PC GAMER (US)

Evolve Inside the 4 vs 1 co-op shooter where you hunt gigantic sci-fi monsters

The Left 4 Dead team are redefining co- op with evolvE, their epic multiplaye­r monster hunt.

- By Ben Griffin

There’s an immaculate bank of four monitors before me. Black cables connect the highest of high-end PCs, headsets, amps, controller­s, keyboards and mice. It’s a typically slick preview setup designed to show off the game and win over the game journalist. On the opposite side of the room is a lone PC.

I make a beeline for it, not because I’ve got Twitter beef with the four other journalist­s present, or even because I’m wickedly antisocial. It’s because this PC is for whoever controls the monster.

You see, Evolve is a four-on-one shooter where one team of humans hunts a terrifying player-controlled alien. The Hunters each have a class and a unique set of skills, but the monster has powers of its own.

It’s a bold game that opts for asymmetric­al cooperativ­e multiplaye­r; it’s an even bolder one that drops the concept of a traditiona­l campaign entirely (although you can play solo with AI).

Evolve neverthele­ss spins its story: the setting is Shear, a rough and rugged planet on the farthest fringe of explored space. Humans are mounting a colonizati­on attempt, but the planet isn’t having it. Not its unpredicta­ble climate, which veers from freezing to boiling. Not its compositio­n, which can best be described as ‘jagged’. And not its diverse population, many of which have claws.

Chased down

“The idea for Evolve has actually been around for a while,” says Turtle Rock founder Phil Robb. “Way back even before Left 4 Dead was made. Just the idea that, hey, wouldn’t it be fun if we could get together and hunt a giant monster? Part of it is us trying to figure out what the appeal of games like Deerhunter were, sitting around going, ‘I don’t get it, what’s so fun about sitting in the weeds and waiting for this deer to go by?’ And it sort of snowballed into, ‘Well, hey, what if it was a bear? And then it was, ‘Screw bears, what if it was dinosaurs? What if it was giant alien monsters?’”

I’m the Kraken for the first match. Its maw split into clammy tentacles, its posture stooped, its back adorned by two cephalopod­ic appendages generating crackling blue bioelectri­city, this is a gigantic alpha predator and one of three playable beasts (a fourth is scheduled for DLC). It’s a different organism altogether from the first to take the spotlight—the hulking Goliath. Where that is a bipedal bulldozer

able to “punch through the hull of a starship” according to its bio, the Kraken is more about ranged projectile damage.

These monsters have gone through many drafts. The original Goliath, for instance, was called Scorpid. “He was very crab-like,” says Robb. “And the thing that we found with him is that he wasn’t relatable... With a crab, you can’t get the raw fury and emotion that you can with another creature. We gave Goliath lips so that he could pull back his lips in a snarl, and we gave him eyes so that he could emote. We have a lot of character in our Hunters and we wanted to do the same thing with the monsters.”

My Kraken quite literally fizzes with personalit­y. His four moves are a lightning strike called down from the heavens that deals area-of-effect damage; a gusty vortex that knocks enemies back; banshee mines that, when stepped on, deal electricit­y damage; and aftershock, which builds an electrical­ly charged shield. And if the attacks weren’t selfexplan­atory enough, a two-minute pre-match reel showcases what they do and how to use them. Before the match I’m allowed to pick two, as well as a perk—these range from attack buffs to defense boosts.

Monsters navigate maps in completely different ways. The Goliath sprints on two legs and the Kraken bounds on four; the former scales cliffs while the later soars over them. Speaking of maps, this is a place like nowhere you’ve seen before. Robb explains Turtle Rock’s vision for Shear: “We were going for the feeling of isolation, this being a frontier planet. We didn’t want to make it a big metropolis planet full of cities and things like that. This is a planet dotted with settlement­s, and the settlement­s are lonely places, and fairly far away from each other. So there’s that feeling of isolation:

you’re on the edge of civilized space.”

The colonists are opportunis­tic, taking advantage of naturally occurring building materials and using spaceship parts as accoutreme­nts. Turtle Rock call their design philosophy ‘loco-tech’, inspired by steam engines and machinery from the industrial revolution: thick buckles, black pipes, churning turbines and wads of grease. The stage I’m playing is called The Dam, a desert canyon under a starry sky. It’s exotic and hostile, an environmen­t where only the fittest survive. This doesn’t feel like a videogame construct meant to accommodat­e, but an alien world that’s flourished without interventi­on, like festering mold behind the radiator. It’s meant for those adapted to it, and repellent to everything else.

On the sides of this half-kilometer map, networks of tall caves converge on a sprawling dam. As the monster, my aim is to destroy it, but first I must roam the level snacking on local wildlife. Much of it is small enough to pose no threat. Long-

He was crab-like. With a crab, you can’t get the raw fury and emotion

limbed crow-bill sloths flee when they see me approach, as you would, so I cast bolts of lighting and fry them. Some creatures fight back. Kill elite creatures, like the armadon or tyrant, and you gain temporary buffs. The general rule is the bigger the animal, the more meat it offers.

Feeding frenzy

Evolve isn’t so named merely because it lends itself to a clever logo that visualizes the game’s four-on-one approach. You have to actually evolve, and eating meat is how. The Kraken has three stages, growing bigger and more powerful each time. Upon evolving, you unlock another ability, but get caught in the act and you’ll take greater damage. You don’t want to scrap with the Hunters unless you’re fully evolved, because if they have any semblance of teamwork you’ll be outgunned. Instead, I spend the first two thirds of the match zapping anything smaller than me like an electrical bully, and eating it.

I have to be careful, because certain elements of the game can give away my position. I blaze through a flock of alien birds and their distressed squawks echo around the level. My footprints leave a temporary breadcrumb trail. Animals react to kills, too: vulturelik­e harpies show up on Hunters’ huds, while trapjaws arrive in packs like hyenas. The randomized weather can play a part too: rain washes away monster footprints faster and reduces scent range, while fog banks obscure sight line. Weather is a rolling modifier that forces both sides to make on-the-fly tactical decisions.

Enough fauna munched on, I evolve to my final form, all four powers unlocked. Now it’s time to attack the dam’s generator. The Hunters know I’m heading there because that’s where all matches in Hunt mode end up (other modes have yet to be revealed). Either I destroy it and win, or they destroy me and win. The flat, open space surroundin­g it feels purpose-built for us to thrown down, like an arena from some 3D beat-’em-up.

I’ve got the advantage here after leveling up my sweeping lightning attack: I’m able to damage all the Hunters at once in one massive blast. They pepper me with shots, but I’ve perfected the art of hitting and running. I knock one man to the ground, using him as bait so that when a friend comes to revive him, I target them instead. Soon they’re all dead, and I’ve got all the time in the world to whale on the generator.

OK, round over, it’s time to switch. There are four Hunter classes: Assault, Medic, Support and Trapper. They’re equally important, but the Trapper is more important. And I’m not just saying that because I’m a Trapper. Paltry machine gun aside, her harpoon gun tethers the monster to the ground, and her pet trapjaw Daisy, which is basically an alien bloodhound, can track the monster’s scent. Best of all is the mobile arena. Deploying it encloses the monster in a shimmering hologram dome for a few minutes, and because your quarry is faster than you, it’s the only way to kill it in the early stages.

These Hunters are a different set from those I saw during the game’s reveal a few months back. Although the classes don’t change, the humans (and robots) in these roles do. There are 12 characters in all—three in each class. My Trapper is Maggie, a tough talker with an even tougher upbringing, as I discover during the opening scene in which our Hunters banter in a dropship. Maggie asks the Assault guy Hyde, a cockney man mountain, if she scares him. He replies, “Nah... Well, yeah, a bit.”

“We did not want these characters to be re-skins of the same character,” Robb tells me. “We’ve tried very very hard to make sure all the characters are very unique. Even within the classes. So you have three assault characters, and we’ve worked really hard to make sure each one of these guys performs their job in different ways... We want to make sure everyone finds a favorite.”

The game’s afoot

We drop land at the generator and the hunt begins. We quickly find that following the Kraken’s footsteps is folly, because we’ll always be a step behind. Instead we call on Bucket, the Support. Bucket is a bulky yellow robot who can detach his head and fly it like a drone. Once he finds the monster, he marks it on everyone’s screens. It’s is a good routine to adopt at the start of each match.

We split into pairs. Obviously this requires a bit of coordinati­on, so mics are crucial. One thing’s for sure, though: you never want to go it alone. As in Left 4 Dead, natural hazards impede lone wolves. One alien with massive jaws—the megamouth—locks me in a tussle animation that can only be interrupte­d by a teammate. Later, a giant venus flytrap imprisons me until I’m rescued. If you couldn’t tell, I’m quite clumsy.

At last we find the monster, thanks in no small part to my trapjaw who sniffs it out. Not being fully evolved. the Kraken tries to flee, but I root it to the ground with my harpoons and lay my mobile arena. Now the other three members of my team can go to town. The Assault man Hyde is key here, using a minigun, flamethrow­er and toxic grenades to weaken the monster, then deploying a personal shield when it strikes back. Bucket uses his cloaking field to render everyone invisible, and his guided missile launcher and sentry gun mines to keep up the damage.

When I get knocked down, Lazarus the Medic helps out. While anyone can revive anyone (including the pet trapjaw), the Medic brings

I’m able to damage all the Hunters at once in one massive blast

teammates back to life almost instantly. Lazarus excels at creeping round the level with his invisibili­ty cloak, silently firing healing bursts.

Finally, and only through teamwork, we take down the Kraken. It collapses with a wail.

Evolve feels good, and it works. So what, for Robb, are the hallmarks of a strong co-op game? “It needs to be more than taking a group of people and putting them in a room and saying, run this way... A good co-op game forces you to cooperate. ‘Forces’ doesn’t sound very friendly and very nice but there’s this kind of nice elegance to the way the games go when everyone’s cooperatin­g.” Evolve marks a continuati­on of Left 4 Dead’s brand of ‘forced co-op’ but also introduces a competitiv­e aspect by pitting the humancontr­olled monster against the four human-controlled Hunters. It’s a risk. Purely competitiv­e shooters are more popular, but as Robb points out, no one has infused one with co-op in quite this way.

“I won’t say it’s easier, but it’s a different beat to balance a game based on each person being an island. I don’t like to think of [co-op games] as not as popular, I like to think of the cooperativ­e genre as not fully explored.”

 ??  ?? “This isn’t a wildlife problem but a malignant intelligen­ce,” says Robb.
“This isn’t a wildlife problem but a malignant intelligen­ce,” says Robb.
 ??  ?? The Kraken’s codename was Grounder, because it grounds electricit­y through the Hunters.
The Kraken’s codename was Grounder, because it grounds electricit­y through the Hunters.
 ??  ?? All twelve Hunters are unique.
All twelve Hunters are unique.
 ??  ?? The two monsters seem to have been
designed with a elemental theme. Maps are small enough to force confrontat­ions.
The two monsters seem to have been designed with a elemental theme. Maps are small enough to force confrontat­ions.
 ??  ??
 ??  ?? Animals spawn randomly – no two games are alike.
Animals spawn randomly – no two games are alike.
 ??  ?? Only one of these Hunters
is correctly dressed.
Only one of these Hunters is correctly dressed.
 ??  ??
 ??  ??
 ??  ??
 ??  ?? The thieving dune beetle can eat
the monster’s food source.
The thieving dune beetle can eat the monster’s food source.
 ??  ?? Don’t call it steampunk! The style is ‘loco-tech’.
Don’t call it steampunk! The style is ‘loco-tech’.

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