Conclusion: You stumble upon plenty of random equipment on your adventure, though looting isn't Hunted's best feature. You find equipment on the ground or smash weapon racks, but the loot that falls from a rack is only for the character who smashes it. Most of the time, what falls is useless, making you wonder whether the team might have earned something more valuable had the other player smashed it instead.
Pros: Varied mix of melee action and cover-based shooting, Cooperative action leads to fun moments, Good voice acting and soundtrack.
Cons: Tons of glitches and execution problems, Finishing moves interfere with gameplay, Grubby, unattractive color palette and art design, Online play is broken and doesn't allow for player communication.
Summary: A game's success or failure often rests on the little things. An otherwise ordinary game can soar to great heights by nailing the details; conversely, a smattering of small flaws might cause fine ideas to flounder. Hunted: The Demon's Forge is the latter type of game: conceptually sound, yet clumsy as delivered.
Pros: Varied mix of melee action and cover-based shooting, Cooperative action leads to fun moments, Good voice acting and soundtrack
Cons: Tons of glitches and execution problems, Finishing moves interfere with gameplay, Grubby, unattractive color palette and art design, Online play is broken and doesn't allow for player communication
Conclusion: Gameplay itself will encourage co-op play, as their are two main characters in the game doing away with the evils that face Kala Moor: Caddoc and E'lara. As mentioned earlier, the core of what Hunted is going for is revisiting the dungeon crawler, while fusing it various more modern elements.
Excerpt: Hunted: The Demon’s Forge is about more than just hacking-’n’-slashing your way through hundreds of enemies. You can also design your own dungeons, either to challenge yourself or make your friends cry.
Excerpt: First revealed at the Game Developers Conference earlier this year, Hunted: The Demon's Forge has certainly come a long way since its debut. We were able to get some hands-on time with the game at this year's GamesCom, and played through a portion of a mission as the melee-centric warrior Caddoc.
Conclusion: Although there are countless questionable design choices in the game, and way too many to list here, very few -- apart from a ridiculously difficult final boss battle -- ever venture into annoying or game-breaking territory. In most cases they add to the overall scrappy nature of the game itself, one that doesn’t really feature any set pieces that are well, you know... memorable, or any lengthy sort of replay value.
Excerpt: Kennt ihr das? Wenn ihr den Kontrast am Bildschirm hochdreht, immer näher an ihn ran robbt, um überhaupt etwas zu erkennen. Alle Fensterläden und Rollos herunter zieht, damit ja kein Lichtschein von außen eindringt - man wenigstens ein bisschen vom Geschehen erspäht, das sich auf dem Screen abspielt. Weil das Spiel so verdammt dunkel, ja abgrundtief finster ist.