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Evolve — Happy Hunting — Official Trailer

February 11, 2014

UPDATE! Another official video!

Kenai already gave us the heads-up on this, but I am posting it here for the sake of the people who read only the posts.

The Official Trailer after the jump

Check out Nick barrel rolling out of the plane. Turtle Rock loves their jobs! Sometimes, they don’t even take lunch! WOOOOOOOOO!!!!

  1. February 11, 2014 1:29 pm

    You’re right, Suns. Turtle Rock does love their jobs. Here’s an interesting article of Phil Robb explaining why they left Valve (and who can blame them, right?).

    • February 11, 2014 9:23 pm

      It is easy to hate on Valve for lots of reasons, but if it weren’t for companies giving away their tool sets with their games, and for publishing mods and paying salaries from the modders, companies like Turtle Rock may never have happened. Good article, I love Turtle Rock, and Valve is a great publisher that “gets it” when it comes to publishing games. Give shit away and let the communities do your heavy lifting!

  2. February 11, 2014 2:36 pm

    Looks fantastic. And interesting read, Grymm. What it told me was what many have revealed about indie studios – you have absolute and total control. I hope this game does well. Has lots of potential. Pretty damn excited about it, to be honest. Especially considering the fact that the original L4D is far superior IMO. If these guys kept that edge, we’re in for some special treats from this studio.

  3. February 11, 2014 6:06 pm

    Wish that GI video was a better pic quality.

    That said… Wow!!

    This is a such a visceral experience.

    Very interested in the other game modes. Two beasts against 6 hunters?! Why not?

    Or…… All Beast mode. Kill each other, and munch settlers.? Yes, I think so.

    But at its core 4 v 1, I think we will all be rolling in Evolve for months and months.

    Now if anyone one from TB is reading, Beta

    And with that said, just signed the family up for Titanfall beta. Good games are Coming!

    I love BF4, but am Ready for something new! Btw. BF is Not broken. Been playing great for weeks now. Need new maps. Enough Xp!!…. New dlc!

    “Well Done!” Turtle Beach, by having a bunch of outlets launch their media today. Nice surprise.

    Update – Turtle ROCK (I must have had turtle beach on the brain. Just bought Luke a TB pc headset this weekend….)

  4. February 11, 2014 3:39 pm

    Grymmie! Thanks for the heads-up on that article. Will read it, and Eurogamer’s Impressions as soon as I get an open moment today!

    And IGN’s footage:

    And GameInformer’s coverage:

  5. February 11, 2014 9:28 pm

    Um, that’s Turtle Rock, Kenai, not Turtle Beach. 😉

    Lovin’ the enthusiasm, though!

    Hey, for those who haven’t checked out the Eurogamer Article I linked above, because it is well-written and captures the essence of the game, I am gonna quote it here:

    Monster movies make fantastic fodder for video games, so it’s a little odd to think back on how few video games have ever grasped what it is that makes monster movies fantastic. That stony silence cut short by a flock of birds fleeing in a panic from distant trees; the rustle in the grass that suggests a sudden threat of claws; that burst of blind panic brought into submission by a rough-edged order of heroes. It’s a formula that’s been good enough for films as varied and great as Godzilla, Jaws and King Kong, and it’s one that flows through Turtle Rock’s co-op shooter Evolve.

    “Predator’s a great example, and Alien is another – and King Kong certainly,” says Turtle Rock’s co-founder Phil Robb of the many films that have fed into Evolve…

    And from the Rock, Paper, Shotgun Preview:

    What I played I found to be genuinely thrilling, and I found myself more determined to win than I have in most recent multiplayer games, because it was about thinking and planning and evading rather than who’s most shit-hot with a targeting reticule, and because there was a bloody great monster rampaging about the place.

    Because of that, it does have a self-made narrative that your average men with guns experience does not – there’s a dynamic, player-driven plot arc of the monster trying to get keep clear of you, of it escaping when apparently cornered, of a hunter falling at the worst possible time or surviving by the skin of their teeth because the creature falls off a building or gets harpooned by a comrade. The Left 4 Dead DNA is more visible there than it is in the combat: a multiplayer game that’s about living a short and deadly adventure rather than chasing a high score placing.

  6. Blankman permalink*
    February 12, 2014 2:06 am

    Here’s Sessler’s take on Evolve. I’ve always enjoyed his impressions of games because he calls it like he sees it.

  7. February 13, 2014 7:17 pm

    Blank, I enjoyed that Sessler vid as soon as you posted it. Thanks!

    And today I came across some more information on the Monsters.

    Speaking to Edwin at a recent press event, Phil Robb, one of Turtle Rock’s co-founders, expanded a little more on the kind of monsters we can expect to inhabit or go up against. Encouragingly, it doesn’t sound like they’ll all be big beefy bipeds like poster boy the Goliath.

    “We’ve got some monsters planned that are pretty weird,” Robb told us. “The monsters all sort of share a similar origin – they are not native to this planet. You don’t really know what their motivations are but yeah, they’re all sort of from the same family, I guess you could say. But they look very different – they’re different monsters that move very differently and have very different styles of attacks so… I’m assuming you got to play Goliath?”

    Turns out Ed had. “He has a very specific way that he heals,” Robb went on. “But the other monsters will be very different from him. Obviously, I can’t talk about the details, but I’ll let you… you can sort of let your imagination wander and you might not be far off from the mark as to what to expect from them.”

    ….Bearing in mind that the monsters come from the same family, it’s likely that their variations are dependent on their natural environment. Would it be safe to say, then, that each creature is designed with a specific map in mind? “No,” Robb replies. “Really we’re just looking for diverse gameplay styles. Everybody’s a little different, and some people aren’t going to be like… “I don’t want to get up and fight face-to-face, I want to be sneaky” or whatever, and so we just look for different styles.

    “What we’re trying to do is, with each monster and each character, we’re giving you a sort of unique packet of gameplay. The more you spread that out, and the more different experiences you give the player, the more likely you are to find something that everybody can enjoy, right? Everyone’s different.”

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