Sight. Not only that, it will also broadcast a message to everybody in the map that the Bounty is on the move! Picking up a Bounty literally turns the Hunter into the new target, as other Hunters can track them down easily and try to kill them to steal the Bounty for themselves.
  • Hunter of Monsters: You play as one. Hunters are hired before matches, where they can be outfitted with different gear and weapons before being taken into matches. They can also level up (assuming they get out alive) as many as 50 times. Hunters who reach level 25 or above can be “retired”, which returns all their gear to the player's arsenal and gives the player a large amount of “Bloodline” XP, which contributes to them unlocking new items and better Hunters.
  • Hollywood Silencer:
    • Played straight in the case of the Negant M1891 Silencer variant, which reduces the normally loud revolver to an almost silent whisper. Bonus points for this version of the gun being real, but anachronistic by several decades. In real life, a firearm needs both a suppressor and subsonic ammunition in order to truly achieve this effect.
    • Curiously, even though this weapon shares its ammo type with several others, it ''does'’ have a much lower effective range, which is what actually happens when using subsonic ammunition.
  • Hunting the Most Dangerous Game:
    • A valid strategy, considering that other hunters often pose a threat in the form of competition. Killing hunters also brings XP rewards anywhere from 100 to 1000 depending the tier level of the hunter! And the “Hunting” aspect of this trope is played straight, as there is no traditional “Radar” system or kill notifications, meaning other players must be tracked using sound clues and trails of evidence.
    • When a hunter picks up a bounty from a slain boss, their position is highlighted on the map on the map and they become illuminated in Dark Sight, immediately making them a target for anybody else in the map. Unless a player is confident that they've already eliminated their competitors, or they're incredibly confident, picking up a bounty is usually followed by a dead sprint towards the nearest extraction point.
  • Kill It with Fire:
    • One of the most useful strategies when dealing with most monsters, as well as other players: With a few exceptions, fire will kill most AI opponents within seconds, and when used against players, fire damage will burn away permanent HP if not dealt with quickly.
    • Averted in the case of the Butcher boss, who is not only immune to fire, but also uses it against the player!
    • Functions as a kind of Double Tap when used against fallen players: If a player dies, but still has some permanent HP chunks left, then they can be revived by a partner, if they have one. Often times, if a single player dies, their partner will lie low until the enemies leave and then rush forwards to revive their friend. In order to prevent this, a good way to ensure a dead Hunter stays dead is to burn their body, which will slowly destroy any remaining HP chunks they have, eventually killing them for good.
  • Lightning Bruiser:
    • In a nasty twist, even some of the regular Mooks can become this! Although it's most exemplified by the two bosses, the Spider being more toward the “Lightning” side while the Butcher is more of a “Bruiser”. Make no mistake, though, both bosses are fast, durable and capable of dealing a lot of damage very fast. Taking them on without being adequately prepared is a recipe for disaster!
    • Hellhounds are surprisingly durable for their size, are incredibly fast, and can often throw players for a loop by moving unpredictably. They also hit very hard, and usually attack in packs! Four or five Hellhounds can easily spell death for even veteran players if they're not careful of where they tread!
    • Meatheads lumber about slowly for the most part, but will rush headlong towards anything that gets their attention. And of all the more common enemies, these guys are easily the most dangerous in a direct fight; they hit like trucks and have bucket loads of health, to boot! Essentially making them a Boss in Mook's Clothing.
    • The Armored enemies often seem slow and ponderous when initially encountered, but they can get a frighteningly quick turn of speed when aggravated! It's not on par with some of the lighter enemies, but it's still easily fast enough to take an unwary Hunter off-gaurd and cause some serious trouble.
    • Even the regular, basic Grunts can become this depending on the circumstance! Due to the slow nature of most of the game's weapons, and the fact that Grunts are surprisingly resilient when not hit directly in the head, these guys can often kill Hunters that are caught off-gaurd or in the middle of reloading. They move quick, too, able to match pace with a running Hunter at full tilt, and they often appear in groups. Suffice to say, it's best not to underestimate these guys.
  • Mercy Kill:
    • If the supplementary lore is anything to go on, this is the case for most of the enemies, and especially the bosses, all of which are implied to be in constant, unending agony. Given the way they look, it's no surprise. Even the least severe examples are literally rotting, festering corpses, while the more extreme cases have some truly horrifying implications...
    • Subverted, however, at least in the case of the bosses, as the next step after killing them is to banish them back to Hell. It's unclear if this happens to the regular undead that roam around, but the odds aren't in their favour.
  • More Dakka:
    • Despite being set in the late 19th century, when the only automatic weapons were early, experimental machine guns that could only be effectively used on tripod mounts, this is still possible to achieve in-game! The easiest and cheapest way is to simply upgrade your Hunter with the “Fanning” trait, which allows them to rapidly fire single-action revolvers from the hip. While the unmodified pistols don't really allow for too much, there is one sidearm that shines with this trait - The Caldwell Conversion Chain Pistol – A revolver with its cylinder replaced by a long ammunition belt, allowing it to store a whopping 17 rounds! Paired with the Fanning trait, this gun essentially becomes an old-west style machine pistol!
    • On the other side of the spectrum, there's the Mosin Nagant Avtomat: A prototype automatic rifle built out of a converted bolt-action gun. Easily the most fearsome weapon in the game when used in a gunfight, despite its Awesome, but Impractical nature. In some cases, the mere sound of this monster letting off rounds is enough to make Hunters turn tail for the nearest extraction point, rather than face off against it in a firefight.
  • Improvised Weapon:
    • Several of the gadgets available to the hunters are homemade or experimental, especially some of the explosive weapons, but with a few other examples.
    • The Frag Bomb, Flash Bomb and Poison Bombs are all essentially sticks of dynamite rigged to various items in order to create makeshift grenades that would otherwise be anachronistic; the Frag Bomb is simply a tin ball of metal fragments, while the Flash Bomb is filled with mercury and magnesium to create it's titular effect. The Poison Bomb on the other hand has a glass vial filled with a volatile toxic liquid, which vaporises on impact and creates a cloud of poisonous gas.
    • For a more traditional example, there's the Fire Bomb, which is a tried and true Molotov Cocktail.
    • A more unique example comes in the form of the Concertina Bomb: A spring-loaded coil of razor wire which violently unfurls when activated, creating a large area of twisted, razor sharp barbed wire that causes Rending damage to anything foolish or unlucky enough to get caught in it.
    • Several of the modified weapons are implied to have been designed by the hunters themselves, such as the “Talon” variants of the Winfield rifles and the Romero shotguns, which include blades attached to their stocks, allowing them to function as both firearms and melee weapons.
  • In the Hood: A few of the tier-3 hunter outfits sport these, often paired with ragged trenchcoats or cloaks to really hammer home the look.
  • Nice Hat: Plenty of them across the many hunter outfits, including the traditional ten-gallon cowboy hats, boater hats, slouch hats and many others. Often paired with bandannas and long jackets for maximum style points.
  • Nightmare Fuel: Loads of it, which is only natural given that this is a horror game. But some standouts include horrific, mutated, undead monsters, ravenous, patrolling Hellhounds, bee-infested walking corpses, and more! Definitely not a game for the faint of heart.
  • Nintendo Hard: Initially, the game had very limited matchmaking, essentially only enough to make sure you weren't matched against veterans within your first few hours of play. After that it was a free-for-all, and the game's relatively low player base made it so that relatively new players were being pitted against some of the best players in the game on a fairly regular basis. The devs have since implemented a much more forgiving matchmaking system to try to pit players against opponents closer to their skill level (this has been somewhat contentious, as the game's hardcore playstyle attracted a sizeable Social Darwinist fanbase who preferred the free-for-all system). The game's core gameplay still makes it a lot more challenging and tactical than the likes of Call of Duty or Battlefield, however.
  • Only Mostly Dead: Hunters HP bars are divided into “chunks” of either 25 or 50, with a minimum of 50HP and a maximum of 150HP. Whenever a Hunter’s HP is reduced to 0, they are downed and will lose one of their health chunks. However, as long as a Hunter has at least one health chunk left, they can be revived by a partner.
  • Our Zombies Are Different: The Flesh Eating variety appear as the most common enemy type; Grunts. Rotting, reanimated, flesh-hungry corpses brought to life by the same demonic force responsible for the rest of the nasties in the game. While the Grunts do play this trope mostly straight, there are a few twists on the formula: Certain Grunts carry around large knives or flaming torches, and will inflict Rending and Burning damage, respectively. And while the Grunts normally shamble about slowly as most “Romero-style” zombies do, they will break into a sprint that's easily capable of matching speeds with a player when they become aggravated. Lastly, while they do die instantly to headshots, it is still possible to kill them by hitting the rest of their body.
  • Simple, yet Awesome:
    • A few examples exist, with one notable one being the Concertina Bomb: A spring-loaded coil of razor wire rigged to a basic impact trigger. When thrown, it violently unwinds into a massive tangle of barbs and edges that causes Rending damage to anything unfortunate or foolish enough to run into it, and clearing it requires a lot of time and the potential of exposing your position to enemies. The Concertina Bomb makes for the perfect area-denial tool, and can also function as a particularly nasty grenade for active combat situations. All of it in a very cheap and simple to use package! The only downside is that this item isn't unlocked until rank 98, which is only two levels away from the current level cap. However, it's possible that tier-3 Hunters can be hired with one already equipped before it is unlocked in the shop.
    • While they're fairly mundane in most other shooter games, semi-automatic and automatic weapons become this in Hunt, which takes place at the end of the 19th century, where most weapons are either single shot, or operate with some kind of manual cycling action between shots. The Dolch 96 pistol, the Crown & King Auto-5 shotgun and the Mosin Nagant Avtomat are noticeably modern in comparison to most of the game's arsenal, and the difference in how they feel to use is palpable. It's no wonder they have such high prices in-game! For the time period, they're state-of-the-art tech.
  • Stealth-Based Game: The nature of the game will often compel players to play like this so they can improve their chances of survival, especially as they have limited ammo and health, and firing the weapons will attract the attention of not only other players but enemies.
  • Truth in Television: As explained below in Unexpectedly Realistic Gameplay, the guns shown are incredibly accurate to their real-life counterparts. Including, surprisingly enough, the chain revolver and Mosin Nagant Avtomat, both of which exist. Well, at least, guns that worked on those same principles existed.
  • The Western: Although it's more appropriately a “Southern” being set in the swamps of Louisiana, the game features many of the same themes, such as time period, weapons, items and character design.
  • Unexpectedly Realistic Gameplay:
    • Hunt's developers have gone out of their way to make sure the guns in the game behave realistically, especially in terms of how they reload. While early semi-automatic, pump-action and bolt-action guns can all be used alongside the older single-shot, break-action and lever-action weapons, many of them exhibit realistic limitations that were present in their real world counterparts, such as long or cumbersome reloads:
    • Both the Caldwell and Negant revolvers are single-action and reload one bullet at a time; if you reload the gun before it's totally empty, an extra animation plays where the gun's cylinder is spun in order to move the cartridges into the right place. Reloading the gun while it's totally empty allows this step to be skipped.
    • Similarly, both the Dolch pistols and the Mosin Nagant rifles can be reloaded using stripper-clips, but only while empty. Reloading them early means each cartridge needs to be loaded individually. Fine if you've only fired a few shots, but not so great if you're down to one or two.
    • Several guns, such as the Specter 1882 and the Mosin Nagant rifles will eject perfectly good bullets if they're reloaded with a round already chambered. This can be circumvented using a trait called “Bulletgrubber” which allows the ejected ammo to be caught in midair, but still requires that it be loaded, so reloading after a single shot will still mean having to load two bullets.
    • Meanwhile, other guns like the Winfield and the Vetterli rifles will need to be cycled in order to chamber a round if they're reloaded from empty, meaning that the player will need to add in an additional round to totally fill out their magazines.
    • Bolt-action and lever-action rifles will normally cycle after each shot, but by holding the fire button, the cycling animation can be delayed, allowing players to confirm their shots, or reload the weapon easier.
    • Even present in fictional variants, such as the Mosin Nagant Avtomat – Because it's made from a converted bolt action rifle, it can still reload using stripper-clips... Two of them. And as with the normal Mosin Nagant rifles, reloading the Avtomat too early will mean needing to load individual cartridges. With the regular five round Mosin Nagant, this isn't too much of an issue, but the Avtomat can hold twenty rounds, so reloading it at the wrong moment can take up a lot of unnecessary time.
  • Universal Ammunition: There are five kinds of ammo present in the game: “Compact”, which fits most pistols as well as the Winfield lever rifles. “Medium”, which is used by the Vetterli 71 rifles and the Dolch 96 pistol. “Long” which is used by most rifles and the Caldwell Conversion Uppercut pistol, “Shot” which is used for all shotguns, and “Special”, which is currently exclusive to the Nitro Express Rifle.
  • Zombie Apocalypse: Thanks to an influx of demonic force, the Louisiana bayou (and potentially other areas of the world) is undergoing a particularly bad one. The playable map features no living humans whatsoever outside of other Hunters, who are just as much, if not more of a threat. Most people seem to have been turned into shambling, flesh-eating undead zombies, but others have mutated further into some truly nightmarish creatures.


Rise up, dead man...

Alternative Title(s): HUNT Horrors Of The Gilded Age

Top

Example of:

/
/

Feedback