I thoroughly enjoy the game but the game needs some bug fixes, more clarity, and more variety. I’m sure Illfonic is a really small development team but what they have done so far is pretty great. If they continue to improve and add to this game, it’ll stick around for many years to come.
Balancing will always be an issue with this style of game, but I feel how the game is being balanced is going against the fun of the game.
Major bugs I found that should be addressed:
-
Trying to melee or pull out the knife during a reload can cause the melee button not to work. I don’t use the weapon wheel so you may be able to pull out the knife that way during this bug but not sure.
-
The mudding up feature is to unpredictable when trying to activate the feature when looking at the ground. Many times I have to spend way to long trying to find the exact right spot to get the icon to appear.
-
Due to probably some occasional lag and the rag doll system, the predator’s dead body will not allow you to activate the diffuse feature. I sometimes have to look around for a couple seconds trying to find the right location to prompt the diffuse action… costing you valuable time needed to diffuse.
Let’s talk about small game details getting more clarity that heavily impact the game:
-
Perks need actual percentages in description of how much they impact what they do. This is very disappointing and misleading to players.
-
“Predator’s Bane” perk only seems to do about 2-3% more damage to predator. This I have tested but hard to know an exact percentage from just a bar. This also costs 6 points! I see almost all players use this but it is very misleading. If they only knew the damage difference is so low that it is literally unnoticeable. Simply using the hip fire perk for only 1 point and hitting the predator with a couple more bullets will deal more damage to the predator in the end. If you don’t want players dealing more damage then just remove the perk. Don’t let your players spend 6 points on something useless.
-
Many other expensive perks are the same way. Owlf Trained, Heavy Hitter, etc These all have no real noticeable difference. I’ve tested all the perks and notice the cheaper ones have the most impact. Hip-fire, recoil reduction, faster reloading, faster movement, faster weapon switching… these types of perks have a noticeable impact and are very cheap.
-
Assault Class’ hip fire perk seems to make zero difference in bullet spread. The stand alone perk though makes a big difference. Tested.
*Support class starts with max ammo… not “more ammo.” Since it doesn’t say “max ammo” I see many players using the perk that allows them to start with more ammo but since the player is in the support class, they are already maxed out… wasting perk points on a perk that is not being activated. The player is not dumb, the descriptions are misleading and un-educating.
- How much do other class-specific perks really help or is it so little that it is not even noticeable? Only further testing will reveal that answer when it should be in the description.
The game needs a LOT more variety in terms of theme, environment, and objectives.
-
Why not a “concrete jungle” inspired from the second movie. Objectives with police vs gang shoot-outs. Skinned gang members hanging from alley ways. Elite foreign military members secretly trying to capture the predator. The predator can parkour along rooftop ledges, street lights, etc. AI can be gang members defending their territory or w/e. Enough crap can be littered around the map to provide plenty of cover and concealment.
-
Some other environment themes could be Iraq/Afghanistan (war torn mud huts), Suburbs (rescuing civilian AI’s for XP instead of killing), underground temple (AVP).
*Night missions… why isn’t there already day/night randomness to the missions? Seriously… and on top of that, different weather conditions to reduce visibility range. This is some very untapped potential.
All in all, still a great game! It just has so much potential to be so much better though.

