This feels fun, but requires real coordination. The melee combat plays to the title’s strengths: movement is kinetic and responsive, and when you attack an enemy with a melee weapon you regenerate a small amount of health with each swipe. Of course, they’ll always get back up given enough time. Time to kill is rapid in the right circumstances, and you can drop a vamp at 200 metres with a sniper rifle in a single shot, if you get it right. Shooting is about as solid as you’re going to get in a third-person game, and while short-range guns suffer at longer range – to be expected – the shooting and weapon handling is tight across the board. This starts with the green “common” weapons all the way up to the purple – rare – and orange – legendary – weapons at the top end of the bracket. Weapons appear in a variety of rarities, with a higher rarity being objectively better. You loot this blood with your fangs, which will refill your health, but if you’re seen you’re highlighted for everyone on the map. In addition to this loot, you can also use your vampire senses to find humans with resonant blood, which can bestow a variety of different abilities to you. Weaponry in the game features the classic mainstays of snipers, burst-fire and standard assault rifles but it also features a few more esoteric choices: dual crossbows that fire explosive bolts at short range, a bigger crossbow that creates a huge cloud of poison at the point of impact, and then a minigun, which was clearly misnamed at the concept stage. Several times the trio I was playing with picked our moment to engage, did a ton of damage and killed an enemy or two before several other teams of enemies tore us apart. This makes Bloodhunt feel much more frenetic than a usual battle royale game, and the pace is exhausting. The end result is that Bloodhunt is a high tempo game that just doesn’t let up – a combination of the fast movement and crowded map means that it’s not uncommon to find yourself in an endless rolling fight without a chance to rearm or catch a breather. New vampires pour into firefights in both modes, hyper-agile foes that are hard to keep track of when you’re also listening for the sounds of flapping clothing, which is often all the warning you get before an enemy armed with a katana tries to bisect you. This often means that whether you’re playing in the game’s solo or trios mode, you’re constantly being hit by additional enemies when you’re at your weakest. You might get a handful of loot, but you probably won’t get a chance to sift through the wares a dead enemy has ejected on the floor before another team shows up, drawn in by the sounds of gunfire and their own bloodlust. The primary issue is that because every vampire will eventually recover from a downed state by themselves and there are respawn points (for trios) and extra lives (for solo play) scattered around the city, the value of actually winning a fight is very low. Unfortunately, there are a lot of design choices that seem to have had the unintended effect of making the game agonising to play in a lot of circumstances. These are the game’s strongpoints: if you want to live out your vampire fantasy, dominating an urban environment while looking sexy / monstrous as hell, Bloodhunt absolutely has you covered. The cosmetics are high quality, models are tight and the animations are incredible smooth. Technically, Bloodhuntis a phenomenal debut for developers Sharkmob.
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