As you might have noticed lately, we are big fans of Hunt Showdown around here. I think it is without a doubt one of the best games I have played since BorderLands 2, although the games in term of genre are not truly comparable. I have already racked up 160+ hours myself, and have the bags under my eyes to prove it. Hunt Showdown is a first per shooter, 2-man co-op, somewhat battle royale-ish, PvP and PvE type of game, set in the Louisiana swamps in the late 1800s. You are hunting demons from Hell for cash and prizes, and Hunters are hunting you all the time as well, or vice versa. It is a Crytek title using its own game engine, CryEngine. David West of Crytek, has just published an article that gives a dive into the physics systems that affect bullet travel in Hunt. If you think these guys have not put a lot of thought into just how all this works, think again. But they tackle the most asked question, "Why no bullet drop?" And it has the most awesome theme song. Check out the video and the article. Furthermore, the weapons in Hunt use iron sights. Games that incorporate more modern equipment usually can rely on an array of red-dot scopes and mid-range combat optics, as well as sniper, night-vision and thermal scopes. Because Hunt is set in the age of iron sights, you won't aim through a scope for most of your shots. With bullet drop, you would have to aim above the target, which forces the shooter to effectively have to guess where to shoot. That isn't something we want players to have to do in Hunt. We always want Hunters to feel like they are in full control of a situation, and that if they miss a shot, it is due to their mistake and not a random element in the game. Every shot counts in Hunt, and Hunters needed to know that if they make the right calculation on each shot, they will reliably hit the target.