The main characters from the Predator films are inexorably equipped with video games. This to the scary hunters not only looks great, but comes complete with unforgettable gadgets, including their worn camo, plasmacasters placed on the shoulders, and – if bad worse – victims of self-destruction. Gamara players have been battling an insect-infested Yautja or playing just like them since the days of the NES, with varying results. IllFonic is the latest developer that can challenge the revolution of the alien race, by way of being an unconventional shooter. At its best, Predator: Hunting Waves is as close as you want to get to sharing a jersey with these blue blooded killers, even though the peace and corruption of the map doesn't make it any longer to hunt.
IllFonic's previous title was on Friday the 13th: The Game, which provided the same set of four-and-four. Unlike camps that do not benefit from the experience, however, players do not have to rely on hiding in houses or call for help as they are affected by a powerful business. Your four-person fireteam is more than likely to bring down this newcomer, as long as you work together and take advantage of your high numbers. The attacker may pack fire above Cabela's house, but it will bleed. And if it bleeds, as the saying goes, that means you can kill it. But you have to find it first.
Ground Hunting doesn't just drop everyone off the field and call it a day. Instead, both sides bloom in different places in the South American forest, which is a dead ringer of green foliage in the original 1987 film. When the game begins, the fireteam develops a series of goals that they need to achieve before they can get to the chopper and their successful release. Whether you track stolen art, get data from servers, or dispose of drug activity, it all generally plays the same: Go to the next location, find the highlighted item, and hold the contact button. After that the next set is used, and then reproduced in the end. This never feels like anything other than a busy schedule at the end. They are unpopular and do it for themselves, but they give in to their goals, which turns your party into a criminal.
In Predator lore, creatures are drawn to heat and conflict. When engaging with a braindead human A.I., your fireteam is not in any real danger. The guerrillas are armed with glorified Nerf rifles, and with the exception of attackers and survivors, their rifle does not require first aid afterwards. The real danger comes with the noise it produces when you return with fire. Every shotgun you make has the ability to send a noticeable splash to the deer, in case they look the right way. This clash happens, especially if you ever hear a stranger talking as he watches you, invisible to the trees.
If you are on the human side, you are partnering with A.I. and attacker from first-person perspective. The rapist gets the attack by fighting with a third-party camera, which gives you an edge when playing that role. It fits in with the enhanced vision of the creature, which is also enhanced by its dark vision. When activated, you can scan the earth for temperature, which targets the target. Personal study by A.I. it's part of the challenge. Once I took up this role, I enjoyed participating in the painful and intellectual struggle. Skip too early, and risk losing your position. The attacker is powerful, but doesn't recognize it; a focused group can do your short work if you are weird. Instead, you need to learn when to attack, when to quietly follow trees, and how to gain an open look. The trick is to be patient, but persistent. If you wait too long, you are forced to play your hand as the team expects a chopper – a position that will leave you more vulnerable than if you had previously fired your enemies while interrupted in their task list.
Getting the hang of a weird role takes some learning, and unfortunately you do most of that learning in live games. The short course teaches you the basics of navigating the forest fence – strong wind, thanks to sailing controls and clearly marked trails – but small in combat. That's a shame, because fighting someone who disrespects you is not fun; it turns into what is often a bizarre conflict into unintentional jokes – and usually ends with a dead attacker. And it's more fun in case you become a dead predator. On the other hand, I had a blast when compared to players who used their full potential for skill. Saying "soft" is a bit like a trick when explaining to get under the net and pull your spine out, but it's worth it. Many of my failures have been the result of recklessness or overconfidence, regardless of which team I play for.
The predecessor is far more drawn than ordinary people are facing, and the timeline shows that. I waited about five minutes each time I wanted to play as an alien hunter, compared to a minute or so like a fireteam. The attacker gets a better deal from the cosmetics department. The default character looks great, and the customized options allow you to change your mask, armor, skin pattern and color combinations, dreadlocks, and more. People have different options for comparison, besides the tone of weapons used. The cosmetics are made voluntarily and no microtransaction is apparent, but overall the plaster boxes are not fun.
Other openings, including new weapons, boats, and class archetypes, are even more interesting. I had a great time coming up with a different build, I tried to get the right burden off the hunter before finally participating in a support role designed to help my team be healthy and armed. That flexibility helps keep the action fresh, but with only a few maps and one actual game mode, it's not hard to find that you've seen everything there after a few games.
The Hunting Ground treats the character and the set with respect, which, as a movie lover, is easy to inform. If you are looking for a real sense of abuse, this is almost like discovery. And rightly so, it's probably more fun with how the attackers interact with humanity: get in, enjoy the hunt, and get out while you can.