Hunting Horrors at Gamescom 2014

HUNT - Exclusive - EN


During the GamesCom we had the opportunity to talk to the developers of Hunt: Horrors of the Gilded Age and watch a recorded play session, which unfortunately we weren't allowed to film, that presented us this interesting games. Hunt is based on the Wild West which with some steampunk technology touches, where we will face myths and legends from books and horror stories that we all know.

The game is a cooperative shooter third person in which we will have to join other players to fight off monsters and creatures of the night. In the game all the children's horror stories are very real and are causing chaos and devastation everywhere. This is the newest project of Crytek, and is on which they’re putting most of their resources.

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The developers were excited when they let us know about the weapon upgrades and the technology grade that exist within the game. When the players get weapons, they can improve them,  increasing their Cadence or firepower, using technologies that are beyond the wild west time frame. Even with these steampunk improvements all weapons have an appearance that fits perfectly with the Wild West theme.

We also asked them about the firepower, and how important are the weapons compared to the players skill; developers replied that its main objective is to make each player's skill decisive, since weapons ammo is limited, which will force players to use melee weapons to survive. The enemy AI is surprising, since they are very intelligent and they reflect human behaviour such as running away in fear, pursue solitary players or prepare ambushes. We can also deal with powerful bosses with very interesting combat mechanics.

HUNT is a cooperative title so that the key to success is teamwork, this made us to ask about the game LFG mechanics; the developers responded us that they are currently developing a tool with which we can join forces with random players with similar progression or strength. The game also has a very interesting respawn mechanic, since when a player is defeated, it will reappear in a random map point and his companions will have to rescue him so that he can continue helping them.

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A point that worried us, is that in this type of game maps are predefined, by which the players quickly learn which are the best spots and what to do in each one of them, but that concern faded when Crytek guys told us that each map is generated randomly, what provides the game countless hours of jpy. For example, if we choose to play in the swamps of Louisiana when we enter into the map, the game will generate a unique version of it by putting together all the assets relevant to that area in a way that makes sense.

The developers also told us about the game's interesting progression system,  which allows players to unlock new areas, weapons, bosses and such as they complete theyr current challenges. Players can also join an area that is currently locked to them if another player in the party has unlocked it. The game also has several difficulty settings so experienced players can get to experience hellish conditions and test their skills.


Soon we will publish a detailed profile of HUNT, so stay tuned.






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