solo win 2: hunt showdown
trying out a new game, first 20 hours in hunt: showdown.
this is my second successful solo out of maybe 5 or 6 attempts. per the ending screen, this was a very empty server, 2 bosses and only 3 teams, and only 4 players. i probably could have gone for the second bounty, but didnt know the server was so empty. at the time, i was excited to have killed the duo team and 1 boss, and was just glad to get out of there. i started recording after reaching the boss, and hearing another team coming up on my position. ive found that, as a solo and inexperienced player, it takes me too long to kill the boss. so, i prefer to locate the boss, stake it out, and ambush others as they approach.
hunt provides a level of uncertainty and peril which is becoming increasingly rare in game design. the format is unfair to any individual player, which makes it fair on balance, over the long haul, because it's unfair to everyone. it's a game where losing doesnt feel bad, because that's just how it goes. the fun of exploring, stalking, guessing, outmaneuvering other players is the joy of the game, not just optimizing and winning. as a solo, you also have the option to just not engage if you feel outgunned, and ive finished a couple missions just mopping up zombies and then extracting empty handed. you can still have fun this way, and make a little forward progress too, with money and experience.
i have some steam friends who are showing me the ropes, so, i certainly wouldnt have been able to do this at under 20 hours without their guidance. but solo runs make for better youtube uploads, since you wont hear any mic banter.
as far as comparisons, my background is in original counterstrike 1.6, and this is basically a very heavily modified counterstrike with a progression system. it's team-based tactical shooting with realistic gun handling and objective-based gameplay. the players are all glass cannons, where getting the first shot off generally means you are ahead in the count. like counterstrike, memorization of the maps is critical for using process of elimination and object permanence to place enemies, apart from just hear-and-react tactics. but unlike counterstrike, these maps are huge and populated with neutral enemies, which makes them incredibly unpredictable. neutral enemies waste time and ammo, deal damage, and also function as alert systems. avoiding them, and leaving them for other teams to deal with, is usually the right answer.
the progression system is probably the worst part of the game. this game, like so many other modern games, just dogpiles you with a bunch of nonsense currencies and subcurrencies to pay out various rewards and unlocks. there must be over a dozen tabs in the game with nondescript names like "library," "arsenal," "equipment," "progression," "store," etc., and/all of which could probably be combined and streamlined somehow. these complicated systems only serve to purposely keep certain things out of the player's hands and enforce grinding. i dont like to see the player's time disrespected by weird, overly-specific unlock quests. just have a generalized steam-level rank which goes up with experience, and let the unlocks flow from that. all the other subsystems are superfluous.
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There are 20,355 views in 276 videos for Hunt: Showdown. Roughly a days worth of Hunt: Showdown videos were uploaded to his channel, roughly 16.73% of the content that Sitting Forgetting has uploaded to YouTube.