Monster Jam: Evolve and Co-op Gaming
Evolve came out yesterday, but we haven’t run our review yet. It’s not the kind of game you can review after a day or two. The new shooter from Turtle Rock Studios, the developers behind Left 4 Dead, is part co-op, part competitive, and almost entirely dependent on playing online with friends. It takes time to learn and analyze its systems, and between its various classes and playable monsters there’s incredible depth for the player to dig into.
According to Chris Ashton, Turtle Rock’s co-founder and design director on Evolve, that depth was a crucial goal. “We wanted it to be one of those games that you could put like 1000 hours into and still be learning,” he tells me over the phone. “Hopefully it’s easy to get into but takes a long time to master.”
To hit that goal Turtle Rock has created a game with four different player classes, with multiple unique characters for each class. The classes fit under basic archetypes—medics heal, assault brings the big guns—but every character has different weapons and strengths that the player will need to internalize. The trapper is also something special, a character whose goal is to keep the strongest enemy as close to the squad as possible, and a shooter class built specifically around Evolve’s big hook. This is a five player game, and the fifth player controls the massive boss monster that the other four team up to kill. Playing as the monster feels drastically different from playing as any of the hunters, and seems like a completely different game.
Evolve’s been in development for years, but that monster idea was always its core. “It was always a team of hunters in a sci-fi environment hunting down a monster growing bigger over time, and that monster was player controlled, or could be player controlled,” Ashton says. “That was the first idea.”
The initial inspiration for that idea is surprising. It grew out of a deer hunting sim from the late ‘90s. “Deer Hunter was really big and we were trying to figure out why,” Ashton says. “And it did a couple of neat things when you played it, like tracking. Following tracks through the woods was exciting, and having big outdoor environments and never knowing what was around the corner was exciting. We thought it would be more interesting and exciting if the deer could fight back and was really scary. So that lead to us asking, ‘what if it was a bear?’ What if you were on an alien planet and you didn’t know what the plants or wildlife around you were? What if it was a big monster that you were fighting? So it sounds odd, it’s a weird place for inspiration to come from, but that kind of process led us to our idea.”
Ashton and Turtle Rock’s co-founder and creative director Phil Robb had that idea back in the late ‘90s, predating Turtle Rock itself. Before exploring the Evolve concept they spent almost a decade working on games with Valve Corporation, initially working on Counter-Strike games in various capacities. Eventually they developed their own original idea for Valve, resulting in Left 4 Dead, which became a big critical and commercial hit with a successful sequel and numerous DLC expansions.
Ashton and Robb tell me that Evolve was influenced in many ways by what they learned while making the Left 4 Dead games. “Some of the things with Left 4 Dead that we wanted to address from early on in Evolve was that if you didn’t make it, if you got beat and you had to restart the chapter again, there really wasn’t a lot for you to do differently the next time,” Ashton says. “There was only a handful of weapons and all the characters played the same. And a lot of it was luck. What we wanted to do was insert more player choice into the game and more things for you to try the next round. You can choose different characters, you can choose different perks. We wanted to give you reasons to go back in and try again.”