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Review: Hunted - The Demon's Forge

If you watched Interplay company dedicated to the issue of history, might have retained the name inxile entertainment, the company founded by Brian Fargo after he left the old creation. In recent years, the studio worked on the production of a play called Hunted: The Demon's Forge. Had the same name and one of the first titles developed by Fargo 30 years ago, but there is no connection between the two products. The first was a graphical adventure game, back when graphics was something rare in adventure games, and the dungeon crawler is now a cooperative, action-packed. Being only the second game released by inxile entertainment decade or existence, had certain expectations from him. In fact, I had only one; the game is selling well enough to be able to grab that inxile carefree of Wasteland 2. Something I'm not sure if you manage to do. Entering it, I did not claim to be great, cannot even say that I waited anxiously and I was terribly interested in its evolution. So when the bad parts came, I was not surprised or shocked or outraged, I default. But I never expected a thing, I like.

When I say that I liked, I do not mean in any case graphics. The environment looks like it was created on DirectX 7. I kid you not, because of errors had to play Mount & Blade recently DirectX 7 and I noticed some similarities between him and the Hunted. There are shadows in the environment; everything has a color, no bit of shade, like Pixel Shade would be taboo. You will notice that only in sunlight, dark and deep enough that it does not observe. The story repeated characters. If not caused by occasional shade various parts of the body, I would say that I inadvertently disabled any means shadow. However, the characters are relatively well modeled. Graphic believe it and proud of their work and they want to expose as much as possible, since E'lara is dressed as if he fell into a pile of scarves and remained with that stuck with her. Even in the game are a few jokes about it. If you fail to mention the lack of shadows, the game does not look bad, or not look bad as a product of the first generation of games that have licensed the Unreal 3 engine. Visual effects, explosions, magic, and mysterious liquids can look pretty washed-out and simplistic. I could swear that lightning is borrowed from Gothic 1. The detail itself is not what bothered me most about the graphics, this honor is reserved for color filters. Red, brown, gray, white, blue, green, whatever color you want, you can find here all have the same effect, that make you occasionally see Ciuciu. The second chapter has excelled at this, I died many times from the simple fact that there always was dark and had no idea where they were enemies trying to kill me. Sometimes I wake up I could not even move, physics ensuring that you can meet with teammate every step. Fortunately there is friendly fire, but all you can block shots. The sense of confusion in the dark helped of course that some levels can be miracle but load times only between chapters appear. The rest are well masked by the transition animations, such as lifting a door or slipping through a narrow passage. The game will still load the textures, especially when Teleports, literally, on-screen characters. I understand that the game does not really have to have such beautiful graphics, since it benefited from a massive budget. And when a graphics studio cut to save money, why I am not complaining.

Screenshots of  Hunted: The Demon's Forge




Speaking a Remember the Xena? Lucy Lawless has a pretty big role in Hunted, the guide of the two main characters, Caddoc and E'lara. Their voices are made responsible; each conversation between the two is credible, even if those repeats, on doors, become irritating after a while. Although it may be more due to repetition doors. The music is pleasant, if you manage to hear it while dozens of screaming monster, everything can explode around them explodes, and the two heroes fight on the number of victims gathered recently.

Their arguments are not disturbing. Dialogue between Caddoc and E’lara is surprisingly well written for what was supposed to be some generic characters. Even better are able to express their personality in the game, without entering into long philosophical discussions half an hour. At baseline, Caddoc is a fighter who is afraid of cockroaches cautious and E'lara Elf archer is the love explosions, violence and acts before thinking. Happen to be among the last remaining elves in the world, but the notion you are not dumb as other RPGs in years. Sure, from time to time one character crooked nose when he sees it elf, or rather not put in the account, but the theme of racism and social inequality is non-existent. Personally, that delights me very much. I liked The Witcher, but contrary to what Bioware said, not every fantasy RPG with blood in it should try to emulate her world. The two are known for many years, although the game does not enter into detail regarding their background story. Offered little clues here and there, short stories about their past adventures, but nothing could distract attention from events strictly storyline. The interaction between the two is really nice, especially when using the appellations such as "old" or "against" Caddoc being a hundred years younger than E'lara. It may be a consequence of the last games we have button on the main characters who spoke exclusively in military jargon incomprehensible, lacking any trace of humanity, but I liked these characters.

Moreover, I liked that are not "Chosen For Ones". There are two mercenaries, only interested in money and adventure, who find themselves led by the nose and pushed from behind in a fight to save the land from which they are quite determined to pull a profit. I remember little of Boots and Anachronox Grumpos of this issue. Trying to perform a routine mission, frankly I forgot who the two come across a stone that was recently presented in his dreams Caddoc, with an appearance as the mysterious woman named Seraphine. It promises wealth and power, as long as it will go to her father, the mayor of a town nearby and helps with the problem is. When you get there and discover the scale of the problem, renegotiated his contract for more gold and so on until you get to fight an army of monsters, minotaurs and bugs that roam the land, burning cities and turning the survivors into slavery. Toward the end, a small trickle of morality arises in the mind and even begin to help the world for something other than money, but does not last long. I will not go into details about why and how, in large part because except for a couple of times are a fairly predictable story. It is well told, but mostly summarizes to "kill him that bad." Moments to which I refer are appearing in the form of choices that will greatly affect the end game. And I do not mean the options dialog, there is something in the game. Gameplay choices that are perfect sense, their consequences are conjectured by many times and their effects drastically change the fate of the characters. It is very hard to be vague, because it will be quite clear what choice I mean game, so you can skip these lines if you want to avoid a spoiler.

At some point, the characters will be offered the opportunity to receive a temporary bonus of power that will turn a difficult fight in a piece of cake. A situation that will make you tearing our hair out in a battle arena full of explosive fun and amusement. I repeat, is not related to dialogue, you can decide on the spot to make use of that advantage if you see that you are not able to cope with the situation. The choice is again and again and again. But last time, if you choose to make use of that advantage, you see that really was not a choice. The character you were in control which will act just as you did in previous situations, without you ever ask your opinion. Then illustrated flawless impact the choices you've made. Much better than many other games in recent years, it was not a consequence of an erroneous interpretation of dialogue options, or ignorance of the effect of an action. I could tell since then that what was happening might not be what I wanted, and even so it was. When you make a deal with the devil, should not expect a deal. But as much as I would like to take Hunted over again, to choose something else and see the other two endings, I will not, because the gameplay can occasionally be painful.

Hunted game type is a cooperative, which means it will always be two characters on screen. One controlled by you, another AI or another player. Unfortunately, it is a bit long for a cooperative game type, and that usually has the effect to decrease the number of potential mates adventure that you can find. AI tries as possible, sometimes doing well, even less than me dies. But in some cases, gets lost while trying to heal me or use the wrong set of weapons. Hunted is not a typical co-op. The two characters can be found in remote sections of relatively the same level and sometimes the AI knows this, so do not react quite as quickly when you have been made by a herd of minotaurs jelly. I would have preferred if it was a way of giving orders, even simple, such as "Do not go near me" or "attack the enemy archers." But when even sit next to you may be better than a human teammate. It will try to get up off the ground when you fail, and if you learn spells, they will use in combat and to increase your attack power. Spells in the game have double application, I get to that soon.

If you have not read the game manual, entering Hunted might feel a little disoriented. Yes, looks like Gears of War in gameplay, with a cover and that weird running room, but has its own particularities irritating. For example, press coverage, protected key (jump there) and running are actually the same key press. So when you try to run away from something bad and want to pass along a wall, then run on the wall behind you as cover, you'll find the character sticks to the wall, as if a conjugal visit for long enough that a herd of minotaurs to get trampled. The control itself is quite slow initially, and remains so throughout the game. The characters have a way to move very slowly, I even make me feel as if I and the Severance, except that strange movement Severance was just walking, running and jumping, not to fight. You continue to fight, the melee managed to make The Witcher 2 resemble Severance. Geralt attacked even when completely opposite direction some of the enemy that wanted to kill him, even attack someone, not a wall as his heroes Hunted. Therefore, we initially played more E'lara. Targeting third person camera works about as awful as that of Dead Rising 2, but at least I died less often.

I expected that since one of the characters is dedicated melee, with approximation (may use a crossbow arc much weaker than any you have E'lara necessary) to have a repertoire of special attacks. Does not. There is only one of three hit combo you have throughout the world, plus a heavy attack that becomes stronger after being filled with rage bar. Some weapons gives different animations, but the combination remains the same. None of the talents that you cannot get add additional Caddoc attacks. There is dedicated branch rage ability, I found towards the end it was not really that useful. A branch for a charge, which is surprisingly effective, and one for elevation to heaven to enemies for a few moments. There are three skills, each with three stages of development and each stage has three possible improvements that reduce the consumption of hand, increase duration / range and damage. Even if it was a very small skill tree, even compared with some Command & Conquer RTS's, I still hope that gives you the freedom to develop my character as I want. Not really the case. I could not pass the second level of talent if the crystals found throughout the world spend on those improvements, which seems to be optional. And the worst, I could not buy the third rank before the fifth chapter. Now that I'm not thrilled, since the skills that I used consistently was already at the maximum possible since the second chapter. To avoid hours of stagnation, I am stupid, I put points in the other to see what they do, I was disappointed, and when he came fifth chapter crystals had enough to take them on the ones you want.

E'lara even have skills related to weapon they can shoot exploding arrows, arrows that freezes the arrows are not very useful or that break shields, which are extremely useful. Then there are spells. Initially, I thought each character had different magic, maybe that's why I could not take the third rank of the talent before the penultimate chapter. But it was not to be. There are three spells; there is no reason that every character has to have all three. In fact, if each has only one, all you will do well. Spells have dual role, as I said, can hit enemies or can be used teammate. I'll take you some time to realize how poorly the game to explain it. In fact, the game is doing poorly to explain more. As you use them, you must select 1, 2, 3, 4 the skill you want (the image you see a D-pad, I know, the interface goes awry if you have a gamepad attached to PC) and to activate press the Q key and to use, all the Q. No attack on mayor, not the secondary attack, nor key lock, but Q. This can create quite a bit of confusion at first. Even in the end all you can give problems, much like in The Witcher 2. Returning to the spells, here you can see the cooperative nature of the game. Most of them are designed so those, in combination with other special skills, unleash powerful effects. If we combine that lightning spell called Dragon's Breath senseless with Caddoc's charge, then you create a human lightning that can kill a Minotaur in armor on contact. As reference, a Minotaur in armor requires about a minute if you use special talents butchers. As long as both participants know the potential of these combinations of attacks, fights will be very difficult, just have them and there are enough hand.

Some, I say well, the game is that you get hand. Hunted not the kind of game that is life or hand regenerate. If you want to regain a single point of life, be prepared to work seriously for it. Either you have to look potions at enemies or vases, or looking for some energy balls that fail less often from opponents and if you want to come back from the dead, and must seek special potions. The problem is that those special potions are not identified initially on foot, simply catch yourself doing. And if your character falls down, no matter how many you had to you, matters have each teammate. There is no number on the interface to show it, but you can see shining in each arm. Best to leave the AI to take licorice them. Sure, you can use yours, but you should arrive to you and you find something that is not exactly easy if you were near a wall. The problem of this system is that at first has only one place for a potion. To gain room for more potions, you must meet certain objectives. I forget exactly what to do, but in general, increased life, increased attack power total capacity of arrows and so on, require or collect things, save hostages, talked to dead or killing enemies in certain numbers . In other words, grind. Therefore, fighting will become fun until the middle of the third chapter, when your main concern will be to stay alive at all costs.

The game generally becomes more pleasant in the middle of the third chapter, though there finds its pace. Well, you lose and at the end, but then from that point becomes much more enjoyable. But that could be largely because the second chapter is painful. Not only must go through tunnels consisted of dark, increasingly below, until you think you have less and get the other side, but do not have a lot of variety in his time. Or it seemed to me, is the beginning of the game, or was too long. In fact, I know that was the problem. In the second chapter I even tried to solve all the puzzles and hidden treasures to hunt. This involved a lot of their walking around, trying to interpret what the level designers wanted to do and what they wanted designers puzzles with clues to tell them. I did that often, being deeply disappointed every time the rewards received. So at one point, I said that will not deter me to solve a puzzle, some boasting a dedicated dungeon. Thus, I was in the other chapter’s only puzzles more direct, moment when I came across another problem.

The game does not do well in describing what to do and where to do it. The dungeon's dedicated to one of the characters will warn you if you try to go before you value everything. But if you give something on the road and you think the enigma presented asks you to go two meters away to look for something, and you misinterpreted, chances are good you will not be back. Sometimes I found myself just as I started to collect items needed for a puzzle that I have not yet met, and had no idea where it was. A map would have helped remedy this problem. Although I could draw one on a piece of paper, so are not completely blameless. As a 2D game 3D levels, navigation can be very frustrating, especially when characters cannot lift his foot five inches of soil in order to return to whence they came. But as I said, the rewards found in chests and a cupboard of weapons is not worth the effort to find them. Most are still random and the selection of weapons is impressive in general. There are weapons that hit / shoot fast, but low power, the strike / pull slowly, but the middle and high power. Some have a random chance to cause more damage with an additional effect as freezing property disappears after a certain number of uses. Weapons could not be monotonous. There is armor in the game, but do not have to worry that you have to wear E'lara. Besides the shields, the only protection is a shoulder guard, for one shoulder. You will find several versions, offering progressively more armor, we observed no effect.

And now we come to the general problem of the game. Because of the step or what makes you sometimes feel as if the same decor extends to its physical limit beyond which it would break and would make an implosion that will consume time and space. Chapters are filled with areas of murder, Serious Sam style, but are not as funny because of repetition and duration. Some are too long, and the variety of enemies does not support the length. Occasionally one Minotaur when it appears, or four, the situation is invigorated, but when they occur from the beginning, there are surprises and new challenges that can make the appearance after the fourth hour of casapeala. Too many important battles still ends with a scene shifts. Two boss battles are really only that. The characters jump in some catapults /crossbows / guns medieval and defeat monsters against whom such a fight would have been great traditional. It's not as if it had not idea. Fight against the demons for example is great. And some standard enemies, or the type of mini-boss, is really a challenge. Especially those who can teleport can be a pain if you're gullible enough that they are trying to follow. Too bad those meetings to which I refer are rare, and fall after a long and boring fight sequence. I would have preferred if they went on quality instead of quantity, but the origin is a dungeon crawler game, a Diablo, just not as fun.

After I button all day, became very tiring. It's not a pleasant feeling. I thought I was not happy to say "I played-and Hunted and famished." Therefore I do not think I will replay it. Shame since it's replay ability is central to Hunted. Not only the campaign but the game in general.

Funny story. Throughout trying to save the land, the two characters still raise money, and I still expect to find a way to spend that money. But we have not given one. Time digging through menus created preceding the invention of the mouse, we found that the money actually unlock enemies, maps, conditions, moods and everything you need to create your own maps using the editor can be accessed directly from the game. They called the Crucible, and compared with other similar editors could just as well to require the creation of map using a command line. It is competent, but interfaces only. It seems obvious that the game was built with a gamepad in mind, and issues such as editor, is its disadvantage. In a way, I would have preferred that instead of editor, just to make the campaign more fun, so that you want to re-play.

Despite the lessons that can give games that boast that it offers choice in gameplay. Despite the characters that I really want to revisit them, maybe a better game. Despite the attention to detail in creating atmosphere, complete with walls formed by the hissing air and living skeletons visible near the secret door. Despite complete ignorance of the fact that every game today should have health regenerates so to please the public. Despite the humor that involves quite a few chickens. Despite the fact that man is made for the studio that created Interplay, The Demon's Forge Hunted is not very good, although parts I like a lot of it. Sad part is that it was enough to fix: cut a chapter and half of the game, adding three branches of additional skills, to unlock from the start things like the ability to store more than one weapon and a potion, to take out turrets, increase light output from the basement to reduce the color filters, do puzzles better defined, less based on the "collect x items and come back" and implement that army of killer chickens to hear about moment of the dead. I searched far and wide as they did, but no trace of a legion of bloodthirsty birds, so I killed every chicken previously encountered.

Some Videos Of Hunted: The Demon's Forge




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