THE HUNTER: CALL OF THE WILD devs create the prettiest forests.
You wouldn’t expect a niche hunting game to feature some of the most realistic natural environments on PC. The Hunter: Call of the Wild, developed by Avalanche, features a series of massive, gorgeous hunting reserves—from the grassy plains of Africa and the lush forests of Germany, to the frozen wilds of Siberia—and they’re all stunningly beautiful to look at.
The game is developed by a small team, yet despite having a fraction of the budget of something like, say, Far Cry, its landscapes are above and beyond anything I’ve seen in any other game. And as I wandered the autumnal forests of Hirschfelden, I wondered: How did they do it?
“A lot of trying and failing,” says Peppe Pihl, world designer. “Research and more research. Blood, sweat, and tears. I was born on the mountainside and, like many others at Avalanche, I love being in nature. It’s easier to make a forest feel convincing when you know the environment like the back of your hand.”
“Usually in games, nature is a backdrop,” he continues. “Something you don’t necessarily explore. But in Call of the Wild, it’s the opposite. Nature is where everything happens We spent a lot of time creating tools to develop what we’ve envisioned. But really it all boils down to craftsmanship and passion.”
SURROUND SOUND
Another part of the game’s magic is the sound design. Rather than just loop a recording of a forest, the game uses dynamic environmental audio to give the impression of being outdoors. There’s no music in the game, and it doesn’t need it. The ambient sound really draws you into the world, from distant animal calls to the sound of the wind gently rustling the trees.
هذه القصة مأخوذة من طبعة August 2019 من PC Gamer US Edition.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك ? تسجيل الدخول
هذه القصة مأخوذة من طبعة August 2019 من PC Gamer US Edition.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك? تسجيل الدخول
YELLOW CARD
Flawed deckbuilder DUNGEONS AND DEGENERATE GAMBLERS rarely plays a winning hand
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernizes a classic RTS with care
SPACED OUT
After a strong first impression, WARHAMMER 40K: SPACE MARINE 2 runs out of steam
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
DINER HARD
Rewriting the rules of horror in ALAN WAKE
"Kay Vess, galactic tomb raider"
Feeling like Lara Croft in STAR WARS OUTLAWS
LETHAL COMPANY
A return to some explosive post-launch patches.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
TRACK GPT
Al's teaching sim racers to improve-what about other games?
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a 'stay-busy' project by a small team at Black Isle Studios