Dinosaurs - Check! Pitiful Humans - Check! Fun and Engaging Gameplay - Errrr not so much....
First person shooters may not be my favorite genre, but I like to think I've certainly built up a reasonable level of competence and qualifications with quite a few hours logged in the Counter Strike, Team Fortress 2, L4D (341 hours), Borderlands (198 hours), and Far Cry (110 hours) franchises. As a child of the 90s, the movie Jurassic Park cemented my already expansive love of Dinosaurs (by the way, welcome back Brontosaurus!). These things should theoretically combine to make me the ideal candidate/target demographic for a game that bills itself as "class-based online multiplayer shooter featuring humans versus dinosaurs." Yet, much like the ill fated Isla Nublar, I am left wondering how did it all go so terribly, terribly wrong?
Recently escaping from Early Access, Primal Carnage: Extinction by Circle Five Studios was supposed to be a simple and FREE update to the code for the original Primal Carnage (2012), but somehow ended up as a $20 stand alone purchase. Full disclosure: I did not play the original, but asking around and reading old reviews it seems that it was a highly enjoyable and well-received game at the time of release, which only makes what I experienced in Extinction even more baffling.
|This image courtesy of Steam User Rufinator|
If my previous warnings haven't been enough and you are determined to give Primal Carnage: Extinction a shot you may as well know what your playable options are. Let's start with team dinosaur. Extinction let's you choose from nine different species, though really there are only five core choices, the rest being slight variations on the T-Rex, Raptor, Dilophosaurus, Pteranodon, and Carnotaurus. Remember how I hinted at poor balancing earlier? Nowhere is it more evident than in the dinosaur faction. The Raptors primary attack/skill is the ability to pounce and pin humans, ripping them apart. While the screenshots make it look good, in practice the excessive lag issues coupled with unresponsive, janky controls make this pounce attack stupidly difficult to use for pathetic amounts of damage compared to the attacks of some of the other dinos. On occasion I would "merge" with an enemy player instead of pinning them and nothing would happen. Dilophosaurus gets blinding spit, which is nice but, again, anything with a skill shot is going to be virtually unplayable and half the time I would be furiously clicking and the animation would trigger, but no spit would actually emerge (and no damage would be dealt). Pteranodons were the most interesting to play as the only flying unit in the game, but were extremely difficult to control and maneuver due to unresponsive inputs which, again, leads to the issue of way too much effort and no reward. On the other hand the Carnotaur, for example, does damage by charging in straight line, trampling and biting all in it's path. Where one needs pinpoint accuracy to land a Raptor pounce or snag human to drop off a cliff as the Ptera, if the Carno slams into a wall or crate or gets stuck in the corner but is still "moving" and a human will still take damage from this clumsy onslaught.
Team Human, which consists of five classes, wasn't really too much better. There's a Native American Tracker (perhaps a distant relative of Turok?) who uses a shotgun, a Commando with an assault rifle and under-slung grenade launcher (which does less damage than the shotgun), a Pyro with a flamethrower (which only led to this type of situation), a "Scientist" with a sniper rifle, and a Trapper with a net gun that disables dinosaurs with equal effectiveness regardless of the size or type of the target. This is a brand of logic consistent with the quality of product on offer here. There may not be friendly fire so there's no damage to allies, but there IS collision so those same allies will block your nets, bullets, and grenades like bomb shelter wall. For the record NONE of these classes have the ability to use iron sights though the Sniper *ahem*, excuse me, Scientist get's a Scope Zoom which seems unaffected by wobble, wind, or physics in general. Now I know L4D and CS don't have iron sighting either, but the controls and accuracy are responsive and smooth enough to at least compensate and the latter title allows for console commands to adjust the reticle size and color, etc.
pallet swaps at best and just down right ugly or immersion breaking skins at worst. Now I admit visual aesthetics are highly subjective, but if I'm spending real world money on in-game vanity I expect a drastic visual upgrade, not just a blob of purple or green slapped over a stock version. Also, I feel the whole loot economy is hurting the game overall as, at any given moment while I was perusing available play options, "Loot Servers" where folks were idling for crates were as common as legitimate game mode servers. Add to this players frequently just AFKing even in non "Loot Servers".
Bottom line: I unfortunately cannot recommend Primal Carnage: Extinction in its current state and , frankly, I don't see it improving anytime soon. According to some forums, the original Primal Carnage is still being actively hosted and, while it may be slightly dated, you might be better served seeking it out as an alternative to Extinction. Or, like Mr. Hammond did Dr. Ian Malcolm, you can boldly ignore my warnings and try Primal Carnage: Extinction for yourself. It's out of Early Access (or so it claims) and is available on Steam now for $20 USD (it is slated to also be available on PS4 later this year). It should be noted there are achievements and trading cards if that sort of thing matters to you.
Full Disclosure: This review was written based off a review copy of the game provided by @PrimalCarnage via Twitter.