10 Reasons You're Wrong About Evolve

2. Progression System Encourages Experimentation

Videogamer.com's review and following podcast aimed to criticise the progression system of Evolve saying it was very convoluted, not to mention IGN's post-review discussion noting the game 'forces you' to play as certain characters to unlock others - this being the exact opposite of the ethos needed to play and master a particular class or character. The thing is, there's no timed incentive to get stuck in and unlock everything right off the bat, instead therein lies the length of the game itself. If you're happy playing as Support character Hank with his orbital strike doing the most damage, by all means stick with the guy and get used to how best to deploy his weapons before moving onto another. Certain abilities specific to the class cross over between characters and only their weapon loadouts change, so if you've gotten used to when to deploy the shield as an Assault class, that training is just as applicable later down the line. Basically, to unlock new Hunters and Monsters you have to get one star out of three for each their abilities, meaning there's no way to get the lot without playing as them all. You can (and much talk has been made of this) think of it as a way to 'force' you to play as someone you don't want to, but the reality is that Turtle Rock are letting you get a flavour for each class (the first star tier really doesn't take long), with you taking as long as you like before moving onto the next.
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Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.