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Steel Hunter Feels Like a Strategic Titanfall, But Its Extraction Shooter Mechanics Falter with Mundane Loot

Less than a minute remains on Steel Hunters‘ countdown clock when the last surviving pair of Hunters lumber into view, rolling over a hilltop toward the same extraction point my own team waits at. Even across a half-mile of desolate wasteland pocked by buildings, I can tell they are Weaver, a mechanical spider armed with a chaingun, and Razorside, who wouldn’t be out of place in Call of Duty: Warzone, were it not for the fact he is eight metres tall.

My own Hunter, a floating purple humanoid mech named Prophet, is armed with a sort-of railgun that does massive damage when its shot is fully charged. Indeed, a few well-aimed shots makes short work of Razorside and rips through the deployable energy shield Weaver can generate. But the canny arachnid dips behind a building for cover, where it can repair and, provided it can hold out long enough, wait for its teammate to respawn.

Nerves of steel

(Image credit: Wargaming)

It’s a smart move. Or it would be, were it not for the fact that I just unlocked an ability called Strike Vengeance. On triggering this, my Hunter launches itself into the air, darkening the sky as it unleashes a barrage of missiles at a target painted by me. The missiles obliterate the building Weaver huddles behind, and does heavy damage to the spider as it scuttles away in retreat. More than enough for my own teammate, another Razorside, to finish it off with ease.


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