The only thing better than killing deadites is killing deadites with friends. Thankfully Evil Dead: The Game allows you to play co-op and cross-play co-op with whoever you want. This IGN guide will teach you how to play co-op and enable cross-play co-op.
Cross-play for Evil Dead: The Game is available between all platforms: PC / Steam, Xbox, PlayStation, and Nintendo Switch once it's released for that platform. To turn on cross-play, you need to go to the settings page. You can select this from the main menu.
To play Co-Op, you'll need to select the Survivor vs. Demon tab on the main menu. Up to four players can band together using various Evil Dead characters to fight the single demon, but only online. Players may need to complete the tutorial before they can join others, too.
If you want to play with your friends, you'll need to select Play As Survivor or Private Match. Once you're in one of the lobbies, you'll see an icon of what platform you're playing on and your in-game name.
All you need to do now is press the invite button and invite whoever you want to play with. As soon as they join, you'll see their names below yours. To start the game, all you need to do is press the Search For Match button, and the game will begin shortly after.
What is it with iconic horror franchises and their fascination with multiplayer? I don't know if it's the legacy of Left 4 Dead, the enduring popularity of Dead By Daylight, or some other otherworldly machination entirely, but it's difficult to ignore the emerging trend of classic horror characters being reborn in collaborative, antagonistic, and extremely-online video games.
Evil Dead: The Game is the latest to get in on the action. At a conceptual level, I totally get it. There's only so many times I can watch Evil Dead 2 before my neighbors begin to fear for my sanity; hearing muted laughter sync up with the sound of a chainsaw belt chewing through demonic flesh through the ceiling must be somewhat disconcerting. I need Ash to go on a new adventure and now I'll be in control of it, fighting against the marauding forces of darkness as Bruce Campbell's quips are lost under the deafening sound of the Boomstick unloading lead into Deadite. And my friends will be there too, for some reason.
If I'm honest, I can already envision the arguments. Evil Dead: The Game is a four-player co-op game with an asymmetrical angle that we'll get to in a second. While one lucky SOB will embody the grooviest horror protagonist of all time, as he appears in Ash vs Evil Dead (although I'd imagine that skins echoing the style and looks of the eighties will be available, for a price), then the rest will have the fight over the others. The loudest of your friend group will probably claim sword swinging Lord Arthur, and the rest will have the likes of Pablo Simon Bolivar, Cheryl Williams, Kelly Maxwell, Scotty, and others to choose from.
As fun as it looks, I'm still a little mystified by the need to expand Evil Dead into the realms of online play, the game stretching beyond the boundaries of co-op and into asymmetrical multiplayer territory as one player takes on the role of the antagonistic Kandarian Demon. It's here where Evil Dead: The Game walks a familiar path, following in the footsteps of Predator: Hunting Grounds or Friday the 13th: The Game, the latter an iconic horror IP that may have been better-suited to an Until Dawn-style solo experience.
From the start, we knew that we wanted The Evil Dead: The Game to offer diehard fans and new players alike a great multiplayer experience. This meant that they should be able to play as Ash and his friends from the movies, as well as the infamous Kandarian Demon. Being able to seamlessly jump into games as a Survivor or Demon with online players or with friends was also important, as was having challenging and varied experiences in each match to keep things feeling fresh even after dozens of matches.
Most importantly, we knew that a smooth launch was critical for a multiplayer-only offering. Early in our planning, my team conducted research based on our previous experiences with cloud-based platforms, products, and services, as well as performing tests with recently released technologies. Ultimately, we turned to Azure since it exceeded our expectations, test results and ultimately led us to the conclusion that it was a platform with both the products to meet our needs and capabilities to scale with us, our game, and our player base. Azure ensured that we could allow a large number of players to try their hand at Evil Dead: The Game without dealing with many of the issues that plague many online multiplayer titles on launch day.
We wanted to be ready for a large influx of users, so we built our Azure deployment to be highly scalable, not just in raw capacity but also to be flexible and expandable by region so we could easily meet the demand of our players, wherever they were located. Our systems are distributed with multiple endpoints around the world to allow players to connect to the server closest to them and have the lowest latency, which is possible thanks to the great worldwide coverage of Azure. This was essential to make sure players were having fun with our big launch day for Evil Dead: The Game.
Azure Kubernetes Service also offered our team a chance to rethink and refine our server architecture to the solution we ended up using for Evil Dead: The Game. This architecture has proven to be optimal for our online games, providing fast response time when deploying game servers, hot swapping between game server versions, and optimal resource handling.
Using the setup above, we found that using a pure cloud-based architecture gave us incredible scalability at very cost-effective rates. Another very important advantage is the ability to scale up and down very quickly, giving us the ability to serve large player demand for servers as required, then scale back down in quieter moments, all without interrupting the player experience. Cloud computing with Azure gives us the possibility of integrating automatic scalability in an easy and fast way without having to take care of hardware maintenance.
Azure also gives us unified access to a number of services outside of Azure Kubernetes Service, including ElasticSearch and CDN (for deploying balance patches). Structurally, the team has one AKS cluster for each region they have game servers on (four in total), in addition to one cluster for hosting our gaming services and backend logic.
Before going into my Evil Dead: The Game preview, I didn't have much idea what the game was about. I have seen the Evil Dead movies, had watched all the trailers for the game, and while my knowledge of the TV show has some gaps, I should have been in a prime position to understand just what it was Saber Interactive was selling. Instead, I went in clueless. After playing two rounds (and winning both, apparently the first journalist in the preview circuit to do so, because I'm just that good), I understand perfectly what Evil Dead is: it's Dead by Daylight with Bruce Campbell. That's not entirely accurate, for reasons I'll dig into, but it's one helluva elevator pitch, and it's surprising the marketing has not leaned into this more.
First, the gameplay. During the hands-on playtest, I dabbled in the online mode with developers playing either with or against me, playing one match as the Survivor, and another as the Demon. There are also solo missions to explore the map and dig into the story, but my preview focused on head-to-head play, which will likely be what most players spend the majority of their time in anyway. As a Survivor, you play as a team of four, with various roles (Leader, Warrior, Hunter, and Support) filled out by Evil Dead characters. They're all voiced by the original cast members, and the graphics are good enough that you'll instantly go 'hey that's Bruce Campbell!' but ropey enough that you'll need to squint for everyone else. Still, it feels like good coverage for franchise fans, and yes, it's entirely possible to play with a whole team of Bruce Campbells from the various movies.
Playing as the Survivor, it's very traditional gameplay for the genre. You start off with nothing, but explore the map and find health kits, upgrade points (Shemp's Cola, a deep cut of a reference, even for a game like this), as well as a melee weapon and a ranged weapon. All of this is fairly standard, and not that exciting, but I don't have any complaints specifically and once you get kitted out initially, you never need to actively explore again, so I'd call that a win.
After this, you'll head to three different locations to gather pieces of a map, before taking them all to the fourth location for a showdown. The Demon can only see the fourth location, which I'll get to soon. You might think it's easier to split up, but this will raise your Fear level, which leads me to the role of the Demon. Unlike the killers in Dead by Daylight, you aren't really playing the game at all. You're observing. You float around the map like a ghost, and can set traps to injure or raise the Fear of your opponents, as well as possessing various lower level enemies or, if their Fear is at max level, even other players themselves. Once you level up your Demon enough (which is done in each match from scratch, rather than something accrued over time), you can even turn into one of the Big Bads - I went for the classic Evil Dead villain Henrietta, who was just as gross as I'd remembered.
I don't often spend as long on the specific gameplay in previews, but it seemed necessary here because it feels like no one, even those excited for Evil Dead: The Game, quite knows what it is. With that out of the way though, we move onto 'is it good?' and my answer is a resounding 'yeah, kinda'.
Evil Dead doesn't feel like a rip-off of other games in the genre, but it takes just enough to be familiar. The bigger than average map also allows for more fun, with the trade-off being less immediate combat than these games often provide. I travelled the map with the devs, who clearly knew their way around, but it doesn't feel like you're going to be constantly dealing with wave after wave of weak foes.
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