
Primal Carnage
Humans vs. dinosaurs asymmetric PvP from 2012 that nails the fantasy but runs out of content before it runs out of novelty. Fun in bursts, thin on the shelf.
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My first few minutes in Primal Carnage told me everything I needed to know: the concept is genuinely hard to argue with, and the execution is just as genuinely unfinished. You pick a side - five human mercenary classes against five dinosaur classes - and the match kicks off in a frantic, Unreal Tournament-paced brawl across jungle island maps. The pacing is fast, the time-to-kill is snappy enough on the dinosaur side where a T-Rex stomp is a one-hit kill, and the Pteranodon scout pulling aerial recon for your pack has a real asymmetric hook to it. On paper, this should have been a cult classic. The human side plays first-person with a toolkit that covers most shooter archetypes: the Commando handles assault rifle and grenade launcher duty, the Trapper can net-gun smaller dinos or tangle up faster threats, the Pyro pushes close-range pressure, and the Scientist runs tranq sniper support. Dinosaurs flip to third-person, which actually works better than you'd expect for the bigger classes. The Dilophosaurus venom spit to blind a human, followed by a bite that deals damage-on-movement, is the kind of mechanical synergy that makes you wish the whole game had been built at that level of design care. The Raptor is fast and punishing if you land your pounce. The T-Rex is a slow lumbering one-shot machine that human teams either kite properly or get eaten by. There is legitimate team coordination baked into the class matchups, and when a coordinated five-man human squad holds ground against a dino rush, the tension is real. Here is where I have to stop cheerleading. The shot feedback on the human side is weak. Pumping rounds into a large dinosaur gives you almost no tactile response beyond a small hitmarker, and that disconnect between input and result gets worse the higher your ping climbs. Netcode was a documented complaint at launch in 2012 and the original game never fully resolved it. There is no ranked ladder, no progression system, no stat tracking, and the mode count at launch was essentially Team Deathmatch plus a "Get to the Chopper" escape variant. The server infrastructure relied on community-hosted servers rather than dedicated matchmaking, which means your experience finding a populated game can range from instant to impossible depending on the time of day and your region. For a game built entirely around online PvP, that is a structural problem you feel within the first week. It is also worth flagging that a sequel, Primal Carnage: Extinction, exists and has been receiving updates more recently than this 2012 original. If you are coming in cold, the original Primal Carnage is the raw version of the idea: fewer modes, fewer maps, fewer classes, lighter on polish. The core asymmetric loop is there and it is genuinely enjoyable in short sessions, especially with a friend group who can coordinate. Solo queue into a half-empty server at off-peak hours is a much less convincing pitch. The Metacritic score of 67 is accurate in the sense that this is a good idea built on a thin frame.

Shooters
Etiquetas
Requisitos del sistema
Mínimos
- OS
- Windows XP, Vista, 7
- Memory
- 3 GB RAM
- Graphics
- ATI 3850HD 512 MB or NVIDIA GeForce 8800 GT 512MB
- DirectX®
- 9.0c
- Processor
- Intel Core 2 Duo 2.4 GHz or AMD Athlon X2 4800+
- Hard Drive
- 4 GB HD space
- Other Requirements
- Broadband Internet connection
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Información del juego
- Desarrolladora
- Lukewarm Media
- Distribuidora
- Circle 5 Publishing
- Fecha de lanzamiento
- 29 oct 2012
