
| System: PC, PS3, Xbox 360* | ![]() |
| Dev: Activision | |
| Pub: Activision | |
| Release: October 23, 2012 | |
| Players: 1-2 | |
| Screen Resolution: 480p-1080p | Blood, Violence |
Note that this does not work if there is any foe onscreen, regardless of where onscreen the foe is. This means that a foe attacking from behind can clip through you and disable your ability to quickly turn to face them. It also means that a foe peeking into the corner of your view prevents you from quickly turning to face it or any of the predators behind you. Given how unwieldy turning around with the “Fearmaster” proves to be, this is a terrible design choice.

Is the game better when simply played with a controller? Sadly, yes. The controls for the “Fearmaster” aren’t where they need to be to make it a viable method of play. Without the novelty of the plastic gun, though, Dangerous Hunts 2013 is just a subpar, linear shooter with animals instead of human targets. It’s one-note and mind-numbing.
In an odd twist, though, the story is actually better than in most big-budget gaming productions. It has a measure of heart, decent voice acting, and a message that runs deeper than “killing things is the tops.” It’s unfortunate that the gameplay it’s paired with is so aggressively unsatisfying.
There’s also a “Maneater” mode. It supports split-screen co-op and is, in essence, Horde mode with predators. Oh, and there are shooting galleries, which are probably the game’s greatest appeal, if only because they take the onus of movement off of the player and are actually fun score challenges. Neither is enough, though, to overcome the bitter taste of the game’s painfully low production values, unsatisfying action, and outright confusing controls.
Note: The heart-rate sensing of the Top Shot “Fearmaster” is exclusive to the Xbox 360 and PlayStation 3 versions of the game.
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By Shelby Reiches Lead Contributor Date: November 15, 2012 |
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