
theHunter: Call of the Wild - Saseka Safari Trophy Lodge
Push through an opening hour of spooked herds and wind arrows and you get one of the deepest tracking sims on PC, if you enjoy planning a hunt more than firing the shot.
GamerScout Verdict
Best for patient sim players who plan a hunt like a build order; skip it if you want a shooter with animals in it.
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About theHunter: Call of the Wild - Saseka Safari Trophy Lodge
My first two hours on this savanna produced zero animals and one very confident, completely wrong conclusion: the reserve was empty. What was actually happening is that I moved at full pace with the wind at my back, which broadcasts your scent to everything standing in front of you, and I kept walking into open ground where a herd of two dozen animals could see me from four hundred metres out. The tutorial does not sit you down and explain this. It gestures at the wind indicator, hands you a rifle, and leaves. If you quit at that point you would be reacting to the onboarding, not the game. Somewhere around hour three, once I started crouching, checking the wind cone before every move, and treating the treeline as cover rather than scenery, the whole reserve turned from empty to legible. Underneath the safari dressing this is a systems sim about reading a schedule. Every species runs a need cycle: feeding, drinking, resting, each tied to particular zones on the map and particular windows of the in-game clock. Your job is to find fresh tracks, judge how old they are, follow them without putting your scent downrange, glass the brush, and get inside a range your caliber can actually hold. Then you take one shot, because you almost never get a second one. Harvest scoring is the real scoreboard here, and it rewards a clean vital hit with the correct ammunition class while punishing everything else. Bring an underweight caliber to a heavy-bodied animal and your score collapses even if the animal goes down. That one rule reorders the entire session: you pick the species first, then the rifle and ammo, then the route, then the hour of the day you set out. It is a build order in everything but name, and it matters far more than your aim does. Progression is where the numbers-first crowd gets fed. The skill and perk trees split broadly into stalking and ambush approaches, and early on they are meaningfully exclusive, so your first fifty hours contain a real specialisation decision rather than a slow drip toward the same endgame character. Movement noise, spotting range, scent management, and steadying a scope are all things you buy into deliberately. Weapon customisation stacks on top with optics, ammunition types, and calibers matched to animal class, and the trophy lodge gives all that optimisation somewhere to land, since a wall of high-scoring mounts is the only progress bar that really counts once the missions run out. Online co-op is the underrated part. Two hunters working a wind line, one pushing a herd and one waiting at the drinking zone, is the closest this genre gets to a coordinated raid, and it turns a solitary hobby sim into something genuinely social. The complaints are real and worth stating plainly. Onboarding, again, is the biggest one, and a newcomer basically has to learn need zones and ballistics from other players rather than from the game. Mission writing is thin and mostly exists to walk you to a location. The animal AI is usually excellent at scent and sound but occasionally does something indefensible, like a herd bolting at nothing or a lone animal pathing straight through terrain you swear you cleared. The catalogue of add-on content is enormous and fragmented, which makes working out what you actually own and where you can hunt more confusing than it should be. And the mod scene is close to nonexistent compared with the strategy and sim titles I usually cover, so the systems you get on day one are the systems you keep. Here is why I would still call a game with a 200-hour tail beginner friendly: the difficulty is entirely front-loaded into knowledge, not execution. There is no reflex ceiling, no build you can permanently ruin, no timer telling you to hurry. Learn four things (wind direction, crouch discipline, need zone timing, caliber matching) and the game opens completely. Everything after that is optimisation you choose to do. Come in expecting a shooter with animals in it and you will bounce inside an hour. Come in expecting a slow, quiet planning game where the shot is the reward rather than the activity, and this is one of the few sims that keeps giving me new problems to solve hundreds of hours later.

Strategy & simulation
Tags
System Requirements
Minimum
- Processor
- Intel i3-4170
- Memory
- 4 GB RAM
- Graphics
- NVIDIA GTX 660 / ATI HD7870 - 1GB VRAM
- Storage
- 60 GB available space
Recommended
- OS
- 64bit OS - Windows 10
- Processor
- Intel i7 Quad Core
- Memory
- 8 GB RAM
- Graphics
- NVidia GTX 760 / R9 270x - 4GB VRAM
- Storage
- 60 GB available space
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Game Info
- Developer
- Expansive Worlds
- Publisher
- Avalanche Studios
- Release Date
- Feb 16, 2017