Steel Hunters Early Access Review – Middle of the Food Chain

When you envision WarGaming, titles like World of Tanks and World of Warships are typically what pop into your head. Therefore, one might wonder what sparked the studio’s imagination to produce Steel Hunters. Was it a drive to provide intense multiplayer action featuring mechanized behemoths in a realistic setting? Or perhaps they aimed to create large-scale battlefields with different objectives similar to Battlefield? Alternatively, could it have been an intention to follow in the footsteps of MechWarrior and offer a competitive shooter with a rich customization feature?

After discovering that Steel Hunters is a blend of PvE, PvP, and extraction gameplay, set in a third-person shooter format with mechs acting as hero characters, it seems to lose its appeal for some players. The mechanics are straightforward and accessible, but the combination of these elements can feel like visiting the Four Corners Monument. While you’re not getting the full, unique experiences each genre has to offer, and the intersection itself isn’t particularly impressive.

With not many participants involved, disorderly situations are limited. However, while it’s nearly impossible for external interference to occur, there should probably be a more balanced situation than the current one.

The “basic idea” is that a catastrophic change on Earth has led to the appearance of Starfall, a valuable resource. Different groups form to collect it, employing massive robots known as Hunters. It’s possible that this is just an excuse for the diversity in Hunter design, such as one group having mostly humanoid mechs or another consisting entirely of quadrupedal machine beasts reminiscent of Maximals. While I can accept this explanation, if you’re looking for a more detailed backstory or even a hint of lore, you’ll have to be patient.

In summary, I have some concerns regarding how the initial scenario affects the gameplay progression. Upon finishing the fundamental course, two options become accessible – Last Stand and Skirmish. The first option involves 12 players clashing with numerous AI adversaries on the map, while the second focuses solely on PvE challenges, presumably to help players adapt to diverse objectives. However, it seems unlikely that this is intended to teach players about handling AI opponents, as there’s currently only one kind – drones – and their main offensive action is summoning a missile strike.

Essentially, the game mode known as Last Stand with 12 players is where you’ll likely spend a lot of your gaming hours. Upon joining, your primary tasks will be eliminating drones, accumulating Energy to enhance your Hunter, thereby improving its attributes and enabling additional skills, and discovering Modules to amplify your damage output, shields, and health base. The rarity of the modules directly impacts their potential for significant boosts.

Regrettably, Last Stand limits gameplay to just two teams with a maximum of 12 players each. This setup can make some battles seem less intense or dynamic, as the smaller player count doesn’t provide ample opportunities for chaos. Although the likelihood of third-party interference is minimal in this setup, it might be beneficial to find a more balanced middle ground.

This isn’t a loot gathering game where you leave the map, organize your gear, then re-enter.

Despite the rapid decrease in the number of teams, leaving only three, if half of them are robots based on their accuracy and damage output, it seems more like a competition between two human squads and two robot squads. This results in extended periods of waiting and firing at non-threatening drones.

From level 2 onwards, it’s beneficial to bypass the common and uncommon Supply Pods as they only provide stat boosts without additional perks or significant rewards. Instead, aim for Guard Drones, Rogue Drones, or Legendary Scouts to earn more experience and potentially higher rarities. However, special consumables that offer advantages such as decreasing ability cooldowns and transforming you into a Colossus mech are scarce in gameplay, making them less worthwhile to pursue.

Due to the fast pace of the game, you soon reach a level limit with plenty of high-value items. After that, there’s not much else to accomplish other than heading for the extraction zone, securing it, and counting down the timer as the remaining teams (either one or two) strive to thwart you. At first, engaging in duels with another team, especially when drones are involved, is thrilling. However, these encounters often become repetitive.

The design of Steel Hunters also presents another issue concerning its game structure. Unlike typical looter shooter games, it does not involve amassing loot, leaving the map, customizing a loadout, and then returning to the fray. There are no areas with escalating danger levels or tougher adversaries that might encourage this kind of play, nor is there an alternative method for extraction. In essence, extraction serves as a compulsion to engage in PvP against the final surviving team. Regardless if you win first place or second, it makes little difference in the end.

It’s important to note that not all characters can be unlocked immediately. By finishing the initial missions, you earn Constructs, a type of in-game currency, which can be used to unlock two extra Hunter characters.

Could we discuss the source of all these conflicts, known as Starfall? At the conclusion of each battle, you receive Starfall Shards that can be exchanged for Starfall using Platinum. This accumulated Starfall can then be used to elevate your Hunter’s level and acquire Points. These Points are utilized to unlock specific abilities within their Skill Tree. Some advancements demand Credits, which can also be obtained from battles and the popular Battle Pass.

What makes this system perplexing is that Platinum serves not only as a means to enhance the complimentary Battle Pass into Pro and Premium versions, but also functions as the default premium currency within the game. This implies that using Platinum could potentially expedite your Hunter’s level progression. However, it’s disconcerting because at higher levels, you can unlock enhanced stats and ability upgrades for your Hunter. The Last Stand matches are designed based on a range of Hunter levels to ensure a relatively even playing field initially.

Even though you earn Skill Points by leveling a Hunter that can be used for upgrades within the current tier, the likelihood of a fresh start based on map knowledge and skill is minimal or nonexistent due to the wide range of matchmaking. Additionally, conflicts over Starfall become pointless because all teams, often more than one, receive Shards regardless of the outcome, which undermines the entire concept.

It’s important to note that not every character in the game is immediately accessible – playing through the initial missions will grant you a currency called Constructs, which can be used to unlock two extra Hunter characters. You can accumulate more Constructs by advancing your account level, although I’m cautious about the possibility of additional monetization in the future.

As a devoted fan, let me share my thoughts on the Hunters. While they’re not as swift as the Titans from Titanfall or the mechs in Mecha Break, there’s something captivating about their deliberate and well-balanced movements that I find myself drawn to.

However, I’m still puzzled over WarGaming’s future plans for Steel Hunters. It seems they may have concluded that a standard hero shooter might not thrive in today’s competitive market (a point I can appreciate).

Initially, linking jump and dash actions using the same energy source felt frustrating, but jumping during combat isn’t common because dashes are essential for evading damage. However, the limited height most Hunters can achieve with their jumps barely covers the terrain, making one wonder about the design of these abilities.

From a skill perspective, there’s nothing new you haven’t encountered before, but it’s worth noting how each Hunter is distinct within their group. The Ursus functions as a close-combat warrior with its short-range cannon and sturdy armor, while the Fenris adopts hit-and-run strategies, swiftly closing in on a feeble opponent. At present, the range of modifiable abilities for these characters is somewhat restricted, but it does add a touch of uniqueness to your gameplay experience. I didn’t notice much teamwork between different characters, as one might expect in a typical hero shooter, but considering the game’s dynamics, this isn’t surprising.

As a fan here, I’ve got to say that Steel Hunters might not be packed with content just yet, but hey, it’s free-to-play! So, why not jump in and give it a spin? The design of the mechs really reminds me of Transformers, more like Michael Bay’s cinematic interpretation than Hasbro’s toys. But that’s not a bad thing, right? And let me tell you, the one-liners from each Hunter add a nice touch of personality without going overboard. The sound design is top-notch too, really driving home the power and weight of these mechanical giants.

Despite my curiosity about WarGaming’s ultimate vision for Steel Hunters, I can see why they might think a traditional hero shooter may not thrive in today’s competitive market. However, there’s so much more potential hidden within the concept, mechanics, and Hunters characters than just another streamlined extraction shooter with puzzling progression systems. As it stands, they plan to keep Steel Hunters in early access for four to six months, during which time they aim to introduce new game modes, Hunters, progression paths, and maps. Fingers crossed that it fulfills its potential and takes the chaos beyond this initial blend of genres!

This game was reviewed on PC.

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2025-04-07 16:42