Combining fast-paced vampire hunting action with a co-op focused core gameplay loop, EvilVEvil has immediate advantage of an instantly compelling elevator pitch, and one look at the game tells you that the action that it does deliver seems to have quite a bit going for it. Shortly prior to its recent launch, we had the chance to speak with the game’s developers about what it will have in store for players, what its post-launch plans will entail, and more. Below, you can read our interview with Toadman Interactive CEO Ola Nilsson.
NOTE: This interview was conducted prior to the game’s launch.
"EvilVEvil at its core is a co-op game but we have also built it with solo players in mind. There are no enemies in EvilVEvil which locks down a player or requires another player’s support. All objectives can be accomplished with any number of players."
How many different playable characters will the game feature? How significantly will they differ from each other with their abilities and moment-to-moment gameplay?
EvilVEvil is released with 3 playable characters which have their own progression tree as well as their unique set up of abilities. The characters also have some unique artifacts for further customization.
For future content drops we are planning to add 3 new playable characters.
EvilVEvil is clearly placing a strong emphasis on co-op, but is it going to be a viable experience for someone looking to run through it solo?
EvilVEvil at its core is a co-op game but we have also built it with solo players in mind. There are no enemies in EvilVEvil which locks down a player or requires another player’s support. All objectives can be accomplished with any number of players.
Elements of the progression tree will unlock artifacts to further bolster a solo build. For example, the Phoenix artifact gives the player 1 instant-revive (with a cool-down) instead of having to rely on teammates to get revived.
EvilVEvil is also released with an offline mode so you can play the game in solo-mode without internet.
What can you tell us about how artifacts will work within the game’s progression mechanics, and how much build diversity they will promote?
The artifact system for characters and mod system for weapons are meant to allow players to customize their build. You can build towards guns, abilities, quick-melee, hoover, feeding, headshots etc.
The artifact system is also something we want to expand upon in the future and right now the characters have some artifacts that impact their abilities but we hope to double down on this with future content drops.
"We’ve just teased the next content drop, which will add 3 new playable vampires to EvilVEvil plus a new arena game mode which uses all of Evil score systems to maximum and we can’t wait for people to bite into it."
What should players expect from EvilVEvil roster of weapons? How much variety will the game boast on this front, especially with its mix of modern weapons and ancient relics?
EvilVEvil’s weapons are divided into two groups, kinetic and saber weapons. Kinetic weapons are physical weapons that are strong against humanoid enemies and saber weapons are UV-based weapons that work well against demonoid enemies as well as shields.
And EvilVEvil comes with a big variety of shotguns, SMGs, assault rifles, snipers, pistols, LMGs.
Given the game’s co-op focused nature, do you have any post-launch plans for the game by way of new characters, missions, or something else?
Yes. We’ve just teased the next content drop, which will add 3 new playable vampires to EvilVEvil plus a new arena game mode which uses all of Evil score systems to maximum and we can’t wait for people to bite into it! We’ll be revealing more at a later date.