Review of EvilVEvil: A biting shooter that's addicting

Toadman Interactive's EvilVEvil is a first-person shooter game that features fast-paced gameplay, class skills, and vampires! The most famous game from the Swedish firm is Immortal: Unchained, a Soulslike.

Toadman Interactive's EvilVEvil is a first-person shooter game that features fast-paced gameplay, class skills, and vampires! The most famous game from the Swedish firm is Immortal: Unchained, a Soulslike.

Although EvilVEvil has its share of issues, this new game is a significant step up from what came before, and I can definitely see me playing it long after the review period is over.

With a potato PC, you can become a superhuman badass.

Aside from modest RPG aspects like leveling up to obtain weapons and perks, EvilVEvil is a cooperative shooter. Three vampires may be chosen to play as, and each has unique unlockables. Character traits give each member of the roster a distinct vibe even when they all have similar fundamental skills, such as a floaty leap. Leon, for instance, has a Slam attack that doubles as a panic button. Victoria can call out ghosts, while Mashaka can call forth fireballs.

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Each character possesses a standard biting strike that instantly ends the target's life. This is your method of regaining health, therefore you constantly use it.

Upon loading EvilVEvil, you are greeted with a chic cut scene and a brief instruction outlining the basics. In light of this, while a keyboard and mouse have respectable controls, I was unable to make them feel at ease using my controller.

For those who like analog sticks, there doesn't appear to be any aim assistance, and I had some input latency that was really annoying. After some investigation, I discovered that Vsync, which is enabled by default, could be connected to this. I hope changes are implemented before EvilVEvil hits the consoles, although your mileage may vary.

I'm happy to report that I didn't come across any game-breaking problems while playing the game. In actuality, even with all the settings maxed up, EvilVEvil works well on my PC. Playing a game that seems so well tuned is quite delightful, even if the graphics are a little simplistic.

Toadman Interactive image

Though much less detailed than many more recent shooters, the visuals are nonetheless beautiful. Sincerely, I don't see any issues with this, and the design is crisp and well-defined. Throughout EvilVEvil's eleven levels are some visually pleasing spots, as well as well constructed venues that I will discuss in a moment. Though there aren't many tracks on the soundtrack that are nearly as good as Blade's Blood Rave, it's still difficult not to tap your foot to the beat.

An accessible blood-soaked journey

EvilVEvil's gameplay cycle is rather basic, making it suitable for gamers who do not have the patience for lengthy, demanding games. The majority of the levels are meant to be repeated and may be finished in less than ten minutes.

You enter, do the tasks, eliminate every living creature, and then get that wonderful EXP payout at the conclusion. New weapons and skills are unlocked via EXP, and you may get more by completing levels on increasingly challenging difficulty settings.

Hardcore gaming is not for the timid. AnyBet365
is the screenshot.

If you're worried about Toadman Interactive's difficulty, you may relax since it has Soulslike origins. Even while playing alone, the Story mode's "Games Journalist" difficulty will make it tough for you to perish.

Although I don't dislike their simplicity, objectives have the potential to become monotonous over time. The majority of the tasks are your standard "stand in this circle" or "pull this switch." Although it's typical material, it's clear that fighting is the primary emphasis. The goals are just there to move the plot forward and help you navigate the map.

Let's also discuss those maps. The majority of EvilVEvil's stage designs consist of many large arenas connected only sporadically by hallways. The venues are typically large and have plenty of vertical space. Players are given enough opportunity to maneuver their vampire abilities, allowing them to express their creativity.

The weapons I have used feel fantastic and sound gratifying and punchy, but I haven't tried them all. Every character has two skills, which may be enhanced with Artifacts, but it seems like a lost chance that there aren't more options. But EvilVEvil really excels when he incorporates insane leaps and mobility skills into gunfights.

I've already watched this film

Let's just say that if you saw the Blade Trilogy, you'll find parallels without going into too much detail about the plot. EvilVEvil's narrative isn't the main attraction, but it's still passable, and the voice acting moves the tale along well. It's a little quibble, but the playable characters sometimes have strange one-liners that have nothing to do with the overall tone.

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is the screenshot.

Even though the maps aren't very complicated, being lost is still an option. The Nav Marker, which doesn't always direct you to the exact spot to proceed, is mostly to blame for this. On occasion, I would get to the Marker just to have it resurface at the entrance I had just passed. I soon found that using the Marker as a general guide works best, although it's inconvenient to have to assemble the whole squad in one location before moving on.

The purest kind of praise

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is the screenshot.

It's evident from the outset which titles EvilVEvil is inspired by. The most evident is Doom, the massive ID software title that transports you between venues via level patterns.

You might write it off as a coincidence, but there's a strong electronic soundtrack and Feeding to Restore Health in the vein of Glory Kills. EvilVEvil doesn't really innovate on the class powers and modifications; they would feel perfectly at home in Warframe.

Nevertheless, I don't believe it is necessary. EvilVEvil's settings and vampire skills are largely responsible for keeping it from feeling like "Doom at home."

A little rough around the edges, and I'm hoping for more

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AnyBet365While I really enjoyed playing EvilVEvil, the many little glitches started to get in the way of my fun. The worst part was that I didn't get any response after I was hurt. It's simple to rapidly lose a great deal of health and to remain totally unaware till it's too late. Although I don't need Call of Duty to be playing nonstop, I would appreciate a visual signal.The absence of enemy spawning was evident after I sorted them out. On one level, I got lost and ended myself stuck in a place where opponents kept popping up. It has come to my attention that the antagonists lack specific spawn points and may appear suddenly while the camera is off.As I've previously indicated, I did become used to the malfunctioning Nav Marker, even if it never gets any better. The finale will be the portion that irritates you the most if you care about the plot.I kind of anticipated additional levels to unlock when I went back to the main menu since the finish is so sudden. I couldn't believe the whimper EvilVEvil ended on, even for someone like me who doesn't care about the mythology. It's a perplexing way to end the vanilla experience, and even though I believe it's to include seasonal content after debut, there's absolutely no closure.While none of these issues are very harmful by themselves, they do mount up, which is unfortunate since EvilVEvil has a lot of potential.

Despite its shortcomings, an entertaining supernatural adventure

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AnyBet365After finishing every level in EvilVEvil, I find it very difficult to give the game a review. The controller problems are a disappointment, and the title has obvious flaws. This is a review of the game as it is right now, not what it could become in a few months, and there are certain gameplay difficulties that need to be worked out.But none of it can take away from how much fun I had with EvilVEvil, even with those problems. I want to keep playing even today to better study the roster and their talents since I adore the fighting and gunfights.For the most of the review session, I played alone, but when we launch, I'll most surely form a team with the lads.

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