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.
Diese Geschichte stammt aus der July 2019-Ausgabe von PC Gamer.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent ? Anmelden
Diese Geschichte stammt aus der July 2019-Ausgabe von PC Gamer.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent? Anmelden
A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
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