Evolution Worlds

Review

posted 2/15/2003 by Cyril Lachel
other articles by Cyril Lachel
One Page Platforms: GC
There’s no question that 2003 is going to be a great year for role playing games, what with a half dozen companies developing some of the finest adventures with the best visuals we’ve ever seen. But it wasn’t always this way. In the days of the 8-bit NES and 16-bit Genesis and S-NES, role playing games were thought of as nothing more than a niche genre, one that was not profitable, or worth paying much attention to.

In this time period, gamers were subjected to simple adventure games that offered very little in the way of a fun role playing experience. Most of the stories weren’t very interesting, and frankly, the games didn’t exactly jump off the screen. With only a few exceptions, role playing games were pretty dull in the late 80s.

In many ways, Evolution Worlds has more in common with those “average” role playing games than, say, a new Final Fantasy title. It features a pretty generic story, barely passable graphics, longwinded cinemas filled with utterly ridiculous dialog, and a quest that almost nobody cares about. Simply put, if you thought Final Fantasy VII marked the death of your kind of role playing game, then buddy, Evolution Worlds is your game!

The quest behind this World is pretty simple, it’s split into a couple of different cities, each with their own place to get quests, and meet back once you’ve completed your task. Every single mission includes some sort of tunnel maze that usually involves a lot of searching for staircases and running into rats, moles, and other generally icky looking enemies.

I’m not against games with dungeons, after all, Neverwinter Nights was one of my favorite games of 2002, and I have loved ever Legend of Zelda thus far. It’s just that Evolution Worlds has quite simply some of the dullest mazes you’ll ever come across. Early on you only have to find your way through ten floors, but as the game progresses you’ll find yourself exploring up to 25 floors in one mission.

While I would like to say that each floor has a unique look, or color, or even texture, that is sadly not the case. Evolution Worlds has a way of making everything look the same, no matter where you are. Not only does everything look the same, but the dungeons seem to have no ceiling, making this game look a lot like the early attempts at first person shooters in the 1990s.
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