From HandWiki - Reading time: 8 min
| Carnivores 2 | |
|---|---|
| Developer(s) | Action Forms |
| Publisher(s) | WizardWorks, Infogrames |
| Series | Carnivores series |
| Platform(s) | Microsoft Windows |
| Release | |
| Genre(s) | Sport (hunting), first-person shooter |
| Mode(s) | Single-player |
Carnivores 2 is a first-person shooter video game developed by Action Forms and published by WizardWorks in North America on October 21, 1999.[1] It is the sequel to the 1998 video game Carnivores and is the second in the Carnivores series.
The source code became available on Assembla in 2013.[2]
The DinoHunt Corporation continues to allow people to hunt dinosaurs on the planet FMM UV-32. After further exploration of the dinosaur planet, more islands have been opened to a growing number of customers.[3][4]
Gameplay is similar to the original Carnivores, with some changes. At the start of the game, the player must register a hunter or continue with a saved hunter. The point of the game is similar to the previous Carnivores game: the player must hunt dinosaurs to get trophies and accumulate credits. A new hunter is given 100 credits. The player uses credits to select a hunting area, a dinosaur to hunt and a weapon to use. Levels include a forest, a jungle and a swamp; weapons include a pistol, a shotgun, a crossbow, and a sniper rifle. Each dinosaur, area, and weapon has its own cost; the player's remaining credits determine what the player can and cannot bring on the hunt. The dinosaurs that are available to hunt, from the lowest to the highest price, are the Parasaurolophus, Ankylosaurus, Stegosaurus, Allosaurus, Chasmosaurus, Velociraptor, Spinosaurus, Ceratosaurus, and Tyrannosaurus rex. When the player chooses an item from the menu, other selections may become unavailable depending on the amount of remaining credits. Available selections are highlighted in blue, selected items are yellow and unavailable items are gray.
The player can easily have several dinosaurs to hunt, with several weapons selected at the same time as he advances in his hunting skills. As the player hunts the selected dinosaurs, each successful kill will result in a number of credits added to the player's account. The player can kill more than one dinosaur per hunting expedition, allowing him to earn enough credits to move into more advanced areas with more expensive weapons and more dangerous dinosaurs. However, if the player is killed by a dinosaur, all credits accumulated on the specific hunt are forfeited. The player must be evacuated by DinoHunt and survive the hunt to keep the credits he earned. There are various methods of increasing or decreasing the credits per dinosaur.
When the player kills or tranquilizes a dinosaur, he receives credits that are dependent on the type of dinosaur and on his selected equipment usage. For example, killing a dinosaur that was not selected in the menu will give only half of that dinosaur's total available credits. Tranquilizing rather than killing a dinosaur will increase the player's credits per hunt by 25 percent. Hunting accessories such as camouflage and a dinosaur-detecting radar can be used during hunting, but will deduct points if utilized. First time hunters can use the Observation Mode to familiarize themselves with dinosaur behavior and different terrain.
Each dinosaur will react to a hunter differently depending on its nature. Some are more adept at detecting the player's scent, while others may see him in the distance, or hear his footsteps. Once a dinosaur takes note of the player, a number of reactions can happen. Herbivores may run away or attack the player if they feel cornered. Carnivores may attack the player head on, or gather in an organized pack to flank the player and take him out. Regardless of which dinosaur the player is hunting, there are others that do not appear on the radar that can launch a surprise attack. Harmless, ambient animals such as appear on every hunt but cannot be selected from the main hunting menu. These are the Moschops, Gallimimus, Edaphosaurus, Dimorphodon, Pteranodon, and Brachiosaurus. They are worth zero points and can be killed with a single shot, excluding the Brachiosaurus, which cannot be killed.
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The game received average reviews according to the review aggregation website GameRankings.[5] Greg Kasavin of GameSpot praised its "carefully detailed and almost disturbingly lifelike" dinosaurs, as well as the creatures' convincing, hypothetical noises.[10]
Marc Saltzman, writing for IGN and The Electric Playground, praised its dinosaur animation and realistic environments,[9][3] but criticized the A.I. as one of the game's major weaknesses, saying: "Very rarely did I feel like I was being hunted by the beasts themselves – one of the main reasons why you'd play this game instead of another. Even while constantly running and not using any camouflage, carnivore attacks were extremely rare. I would've liked the option to hunt smarter, tougher beasts."[3] Andrew S. Bub of CNET Gamecenter praised the improved graphics and additional features in the sequel, but criticized the A.I. and stated that the game could have been better. Bub also wrote that it takes too long to gain the ability to hunt larger dinosaurs such as the T. rex, stating that this "feels like an artificial attempt to extend the game's longevity and results only in frustration."[7]
Benjamin E. Sones of Computer Games Strategy Plus praised the large environments but was critical of the dinosaur A.I. Sones concluded that the game was fun for a while but he believed that players would likely become tired of the game long before they gain sufficient points to hunt larger animals.[8] Li C. Kuo of PC Gamer praised the graphics, atmosphere and dinosaurs, but noted some graphical glitches and criticized the limited weapon choices. Kuo concluded that it was one of the better hunting games available at the time.[11]
Christopher Michael Baker of AllGame stated that Carnivores 2 was "almost exactly the same" as its predecessor aside from new weapons, landscapes and dinosaurs, writing, "If you were to look at screenshots of the two side by side, actually, you might not even be able to tell the difference. And WizardWorks didn't even bother to change the opening menu screen! [...] In essence, Carnivores 2 is more of an expansion disc than a sequel." Baker considered the game's sound to be the most impressive part of the game. He also praised the graphics but noted that they were nearly identical to the game's predecessor.[6]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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