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Elden Ring met "Tarkov" - and something went wrong. Mistfall Hunter Review

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The game is based on familiar elements: dodges, parries, precise stamina management, character classes, and battles with strong opponents. On top of this, the developers built a raid system familiar to the genre, with loot loss upon death, searching for valuable equipment, and evacuation from the map.

At first glance, such a combination looks interesting. However, after a few hours, it becomes clear that the mechanics of different genres do not complement each other but regularly conflict. Class balance quickly reduces variety to a few most effective builds, map features limit exploration freedom, and some game decisions create additional inconvenience rather than deepening the gameplay.

Technical Issues

The first thing a player encounters in Mistfall Hunter is technical problems related to Unreal Engine 5. These issues accompanied the game during playtests and were not resolved by release. Performance remains unstable even on modern configurations. Frame drops occur both in the starting camp and in raids, and shader compilation does not solve the problem of periodic location loading and freezes. In battles against other players and bosses, such stutters can cost a victory.

The network component also raises many questions. Russian users still experience difficulties connecting to servers, despite developers' promises to solve the problem during the testing phase. The game is officially available for purchase in the Russian Steam region, but playing without third-party applications is not possible.

At the same time, the server performance itself cannot be called decent. Players regularly encounter problems with hit registration and incorrect display of other players' positions in raids. Shots sometimes pass through opponents without registering damage, and melee attacks can reach the target even before characters visually close the distance. In this regard, the game is very similar to the online component of FromSoftware projects, where similar problems also occur.

But the greatest indignation among the audience was caused by how the developers decided to eliminate these problems. Instead of optimizing the network architecture and renting high-quality servers, the developers held a promotion in conjunction with a service to accelerate game traffic. During the release, players were given temporary free access to its functions. The problems did not go away, and the promotion ended long ago.

Soulslike in Extraction

The core gameplay of Mistfall Hunter is built around mechanics from Souls series games. The player chooses a class, goes on raids, and fights ordinary enemies, bosses, and other players. The combat system is based on dodges, parries, distance control, and skillful use of abilities. In PvE, this formula works confidently, but in PvP, the same problems appear as in the original games of the genre.

At release, six classes are available in the game: two warriors, two mages, an archer, and a rogue. The choice is wide, but in practice, each of them lacks the variety expected from a developed build system. Against ordinary enemies and bosses, any class performs its functions calmly, but in battles between players, the effectiveness of characters varies greatly.

Mages and archers are currently the most effective. They regularly appear in ranked selections and community discussions, and complaints about their dominance have become one of the most frequent topics in user reviews. Archers have skills with automatic aim assist, and mage attacks, in turn, have wide hitboxes. Because of this, a timely dodge does not always allow avoiding damage, especially if the caster aims at the feet or strikes preemptively.

Melee classes are at a disadvantage. To deal damage, they need to close the distance, and doing so against mobile ranged characters is not easy. Each of them has abilities that allow them to quickly close the distance or gain a few extra seconds. But most often, by the time a warrior reaches the target, they take a significant portion of the damage even before the full engagement begins.

The dodge system deserves special attention. Unlike most soulslike games, a special bar is allocated for dodges, designed for only a few consecutive dashes. It is not possible to constantly jump around the field, so each dodge must be used against a specific attack. This limitation makes battles more measured and forces players to pay closer attention to the opponent's actions.

The stun mechanic is also interestingly implemented. Many attacks briefly deprive the target of the ability to act, allowing for a series of blows. However, it is impossible to endlessly keep the opponent in this state. After two stunning hits, the dash bar instantly recovers, and the player gets the opportunity to retreat urgently. Thanks to this, melee combat requires not only good reactions but also skillful use of one's arsenal. Simply repeating the same technique turns out to be less effective than alternating different strikes.

But such depth is preserved mainly in solo raids. In team play, most of these nuances quickly lose their significance. The most effective tactic becomes a simultaneous attack by the entire group on one target. Under such pressure, defensive mechanics practically cease to work, and the outcome of most clashes is determined by which squad loses a player first. As a result, a significant part of interesting mechanics remains in demand only in duels.

No Room to Roam on Maps

Only two maps are available at release, each with two difficulty levels. The first is designed for both solo play and groups, while the second is exclusively for team raids. The duration of each run is limited to twenty minutes. This time is too short for extraction games. It is not possible to go around the entire map and complete all quests. At the same time, depending on the chosen map, the allotted time must be managed differently.

Svyatoroshcha is built according to the classic scheme for the genre. After spawning, the player is free to choose their route, search for loot, complete quests, fight other players, or hunt bosses. To leave the raid, you need to find a special monster, summoned with a bell. After defeating it, a tree appears, opening the evacuation point.

Brandgard is arranged quite differently. Here, the developers abandoned the freedom typical of extraction games and added a shrinking zone, which is more characteristic of battle royales like Fortnite. A few minutes after the start of the raid, part of the map begins to fill with golden fog, forcing all participants to move towards the center of the location.

Such an idea seems interesting, but in reality, it contradicts the genre itself. The player is deprived of freedom of movement. If an uncompleted task, an undefeated boss, or valuable loot remains outside the area, there is nothing that can be done about it. Instead of choosing between risk and reward, the game simply forces you to move on.

The evacuation principle also differs on the second map. Instead of an exit appearing after defeating a special opponent, players receive a bell designed for one person. It can be used anywhere on the map, but to evacuate the entire group, three bells must be found. If playing cooperatively, problems usually do not arise. But when playing with random people, there are incidents when someone from the squad is not willing to help and can suddenly leave you.

Level design also raises questions. Locations are a network of narrow passages connected by numerous doors and forks. Doors open slowly, which should prevent pursued players from instantly escaping pursuit. Such corridor-like maps poorly combine with the shrinking zone. Due to the complex structure of locations and a large number of dead ends, a safe path to the next zone is not always obvious. Sometimes the only passage is already blocked, and the player has to find a detour, passing through the fog and losing health.

You Still Need to Get to the Raid

All loot obtained is used in three ways: for developing the hideout, crafting equipment, and preparing for subsequent sorties. Resources go towards building new objects, creating armor and weapons, launching expeditions, and preparing temporary buffs before a raid. The camp itself is arranged according to all genre standards. Here are located a merchant, a blacksmith, an auction, a warehouse, an expedition table, a money-making tree, and other cosmetic objects.

However, the camp in Mistfall Hunter periodically causes headaches due to the organization of interaction with it. Instead of a single menu, the developers force the player to manually move between all camp buildings. To sell loot, use the blacksmith's services, check production results, buy consumables, or directly go on a raid, you have to visit each NPC and each building in turn.

Such an approach does not make the camp feel more alive or enhance immersion. On the contrary, after several hours of playing, constant movement begins to be perceived as unnecessary routine, increasing the time between raids.

Illusion of Variety

At first glance, Mistfall Hunter offers a fairly flexible character progression system. Each class has two specializations. Warriors choose between two-handed weapons and one-handed weapons with a shield, rogues choose between a dagger and dual blades, and mages choose between schools: elements, cosmos, light, or darkness.

However, variety quickly clashes with reality, where the most effective builds win. Warriors almost always use two-handed weapons due to high damage and the ability to stun opponents more often. Rogues have the opposite situation: the dagger is in demand primarily because of the ability to go invisible, while dual blades perform better in open confrontations. Formally, the choice remains with the player, but the effectiveness of individual specializations forces them to abandon experiments.

In addition to active abilities, each class has several branches of passive skills. Some enhance abilities, others offer universal bonuses such as increased gold received or additional resources. However, it is not possible to learn all skills. After reaching the maximum, twelfth level, the player receives only eight points for developing passive skills, which must be invested in combat improvements.

Attributes form a separate development system. The game offers several dozen passive modifiers: from reducing fall damage to increasing critical hit chance and enhancing damage from consecutive attacks. Individually, most of these bonuses are barely noticeable. Their values are too small to significantly change the gameplay.

A real increase in effectiveness appears when the player starts combining identical bonuses. Enhancements can be obtained through equipment characteristics and temporary effects from drinks that need to be consumed in the camp's tavern. It is attributes that form the basis of most strong builds.

The approach itself cannot be called unsuccessful. The problem lies elsewhere: the feeling of progression disappears quite quickly. The main features of the chosen class become clear in the first few hours, and further development is mainly reduced to a gradual increase in existing characteristics. The player becomes stronger, but the playstyle itself practically does not change.

For the same reason, the desire to obtain top-tier equipment loses its significance. Crafting legendary gear sometimes requires unjustified costs. And in conditions where any defeat means losing equipment, most players prefer to use more accessible sets of gear. As a result, a significant part of high-level content exists more as an option for devoted fans than as a pinnacle to truly strive for.

Verdict

Ultimately, Mistfall Hunter evokes very mixed feelings. It is an interesting extraction game with an atypical core gameplay. In the first few hours, the game can captivate with its combat system, loot collection, and leveling. However, the more time you spend in the game, the clearer its problems become. Especially since it's impossible to play it normally in Russia.

Currently, Mistfall Hunter looks like a project whose full potential the developers have already demonstrated. There's enough content for a couple of days, events cause negativity, and the plans outlined in the roadmap seem highly questionable. If you are interested in extraction games and are willing to put up with technical rough edges for an unusual combat system, then Mistfall Hunter might captivate you. I recommend others to steer clear of the project.