The medic and support classes carry some familiar tools, such as the heal-gun and a cloaking device for stealth but also some more exotic items, too, that aim to help you play each class as a productive member of the team, rather than all trying to score damage and nothing else. Here, though, the four human classes play differently to one another, so while the assault class is the obvious choice for high-damage dealing, the trapper carries a more tactical feel with a load-out geared towards tracking the monster and forcing it into confrontation, ideally before the player controlling the beast feels ready to take on the hunters. This highlights another key difference with Turtle Rock’s work on Left 4 Dead in that game which of the four survivors you chose really came down to an aesthetic choice (but obviously Zoey and then Ellis were the correct choices) as each could wield the same weapons and items. The better you understand and play the role you’ve chosen the more likely you are to earn the necessary points to level-up your skills and thus become a stronger, faster, more productive member of the team. Each of these classes has a clearly defined and specific role to play in hunting down the monster – also played by a human player or, again, the AI if needs be – and points and XP are awarded for fulfilling that role adeptly as you attempt to bring down the beast. There can only be one of each class in the field and every class must be represented, with AI bots standing in for any missing players or for people that go AWOL part-way through a game. Playing as a human hunter you take on the role of one of four classes: Trapper, Support, Assault or Medic, each of which has a jetpack for boost-jumping, a two weapon load-out, a unique item and a class-ability, all of which are governed by cool-down timers. Its strengths are immediately obvious and there’s a great deal of fun to be had right from the off even as you’re mastering the basics, you’re catching a glimpse of the longer-term strategies for both sides of the human/monster divide.Įvolve’s title is elegantly reflected in various facets of its play. It’s with a certain degree of happy bemusement, then, that after a couple of hours spent playing as each of Evolve’s four human hunter classes and having a crack at playing as the beast of the piece, that I’m pleasantly surprised to find that Turtle Rock’s new title has the potential to be one of the most satisfying multiplayer experiences that I’ve enjoyed for quite some time. I’ve also never really been a huge fan of Left 4 Dead’s versus mode, preferring instead to play collaboratively against the AI horde, and so I was unsure of whether I’d get on with its four vs one competitive structure. Clearly, the developer knows its way around such experiences having previously created Left 4 Dead and worked for a time on Counter-Strike, but frankly I’ve long grown weary of shooting things in the face for points and glory. When I received the invitation to attend the preview event for Turtle Rock’s online multiplayer shooter, Evolve, I was initially sceptical of just how much I might derive from it. "Ultimately, everyone has to have a good game as their chosen role because otherwise you’re going to get tanked pretty quickly" Stace Harman tracks down Evolve and examines the DNA of Turtle Rock’s promising new multiplayer experience, with hands-on impressions and interview input from publisher, 2K.
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