It was inevitable that after I enjoyed playing ARC Raiders so much that I would wind up looking for another extraction game to get into. I didn't really expect to find one that would grab me quite as quickly as Mistfall Hunter.
Mistfall Hunter is a strange combination of things. It is an extraction game, but set in a grim fantasy setting where you're running around with swords, bows, magic, and various other fantasy weapons. It is also borrowing ideas from Souls-like games, which makes for an interesting combo. And honestly, it works. At least, most of the time.
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| Another heartlessgamer is born |
The first thing that stood out to me was the combat. I went into Mistfall Hunter expecting something that would feel like a slower, more RPG-focused extraction game. What I got was a combat system that actually makes fighting things fun in its own right. There is a lot more going on than simply clicking on an enemy until one of you dies. Positioning matters, timing matters, dodging matters, and blocking or parrying can make a huge difference. Different weapons and abilities give you different ways to approach an encounter, which is especially noticeable when fighting other players.
One of the things I enjoy about extraction games is that every encounter has a little bit of tension attached to it. You aren't just fighting because the game told you to fight; you're fighting while knowing that everything you're carrying could disappear if you end up eating dirt. Mistfall Hunter takes that feeling and combines it with fantasy, up-in-your-face, combat, creating some surprisingly tense encounters. When you hear someone nearby, you know they're there, they know you're there, and you're trying to decide whether you want to engage, sneak around them, or just get the hell out of there with whatever loot you managed to collect. That's the good stuff.
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| Some amazing set pieces |
The basic loop is pretty straightforward: go into a map, kill things, loot things, try not to get killed by other players, find more loot, and then get out. It sounds simple because it is, but that simplicity is part of the appeal. I found myself doing the same thing here that I did in ARC Raiders, going into a match with one particular thing I want to accomplish and then getting distracted by something else along the way. Maybe I need a particular resource, then I find some interesting loot, then I see an enemy I probably shouldn't fight, then I fight it anyway, and then suddenly I'm trying to figure out whether I can make it to extraction before somebody decides my inventory belongs to them. That's the sort of gameplay that makes extraction games work.
This is where things get a little more complicated. I liked Mistfall Hunter at first and was having fun with it, but the longer I played, the more it wore me out. For one, the game has a lot going on. There are classes, abilities, talents, equipment, crafting, progression systems, different currencies, and all sorts of other things to keep track of. Some of it is interesting, but a lot of it feels like complexity for the sake of complexity. Eventually, I just got bored of having to deal with the extraction pieces over and over again. The constant cycle of looting, managing inventory, and dealing with all the surrounding systems started to feel like a chore rather than a game.
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| Ring a ling a ding dong its time to go |
But I liked ARC Raiders so much! Well Mistfall Hunter is not ARC Raiders
I think this is probably the biggest thing I needed to keep reminding myself of. I came into Mistfall Hunter looking for another extraction game because ARC Raiders has gotten its hooks into me, but Mistfall Hunter is not ARC Raiders. And that's probably a good thing. Where ARC Raiders is built around shooting robots, scavenging a ruined world, and the constant possibility of running into another player, Mistfall Hunter is much more focused on combat itself.
The slower pace works surprisingly well with the melee combat, and it makes encounters feel completely different. In ARC Raiders, I'm usually thinking about angles, cover, weapons, and positioning. In Mistfall Hunter, I'm thinking about attacks, dodges, stamina, abilities, and whether I can actually survive the guy standing ten feet away from me who has a way bigger sword than I do.
That combat and the tense PvP were easily the highlights of the experience, which is honestly why it feels like a bit of a missed opportunity. Mistfall Hunter would have made a great arena-style fighter game with a more permanent progression system that wasn't tied down to extraction mechanics. The core melee combat and player interaction are strong enough to carry an entire game on their own without needing the extra baggage of extraction.
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| A boss enemy (which I never could defeat in my time playing) |
I played for a bit, but I've ultimately stopped playing because the extraction loop ran out of steam for me. The combat is fun and the PvP can be genuinely intense, but the surrounding extraction mechanics and bloated progression systems eventually wore me out. It was worth checking out as something to play after ARC Raiders, but once the novelty of the combat wore off, the extraction fatigue set in for good.
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| Sailing away... |
Note: this post was edited with the help of AI (Google Gemini). The thoughts are my own. The grammatical correctness and em dashes (—) are the AI.






























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