GamerScout Verdict
Best for co-op FPS fans wanting a short, loud vampire romp with friends - solo players and lore-seekers should look elsewhere.
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About EvilVEvil
My first reaction when dropping into EvilVEvil was that Toadman Interactive had decided to stop making Soulslike games and just go full chaos-shooter, and honestly, that instinct paid off more than the middling critic scores suggest. This is a first-person co-op shooter set in 2099 where you pick one of three vampire Daywalkers, the agile assassin Victoria, the arcanist Mashaka, and the brawler Leon, then sprint through wave after wave of cultists and undead across eleven missions. The whole thing is designed to be switched off in your brain the second you hit Play. What the game does genuinely well is movement and gunplay. Levels are built around verticality, and aiming down sights while airborne triggers a brief slow-motion window that feels genuinely satisfying once you get the timing down. Each character handles differently: Victoria dashes and sends shadow copies slicing through clusters of enemies, Mashaka teleports and lobs fireballs, Leon slams the ground as both an offensive tool and a panic button when things get too crowded. On top of the class abilities, there is a dual-weapon-type system where normal bullets handle most threats but UV-charged rounds are needed for shielded and undead enemies, which forces a small layer of target priority into the frenetic pace. The feeding mechanic, biting a living cult member to restore health, is thematically right and works as a risk-reward loop, though it is the only health-recovery option in the game, which can feel punishing on higher difficulties when human enemies thin out. The cracks show up fast once you look past the combat. Progression is character-locked, meaning your unlocked weapons and mods are tied to whichever vampire you picked, so swapping characters with friends costs you most of your toolkit. The score-point system in co-op is reportedly inconsistent, sometimes handing points to the wrong player after objective completions, which creates accidental XP gaps that feel arbitrary. Objectives themselves are standard fare: hit this switch, stand in this circle, survive this wave. There is technically a story about a cult trying to summon a world-ending entity, but it is delivered through a small dialogue box while you are busy mowing things down, and there is even an in-game toggle to disable it entirely, which tells you everything about how seriously the devs themselves took the narrative. Eleven missions complete in a few hours with no proper end-boss fight, and the content scope is noticeably lean for a game pitching itself as a live-service title with seasonal chapters. Controller support is rough on PC, with no aim-assist and input lag tied to the default Vsync setting. Turn Vsync off and it improves, but that should not be on the player to discover. Graphics are stylized and dark enough to fit the vampire aesthetic without being technically impressive, and optimization on mid-range PCs is actually solid, which is one fewer problem than most small-studio shooters at launch. The techno soundtrack is a good fit, even if it retreats behind gunfire during the louder firefights. Who is this for? If you have two friends willing to commit a couple of evenings to something loud, fast, and unambitious, EvilVEvil delivers exactly that. Solo play is functional but thinner, the lack of build depth will frustrate anyone looking for Warframe-style theorycrafting, and the lean content count is a real question mark for long-term value. Treat it as a palate cleanser between bigger titles and it lands fine. Expect it to carry a season of regular sessions and it will probably disappoint.

Catch-all
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System Requirements
Minimum
- OS
- Windows 10 (64 bit) / Windows 11 (64 bit)
- Processor
- Intel i5-6600 (3.30GHz) OR AMD Ryzen 2400G (3.6 GHz)
- Memory
- 8 GB RAM
- Graphics
- NVIDIA GeForce GTX 970 OR AMD Rad…
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Game Info
- Developer
- Toadman Interactive
- Publisher
- Toadman Interactive
- Release Date
- Jul 16, 2024
