The Hunting God, not actually about hunting gods.
[/vc_column_text][vc_message icon_fontawesome=”fa fa-steam-square”]Purchased: I got this game in a bundle on Steam, when it was cheap.
DLC: No[/vc_message][vc_column_text]Here’s another walking simulator I got within the Tonguc Bodur bundle of games. It actually looked a bit more interesting than the Bottle or Drizzlepath sims, and it seemed like it may stray from the path of them.
So I was happy to dive right in.[/vc_column_text][vc_zigzag color=”peacoc”][/vc_column][/vc_row][vc_row][vc_column width=”1/2″][vc_column_text]
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- Nicely detailed environment
- Several different environmental areas
- Music is well-played within each section
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- No clear understanding of what the narrator is talking about
- No reason for a jump ability
- Graphical glitches
Unlike some of the other games created by Tonguc Bodur, which involve a set path that you can travel on, The Hunting God has a free-range environment with no “walkway” of sorts (though different areas do give you a narrow path).
I find this as encouragement to the walker (the person playing the game) to take their time and explore the areas they can.
Given enough exploration, you can find a variety of easter eggs to their past games via texts that are typically hidden behind the larger tree trunks.[/vc_column_text][vc_zigzag color=”peacoc”][vc_column_text]
As with all of their walking simulator games so far, The Hunting God doesn’t have incredible graphics, but they are finely detailed.
The main thing that happens to irk me when I play these games at this point is the lack of variety. Everything might be pretty, but after a while you start to notice they’re the same trees, the same flowers, the same rocks, the same mountains. The texture of the ground itself isn’t that great.
Graphical problems still exist, but the weird thing for me is that I saw them when I approached some of the smaller trees. As if they were reflecting shadows of their branches.
I just feel like at this point, being the 7th installation in their games, they could make the environment sing to us a bit more.[/vc_column_text][vc_zigzag color=”peacoc”][vc_column_text]
Nothing much in terms of gameplay. You have the ability to jump but there’s no specific uses for it, which makes me wonder why they even implemented it into the game in the first place.
There are few interactions with objects–they’re mainly for achievements–but there is at least one “puzzle” area where you need to navigate a small path to reach a certain…thing, without giving away spoilers.
It’s a walking simulator guys, come on.[/vc_column_text][vc_zigzag color=”peacoc”][vc_column_text]
While the music in some situations can be intermittent, it wasn’t as noticeable to me as with some of their other games. Maybe I’m getting used to the lack-thereof, or maybe there was enough environmental sounds to not make me feel thrown out of the environment.
The narrator isn’t bad given the game revolves around fantasy and (I guess) Nordic things?
What positively sucks is I had no idea what he was talking about.
Given the fantasy theme, there were names and titles of which I knew little of or nothing at all about. It’s like being thrust into the fifth novel in a series and not understanding anything of what’s going on.[/vc_column_text][vc_zigzag color=”peacoc”][vc_column_text]
I’m starting to see a trend in these games. For this one, it begins with the main character being in water. Not a lake or an ocean, but maybe a tiny watering hole? It was an odd starting place.
I feel like the only natural starting place so far in these games was within Bottle: Pilgrim.
If you’ve played the games before this, it’s fun to find the easter eggs. If you like fantasy, you’ll probably like what’s being talked about.
Aside from that, you might get very confused like I did and be pushed away.[/vc_column_text][/vc_column][/vc_row]