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Juvenile Dakotaraptor looking to a DePalma's Ornithuran.

Other than scent, vision and audition are two of the very important senses the player has access to, and both of these can manifest in various different ways.

Sight and reaction to it is something that varies between AI. Each animal has a certain degree of binocular and peripheral vision, in accordance to real life. Tyrannosaurus, for example, exhibits a wide binocular vision, while Thescelosaurus has mainly a peripheral vision. Audition is also incorporated into the AI, as animals can hear the player's footsteps, meaning they will react different to the player walking rather than running. Walking will make the player stealthier, while running will announce the player's presence. Big animals will have trouble in detecting footsteps of smaller animals, but smaller animals will easily detect footsteps from bigger beings. The player may also crouch, by holding CTRL, which is a stealth mechanic that helps stalking prey without being as easily detected if not using crouch.

AI animals, as well as the player, can hide themselves in the environment. The player may hide himself in the foliage to block the sight of many animals, remaning hidden from predators or prey. AI animals may use the same technique to hide from the player and other AI.

The player's vision is from a third-person perspective, and so the player can roll his viewpoint, looking to the player from the sides, from the back or from the front, which will allow the player to see threats from various directions. Because the player's creature has a specific range of sight, the creature will often turn its head to accomodate the player's perspective. Sometimes, the player's creature can see things the player doesn't. The playable animal will often point its head to another animal that will indicate its presence. The player locks its sight to another creature, even if the player can't see it, like a Chamops hidden in the foliage. This is a useful alternative tool to locate nearby prey, but the sight also locks itself to predators, carcasses and other offensive or inoffensive living animals.

Another alternative sight feature is the "target mode" or "aim mode", which is achived by holding down RMB. The target mode displays a visual perspective, where the player sees through the animal's shoulder, and proceeds to aim to a specific prey item. It can be used to take down small animals like lizards and birds, snatching them with precision. The target mode also activates some sort of slow motion, allowing the player to have faster reflexes when taking down prey that are fast and nimble, like a Chamops, or evading an unexpected predator. It may be used as well to dodge obstacles with ease. The aim mode displays three tiny spots that turn red when the player locks its target to an animal, informing the player when to strike.

Animals also generate vocal sounds. The player can press 'F' to create a threat display, and this can lead to an attack, if the animal you're threatening is larger than you, or lead the threatened animal to leave and run away, if the animal is smaller than you. Not all animals will visibly react to your threats. For example, Pachycephalosaurus may tend to attack the player with much ease when you use the threat display. Crocodylomorphs react to the threat display, by standing still with their mouths wide open.

Other animals also create sounds of their own, to which the player can react. Chamops only sound are their loud and tiny footsteps, that announce their presence nearby. Palaeosaniwa will hiss, like a snake, to warn the player of its poisonous bite. Crocodylomorphs will create threatening crocodile roars, as the player approaches close enough that they attempt to bite. Thescelosaurus make songbird-like noises when hurt, but otherwise they are pretty silent, making them hard to spot just by hearing. Pachycephalosaurus make low typical herbivore noises, but they can make high pitched noises of pain. Triceratops, Ankylosaurus and Anatosaurus make very low deep herbivore noises, the latter of which makes elephantine and cetacean like noises. Denversaurus makes a bison or bear-like deep breaths, when it gets hurt. Tyrannosaurus make few noise, which makes them incredibly stealthy. Ornithomimids produce high pitched seabird-like or goose-like calls when threatened, but their threat display is a much more throat-derived version. Acheroraptor usually make many noise, as they produce raspy screeches that are very distinguishable. Dakotaraptor make different calls as they age, as hatchlings have a sort of songbird-like screech, but as they grow they have a deeper, bird of prey sound. Didelphodon makes a noise resembling that of a bear cub or dog, when it gets hurt. Quetzalcoatlus apparently can also make vocalizations, represented by a very high pitched bird-of-prey-like screech. Turtles, mosasaurs, fish and birds don't make vocalizations.

Sometimes the background music in the game also reflects the player's status. If the player is close to a crocodylomorph, a specific composition will play, and the same goes if the player is close to a Acheroraptor or a Pachycephalosaurus. Other compositions will play randomly during the gameplay, or according to the state of the player, if he is running, injured, feeding, hunting or healing, or according to many environmental states in the game, or even according to the player's location.