Pirate Hunter : Somali Trap
1

Players in Game

$4.99

Pirate Hunter : Somali Trap Reviews

App ID3061910
App TypeGAME
Developers
Publishers Strategy First
Categories Single-player
Genres Simulation
Release Date22 Jul, 2024
Platforms Windows
Supported Languages English, Russian, German, Slovak

Pirate Hunter : Somali Trap
1 Total Reviews
1 Positive Reviews
0 Negative Reviews
Negative Score

Pirate Hunter : Somali Trap has garnered a total of 1 reviews, with 1 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.

Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 18 minutes
**update** I had no idea how AMAZING this game was going to and would like to praise it even further. This game is such a masterpiece its incomprehensible (well minus the fact that there is no flashlight and this game REALLY could use a flashlight) I even discovered cheats! To open the console you press ` 3x quickly. Type fly_on for noclip and man_on to return back to a player so you can shoot your guns again! I could not find out how to enable godmode but theres a bunch of commands listed when you open the console. So you may have better luck. I like it except the 1920x1080 is wrong, it cuts off like 3 inches from the top and bottom of the screen You can force windowed mode in animations-console-cvars.cfg but the window size is fixed to 800x600 and cannot be changed even if you try different resolutions I instead used dxwrapper to force the game into windowed mode (google dxwrapper releases, then download the file called dx9 games) and change the settings in the dxwrapper.ini. Set vsync to =1 and windowed to =1 in the [d3d9] section. then i used windows centering helper to center the screen window as good as a linear shooter can be in my opinion, feels very nice on the mouse, headshots feel great, gun sounds are great.
👍 : 1 | 😃 : 0
Positive
Playtime: 719 minutes
[Played on normal difficulty, NPC and enemy highlighting disabled.] I just finished Far Cry 2004 and that made me curious about the “Russian Far Cry” which was recently re-released on Steam. While not really a fair comparison, I did find some similarities and familiar vibes. For starters, we’re in the tropical Pacific with bright colors and plenty of sunlight, and most levels that take place on islands (as opposed to ships) provide at least a small degree of player freedom when it comes to solving one’s objectives, but don’t expect the same semi-open areas as in Far Cry. Pirate Hunter is considerably more linear by comparison. By the very nature of the environment, the same applies to counter-piracy missions where we have to board cargo ships and free the hostages. Then again, the aircraft carrier level in FC, as well as all indoor levels really, weren’t any different, no? Graphically, I thought Pirate Hunter looked a couple years older than it actually is, but it still created a convincing and immersive representation of the jungle. Lots of lush vegetation with sun rays shining through, leaves visually reacting to movement and gunfire and the developers even took the time to populate near-shore underwater environments with flora and fauna. Pirate Hunter also implements nVidia PhysX for pretty decent particle effects such as explosions and dust being thrown into the air, and a handful destructible objects like wooden huts. Made gunfights more exciting. The AI wasn’t the exactly the most capable one around I’d say, but they did offer credible opposition and were more than willing to approach from multiple directions when possible and flush me out of cover with grenades. There’s no grenade indicator however. I think they also try to respect concealment behind vegetation for line-of-sight calculations. At least they didn’t feel like those overbearing, all-seeing hitscanners in Chrome or Chrome SpecForce, so that’s a plus. Though I do believe those pirates were unrealistically bullet-spongy on normal difficulty; they’re mostly rocking T-shirts yet can tank rifle fire like a champ. Little to complain about in terms of player movement or gunplay. If you’ve played the original Far Cry, it all feels very similar except for the absence of prototype weapons. Sounded weighty too. The main difference is the addition of bullet time (all the rage back then!), called “adrenaline” here, which is a consumable item you pick up in the game world. Does precisely what you’d expect. Use it to rush a large group of enemies or overwhelm hostage guards before they can react. Killing more people in general or with the knife in particular gives a small bonus to bullet time duration. Another area where Pirate Hunter differs from Far Cry is the addition of teammates. Most of the time, they’re an additional gun or two you can tell to hold position or follow you around. You can freely assume direct control of anyone. If anyone goes down, you can typically run over and revive them without penalty. By contrast, certain missions are broken down into multiple segments with one specific character each. Sniper shoots some dudes, then we phase back to the pointman, that sort of stuff. Also, there’s regenerating health only in Pirate Hunter. In terms of the story, dare I say I found it more engaging than Far Cry? Most of the plot was relatively straightforward and sensible until the last quarter of the campaign… if we’re copying Far Cry, why don’t also drop the ball in terms of plot progression, right? Did Pirate Hunter really need boomer shooter-style bossfights which go completely against the mostly realistic setup of the rest of the game? Well, at least the game developers put a surprising amount of effort into those cut scenes and while I’m sure something was lost in the translation, hiring a decent script writer and a handful of passable English voice actors went a long way to made me not to immediately want to skip it all. Shame they couldn’t do the same for the mission briefing text because it’s truly laughable. After you’re done with the story, you can go back and replay chapters for speedrunning or just to get a better score if you wish. There’s secondary as well as hidden objectives in most missions and some of them even unlock optional levels that didn’t feel like filler at all, surprisingly. However, I disliked the fact that hidden timers can occasionally pop up for certain objectives, so you’re going to fail and reload at least once. On a technical level, Pirate Hunter liked to crash during level transitions. The game has frequent checkpoints and there’s also quicksaving, so no big problem. What was a problem is that at least for me, the game became progressively more unstable in later levels, to the point of barely being able to load into the final mission at all without everything graphical being horribly broken and unplayable! In general, heavy particle effects could crash the game and there were persistent lighting as well as shadow issues too. So in the end, I settled on three configurations, swapping as required for every single map: native rendering, through dgVoodoo2 or through DXVK. Otherwise I simply could have not finished the campaign. Also don’t forget to install the WMV9 codec which is linked on the store page for cutscene playpack. Overall, I came away pretty impressed by Pirate Hunter. I’ve played many low-budget titles of this era and PH is a lot more sophisticated and polished than most in my opinion. Very playable if it weren’t for major issues with stability, not a thrown-together mess either, as obviously a lot of effort and thought went into this piece of software. It’s a shame then that DIOsoft only ever released one game, right?
👍 : 0 | 😃 : 0
Positive
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