- Release Year: 1998
- Platforms: Windows
- Publisher: SourceNext Corporation, WizardWorks Group, Inc.
- Developer: Sunstorm Interactive, Inc.
- Genre: Simulation
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Shooter, Stealth
- Average Score: 57/100

Description
Deer Hunter II: The Hunt Continues is a first-person hunting simulation game where players track and hunt deer across diverse environments. As a sequel to the original, it introduces enhanced mobility, allowing hunters to freely explore hunting areas rather than remaining stationary. The game features new weapons, customizable sights, and additional accessories to improve the hunting experience. Players can track their performance through a character registry that records statistics like shots fired, accuracy, and playtime, adding a layer of progression to the immersive virtual hunt.
Gameplay Videos
Deer Hunter II: The Hunt Continues Reviews & Reception
en.wikipedia.org (65.375/100): Computer Gaming World said, ‘Deer Hunter II is a game that, while it won’t appeal to the non-hunting, hard-core gaming crowd, is just right for real-life hunters or anyone who wants a fun diversion between work assignments’
gamespot.com (58/100): You can walk around, the horrible map screen has been replaced by a cool GPS device, and the game looks a lot better, albeit not to the quality of most …
Deer Hunter II: The Hunt Continues Cheats & Codes
PC
Press [F2], enter the code in the window that appears, then press [F2] again to accept the entry.
| Code | Effect |
|---|---|
| dh2doolittle | Animals never afraid |
| dh2circle | Attached to a deer |
| dh2magicbullet | Bullet travels straight with camera |
| dh2deadeye | Camera follows arrow or bullet |
| dh2bulletcam | Camera follows bullets |
| dh2shoot | Close-up on deer |
| dh2friday13 | Extra blood when the deer is hit |
| dh2wright | Flight mode |
| dh2deerzilla | Giant deer |
| dh2shoedeal | Hunter never gets out of breath |
| dh2flash | Hunter runs faster |
| dh2supaflash | Hunter runs very fast |
| dh2honey | Irresistible to deer |
| dh2light | Lightning |
| dh2bandolier | Never reload |
| dh2sidewind | Player walks only toward deer |
| dh2rain | Rainy weather |
| dh2swig | Reduces weapon wobbling |
| dh2supatracker | Show animals on map |
| dh2showsights | Show weapon’s sight status |
| dh2 | Sights in weapon without target range |
| dh2baddream | Slow bullets |
| dh2snow | Snowy weather |
| dh2weatherstop | Stop rain or snow |
| dh2thunder | Thunder |
| dh2tracker | View deer on map and GPS |
| dh2crowcam | View through crow’s eyes |
| dh2deercam | View through deer’s eyes |
| dh2foxcam | View through fox’s eyes |
| camera set player | View through hunter’s eyes |
| dh2treehugger | Climb trees |
| dh2caddyshack | Walk around in the target range |
| dh2blizzard | Weather cycles quicker |
Macintosh
Type the code during game play.
| Code | Effect |
|---|---|
| dh snow | Snow |
| dh rain | Rain |
| dh all gun | All weapons |
| dh2shoot | Spawn a deer |
| dh fall | Fall season |
| dh2circle | Follow deer |
Deer Hunter II: The Hunt Continues: Review
Introduction
In 1998, Deer Hunter II: The Hunt Continues stalked onto PCs with the weight of its predecessor’s unexpected success—and controversy—on its shoulders. The original Deer Hunter (1997) had inexplicably dominated sales charts, proving that the mundane act of waiting for pixels to trot into rifle scopes could captivate millions. WizardWorks and Sunstorm Interactive’s sequel promised deeper immersion, freedom, and realism. But did it refine the hunting simulation into artistry, or merely amplify the divisive “waiting simulator” formula? This review argues that Deer Hunter II is a paradoxical relic: a commercial juggernaut that advanced the genre while laying bare the creative and ethical tensions of virtual hunting culture.
Development History & Context
Developed by Sunstorm Interactive and published by WizardWorks—a subsidiary of GT Interactive specializing in budget titles—Deer Hunter II emerged during a seismic shift in PC gaming. The late ’90s saw casual players entering the market, hungry for accessible experiences beyond hardcore strategy or shooter staples. Its predecessor had exploited this void, selling over 1 million copies as a $20 “killer app” for normcore audiences.
Sunstorm, led by producer Anthony Campiti and a team of 19 developers, aimed to address criticisms of the static original. The studio built the Sunstorm Terrain Engine to enable free-roaming 3D environments, a stark departure from the first game’s map-point teleportation. Technological constraints of the era still loomed: polygon counts were minimal, textures repetitive, and draw distances short—compromises that would later draw ire.
Remarkably, WizardWorks leveraged real-world hunting culture to legitimize the sequel, partnering with Wildlife Forever, a conservation nonprofit. A portion of sales supported the group, framing virtual hunting as an extension of outdoorsmanship. Released in October 1998, Deer Hunter II shipped 500,000 copies immediately and hit 800,000 by January 1999, briefly outselling even Windows 98 upgrades.
The Vision
Campiti’s vision was “realism through interactivity.” The team added seasonal hunting cycles (rut, pre-rut, post-rut), nine customizable weapons (from compound bows to scoped revolvers), and a GPS device replacing static maps. Designer Michael Root emphasized player agency: “Now, you track wounds, manage stamina, and outsmart prey—it’s a chess match in camo.”
Narrative & Thematic Deep Dive
Deer Hunter II lacks traditional narrative. Instead, it mythologizes the hunter’s journey through systems and solitude. Players create a custom profile—tracking stats like accuracy, trophies, and playtime—and embark on expeditions across 12 North American regions (Pennsylvania’s Alleghenies to Georgia’s swamps).
Thematic tension lies in its dual identity: a meditative nature simulator versus a deer-slaughtering power fantasy. Environmental soundscapes (rustling leaves, distant howls) suggest reverence for the wild, yet gameplay loops incentivize ruthless efficiency. The trophy room, filled with mounted kills, echoes real-world hunting’s contested ethics. German critics condemned the “moral poverty” of “murdering helpless stuffed animals” (GameStar), while U.S. outlets praised its “authentic diversion for hunters” (Computer Gaming World).
Dialogue is minimal—mostly grunts and exertion sounds—but the game’s quietness speaks volumes. Unlike later Cabela’s titles with scripted narratives, Deer Hunter II evokes existential stakes: patience versus boredom, mastery versus monotony.
Gameplay Mechanics & Systems
Core Loop & Progression
The loop remains deceptively simple: Equip gear, enter a zone, wait/lure deer, shoot, track, repeat. Yet Deer Hunter II layers complexity:
– Movement & Stamina: Sprinting drains endurance, forcing strategic pacing.
– Weapon Customization: Weapons require manual sight adjustments, simulating ballistics.
– Tracking: Blood trails, droppings, and snapped branches guide hunters to wounded prey—a system praised for tension but criticized for finicky implementation.
– Luring Tools: Urine sprays, antler rattles, and decoys manipulate AI behavior, though deer pathfinding often felt formulaic.
Innovations & Flaws
The GPS was revolutionary, displaying real-time coordinates, elevation, and waypoints. However, controls were clunky; transitioning from mouse-driven aiming to keyboard movement felt disjointed.
Stamina and ballistics elevated realism but alienated casual players. As The Adrenaline Vault noted: “Realism doesn’t equal fun. Tracking a deer for 20 minutes after a shot is tedious, not thrilling.” The absence of fast travel or maps amplified exhaustion in sprawling zones.
AI deer alternated between hyper-alert and bafflingly oblivious. PC Player joked about using “dummy antlers” to trick “blond deer,” lampooning the inconsistent simulation.
World-Building, Art & Sound
Visual Design
Sunstorm’s terrain engine rendered forests, mountains, and marshes with rudimentary geometry. While an upgrade from the original’s 2D backdrops, sparse tree density (“stockade fences, not woods,” sneered PC Action) and repetitive textures undermined immersion. Deer models, though animated with basic galloping cycles, lacked detail—critics derided them as “pixellated cupcakes” (PC Games).
Seasonal shifts (autumn foliage, winter snow) added variety, but draw distances fogged horizons into murky abstraction. The aesthetic was functional, not artistic—a budget-title reality.
Sound Design
Sound carried the experience. Ambient winds, distant avian calls, and hoofbeats created an ASMR-like tranquility. Weapon sounds—bowstrings thrumming, rifles echoing—punctuated the silence with visceral weight. Yet limited audio variety grew repetitive; the protagonist’s “grunts while sprinting” (GameSpot) grated over time.
Atmosphere thrived in moments of tension: hearing a buck’s snort before spotting it 100 yards away. Still, technical constraints muted the potential for ecological dynamism.
Reception & Legacy
Critical Divide
Reviews split along cultural lines. U.S. outlets applauded its niche appeal: Computer Gaming World (80%) called it “a solid, fun game” for hunters, while GameSpot (5.8/10) appreciated its “improvements over its predecessor.” European critics eviscerated it: Bravo Screenfun (20%) declared it “technically beneath all cannon,” and PC Games (16%) mocked its “schnarchnasig [snore-worthy] graphics.”
Players averaged a 3.6/5 score, signaling stronger fan appreciation than critical consensus.
Commercial Triumph
Despite middling reviews, Deer Hunter II dominated holiday 1998 sales. It reaffirmed hunting sims as a viable genre, paving the way for Cabela’s franchises and budget-spinoff trends. WizardWorks’ $20 pricing proved casual gamers would embrace inexpensive, pick-up-and-play experiences.
Lasting Influence
The game crystallized hunting sim conventions: GPS navigation, weapon customization, and trophy rooms. Yet its legacy is double-edged. It demonstrated the marketability of “mundane” simulations (fishing, farming), but also exposed the genre’s repetitive risks—a lesson heeded by later titles like theHunter: Call of the Wild.
Conclusion
Deer Hunter II: The Hunt Continues is a time capsule of late-’90s gaming contradictions. Technically modest and thematically divisive, it refined its predecessor’s blueprint with ambitious systems while stumbling over repetitive design and austere presentation. Its commercial success redefined “niche” genres, proving that quiet, methodical simulations could outsell blockbusters. Yet its mixed critical reception foreshadowed debates about gameplay versus realism that still haunt simulation titles today.
As a historical artifact, Deer Hunter II matters—not as a masterpiece, but as a pivot point. It validated budget gaming’s潜力and hunting sims’ staying power but remains best remembered as a cultural Rorschach test: a Zen garden for patient marksmen, and a pixelated snooze for everyone else.