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Review of TheHunter: Call of the Wild - 2021 Edition on PlayStation 4

by Max Rathon Max Rathon photo Oct 2017
Cover image of TheHunter: Call of the Wild - 2021 Edition on PS4
Gamefings Score: 7.5/10
Platform: PS4 PS4 logo
Released: 02 Oct 2017
Genre: Simulation
Developer: Expansive Worlds
Publisher: Avalanche Studios

Introduction

theHunter: Call of the Wild - 2021 Edition carries the pedigree of a long-running simulation series and wears it like a pair of camo pants that have seen better days but still do the job. Built by Expansive Worlds and published by Avalanche Studios, Call of the Wild takes the series' obsession with realism and stretches it across vast open reserves, a detailed animal behavior stack, and an unapologetically patient gameplay loop. If you approach it expecting twitch shooters, you will get bored quickly; if you approach it expecting an engine that models scent, sound, and the ego of a moose, you will be rewarded. On PS4 this title is the console expression of a game that started life as a PC-heavy simulation. The core appeal is technical: complex detection systems (scent and sound), a tracking pipeline using an in-game GPS called the Huntermate, and a modular reserve system that scales environmental variables across multiple biomes. The result is less about adrenaline and more about systems interacting in ways that feel convincingly wild-most of the time.

Gameplay

Call of the Wild is first-person hunting simulation at heart, and its technical ambitions show in every subsystem. Animal AI is not just "move towards player" or "run away"; each species reacts to a prioritized set of stimuli. The documentation highlights scent as the quadrupeds' keenest sense, which forces players to engage with a simple but strict wind model. Wind direction becomes a core gameplay parameter: you will track, reposition, and flank on the basis of an implicit vector field that determines whether your presence is a whisper or an erupting alarm. Sound is another vector. The game expects you to rely on the audio layer to detect subtle cues-footsteps, rustles, and calls that populate the soundscape. This is not window dressing: the soundscape integrates with AI state machines to transition animals from idle to alert to flight. On the technical side, that means the engine routes audio events into the AI's sensory layer instead of just being fed to the player, which is a design choice that supports emergent encounters. Huntermate is the game's GPS-like tracking device and it's a good example of a UI tool built to expose game-state without breaking immersion. It surfaces tracks, scat, bedding, blood trails, and calls. From a systems perspective, the Huntermate is a filter on the world's forensic data: the engine marks and ages environmental traces, then exposes them to the player through the device. This creates a pipeline where detection, trace aging, and the player's decisions feed back into one another. Weapon selection is mechanically enforced to support a simulation ethos. Bows are treated as universally ethical for most species, while firearms have calibers that map to animal classes. The scoring system penalizes inappropriate weapon choice by reducing trophy ratings, which ties player behavior to an objective function (animal scoring) rather than subjective satisfaction. The developers iterated on this, and in 2020 they pushed the Animal Scoring System 2.0-an attempt to align scoring with simulation play and produce more consistent results across weapon types and hit locations. Content-wise the game is modular: subscribers (and players who buy reserves) can pick from a long list of hunting areas, each with its own environmental geometry and rules. Starting anchors (tents or lodges), time-of-day limits (start times between 5AM and 6PM), and reserve-specific species pools create a configuration matrix that keeps the sensory and tactical requirements fresh. In technical terms, each reserve is a curated level with shared engine systems but distinct parameter sets for climate, flora density, animal population, and audio assets. One of the more interesting technical improvements is TruRacs, introduced to randomize antler and horn geometry. Instead of fixed trophy models, TruRacs procedurally vary rack designs at runtime to increase visual diversity. This is a targeted procedural-content system: it doesn't overhaul animal animation or locomotion but gives the player greater variety in the trophy pipeline without multiplying asset count. There are trade-offs. The game's deliberate pacing amplifies the visibility of any gaps in animation or AI transitions. Where systems mesh well-scent, sound, Huntermate, and scoring-you get tense and satisfying tracking gameplay. Where they don't, encounters can feel either too scripted or oddly repetitive. The console port brings all these systems to the PS4, and the experience largely depends on whether you want to tune into systems-level hunting or want fast-action feedback loops.

Graphics

Visually, Call of the Wild sells its simulation by committing to scale. Reserves are large, with distinct biomes that reuse an art pipeline for foliage, terrain, and lighting setups. The game isn't trying to teleport you photorealistically; instead, it leans on scope and environmental composition. Lighting and weather are functional systems: they affect visibility ranges and the aesthetic tone of a hunt, and some reserves (like Hemmeldal) introduce snowfall as an environmental modifier. The asset pipeline supports multiple reserves-North American forests, arctic ridges, Australian outback, and African savannah-by parameterizing vegetation and terrain tilesets. Animal models benefit from the TruRacs work for head-gear diversity, and body rigs are serviceable for close-ups and trophy photos. Animation is good enough to sell gait and alertness, though it's not always seamless during high-state transitions. Audio design deserves praise as a graphical adjunct: spatialized environmental sound is used as a gameplay input and as atmospheric rendering. On PS4 the game packages these systems into an experience that emphasizes distance and scale over micro-detail; if you're hunting for pixel-perfect fur shaders you'll be disappointed, but if you value believable space and believable animal presence, the graphics pipeline supports that goal.

Conclusion

theHunter: Call of the Wild - 2021 Edition is a technical love letter to simulation-minded players. Its strongest design decision is to commit to systems-scent vectors, sound-driven AI, a forensic Huntermate device, weapon-to-scoring rules, and procedural trophy variation-rather than chasing instant gratification. That makes it a brilliant title when the systems align and a slow-burn grind when they don't. On PS4 the experience is the same patient, systems-first game it was on PC, packaged for the living-room hunter. If you enjoy methodical gameplay that rewards observation, planning, and technical understanding of game systems, this is a good fit. If you want fast-paced action or cinematic spectacle, this game will ask you to sit down, listen to the wind, and learn to read a bloody trail like it's a particularly nerdy puzzle. For the right player, that's exactly the point. Score: 7.5/10.

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