You’ll have heard it already: “Gears of Warcraft.” It’s a gag that’s done the rounds plenty since Hunted was revealed earlier this year, and you have to say it’s apt. This is a co-operative, third-person, cover-based shooter, built in Unreal Engine 3; one which eschews the grainy, gritty greys of Gears and replaces them with a lush fantasy land.
“We’ve been dreaming of re-imagining the fantasy genre for quite a long time,” reveals Matt Findley, president of developer InXile. It’s the game they’ve wanted to make since long before the technology was available, he says – but the Gears of War feel is inescapable, and it’s the elephant in the room. I can’t help but ask about it.
Findley smiles. “Yeah, the press have been calling it ‘Gears of Warcraft’,” he nods. “Gears of War is a great game. The comparison is fine. But we hope there’s more to it than that.” It’s not just about combat, is the line: it’s also about puzzles, and about exploring a world.
In practice, that exploration feels limited. In a speck of influence from classic dungeon-crawlers, there’ll be sections of Hunted in which you can deviate from the main path and pick up some added extras, benefiting in some light way. But the really noticeable difference between Hunted and its cover-based companions is a newly instated focus on melee combat, which in theory sits neatly alongside its ranged equivalent.
However, it’s a little less smooth. Ranged fighting – with either magic or with bows and arrows – packs a comparable punch to Gears of War, and the cover system is utilised well, by which I mean ‘identically’. A press of the A button (assuming you’re playing on 360, as I have been) snaps you behind a chest-high wall, and the left trigger pops up up and takes aim. Melee is a more standard button-bashing affair, though, and while it still feels as brutal as it should, the simplicity of it is perhaps a tiny bit disappointing.
For the best chance of success you’ll need to take advantage of both, and also play up to the strengths and weaknesses of the two co-op characters: big, burly, sword-wielding Caddoc, and scantily-clad archer Elara. Each foe has its own set of characteristics, which will often mean players need to work together to bring them down with their own unique abilities.
You’ll also be able to switch around. “Playing as Caddoc and Elara is a very different experience,” says Matt, “so we figured players would want to experience playing as each character in the game.” To that end, InXile have allowed for character-swapping at each checkpoint, meaning players can flip back and forth at regular intervals throughout Hunted.
It’s a nice idea, and one that should help to keep things fresh. Both characters are equally adept at magic, but their combat differences and subtle character traits are more diverse. It’s a nice touch – but I hope we’ll see a little more variety to the world itself. “Theres a fair amount of dungeon crawling, as you’d expect, but we didn’t want to limit to dungeons,” says Matt. “We wanted to push our primary concept of these amazing vistas and great views.” But it’s still all very traditional, albeit certainly very pretty, fantasy tropes.
And if there’s one thing I really have a problem with – moreso than the generic fiction, and the worrying instability of the build on show (though it is pre-alpha) – it’s the dialogue. In my pad, I have written “Not quite sure what these accents are supposed to be.” I think it’s sort of generic fantasy British that these guys are supposed to be speaking in. But the writing is terrible, the acting often just plain bizarre. I don’t remember many times that immersion has been so completely shattered by some unfortunate videogame dialogue, and it’s something I really hope is sorted out before the game’s release at some unspecified point of next year.
Because really, there’s a lot of potential here. Gears of Warcraft it may be, but there’s a reason both those titles worked. Traditional fantasy has a lot of fans, and cover-based shooters – when done well – feel gloriously tight and punchy. And even though Hunted is undoubtedly derivative, it’s already rather a blast to play. Issues smoothed out, InXile and Bethesda could have a wildcard hit on their hands.