Eville, the review of the Among Us

Eville fits into the vein of “social deduction” games that have been re-launched by Among Us, let’s see what it is in the review.

Before the advent of Among Us, the games of “social deduction” (a term that continues to have very little meaning in Italian) were mostly relegated to the field of board games, where perhaps the best variations on the theme remain, given that in video games the landscape was suddenly filled and saturated with the title of Innersloth alone. However, there is room for some new interpretations, which will hardly be able to reach the degree of popularity of “Amogus” but which certainly has something to say to those who want to try something a little different starting from the same underlying theme, such as we see in this Eville’s review.

In fact, the game of VestGames attempts a sort of mediation between the complexity of some board games and the immediacy of Among Us, only partially succeeding in such a difficult intent but having the merit of proposing something much more structured than the various clones of the Innersloth title .

The medieval setting probably recalls Lupus in Tabula, the progenitor of this genre, but the way in which the various features come together in a composite whole is certainly original. The structure is much more complex than what one might think looking at the new trends of the “social deduction game”, but the fundamental element is always the interaction with other players, so it is essential, even in this case, to have something to do with a group of users who play the game in a correct and stimulating way. The ideal is always to play with known people, because unfortunately the random composition of the teams can often lead to having to deal with more or less toxic users with whom it is difficult to set up a satisfying game.

Crimes and misdemeanors in a quiet village

Eville, the setting is medieval and fairytale

Being a social deduction game, it is also in this case an asymmetrical multiplayer in which a group of players must guard against the constant occult attacks of another group of players, in a fight between “good” and “bad”. All this takes place in a particular setting, really pleasant and perfectly functional for such a game: in Eville we find ourselves in a small and charming medieval village, with architecture that could be Bavarian or Alsatian, in a climate that recalls the old Fable. Also in this case, some of the players play normal inhabitants, while a smaller group acts as the “bad guys”: the purpose of the latter is to sow panic and terror by killing the former, while the others have to try to live a life. relatively quiet making sure to place defenses to avoid attacks. Unlike Among Us, a game of Eville can extend in a remarkable way, structuring itself through a tight day / night cycle, which marks the possible activities of one group and the other, with quests and various activities that can be performed in the light of the sun and the crimes which usually take place at night.

Each villager has his own home, and basically spends most of his time awake trying to set up defenses to avoid being killed at night, while the villains plan their own evil deeds by day to carry out with the favor of darkness. This scan between day and night it already requires a certain strategic approach, because it builds the fate of macro-shifts in which to organize the activities to be carried out, structuring in a much deeper and more complex way the actions that, in other similar titles, take place in a much more spontaneous and less reasoned way .


Eville, a moment of interaction between players in the square
Eville, a moment of interaction between players in the square

For those who appreciate a slower and more rhythmic rhythm, also interspersed with real quests that actually don’t have a great sense, this interpretation of the mechanics of social deduction could be ideal, as long as you are dealing with the right group of players since interaction, collaboration and deception still remain the pillars on which the whole game rests.

Even the most typical moments of the genre remain, with the direct confrontation between the players: once a corpse has been discovered, it is possible to draw everyone’s attention and start the usual process improvised on the possible culprit, starting the usual whirlwind of mutual accusations and lies to avoid the gallows. Also in this case, the faction that manages to eliminate the opponents without ending up decimated on the gallows wins.

Roles and specializations


Eville, each character has a distinctive role and characteristics
Eville, each character has a distinctive role and characteristics

In addition to the timing and complex setting, a strongly distinctive element of Eville is the fact that every character you can be assigned to has a its role and has specific characteristics. This gives the whole a further level of strategy, also proposing continuous variations to the gameplay because each class is able to perform specific actions, behave in a certain way and exploit peculiar abilities to achieve their purpose. The villagers fall into 7 categories: citizen, trap specialist, guard, mayor, seer, medium and detective, while villains specialize in four roles, namely barbarian, thief, smuggler and smuggler. Each character, in this way, has its own specific role, with skills that allow different interactions with other players and with the surrounding environment.

It is an element of great importance because it substantially modifies the gameplay depending on the role assigned to us, well beyond the simple distinction between good and bad. In a game of Eville we find a considerable amount of activities to carry out, between quests and rewards that allow us to obtain tools necessary for our purposes, which is essentially to kill or avoid being killed, especially during the night.


Eville allows for various side activities throughout the day
Eville allows for various side activities throughout the day

However, the specializations introduce several fundamental variations to the gameplay, in some cases also exploiting a real crafting system starting from the resources conquered with the quests and purchased in the shops of the country: the specialist in traps, for example, can build various defensive systems to cage or slow down the enemies, the seer can arrange barriers and security systems to see any break-ins in the players’ houses, the barbarian can use his strength to chase and kill quickly even during the day, mediums and detectives have additional possibilities to collect information and find out the culprits.

Each class has a role that fits precisely into the game mechanism, even if in the end what matters is always the group’s ability to play according to the rules and with the right identification, because in the end the game of social deduction is essentially a game. role set on a standard canvas, which in the long run can also tire.

A fairy tale with disturbing implications


Eville, a night meeting
Eville, a night meeting

There is no doubt that the technical realization of Eville, although always in the wake of indie productions of modest dimensions, makes this type of games reach a new dimension, so far limited to much more stylized and elementary representations. It might seem like an accessory element, but in this case the full 3D and finely modeled world still has an important purpose: the movement of the characters becomes more realistic, the presence of these is more physical and the landscape plays an active part in the concealment game. and research. In short, these are not simple aesthetic and marginal embellishments: the transition to a three-dimensional world has important effects in the very way of playing this type of game, becoming essential also for the gameplay. Whether or not this represents an actual evolution on the standard action of an Among Us is another matter, and as far as we are concerned we have many doubts about it, but it is not clear that the solution graphics adopted is designed to work with a certain game structure.

Furthermore, it does not hurt that the aesthetic characterization is still pleasant. The general atmosphere is reminiscent of a kind of parody of the medieval fantasy and the first example that comes to mind is certainly the aforementioned Fable, with due proportions. Obviously this is not a particularly complex and rich system, on the contrary it appears rather rough and simplistic in many respects, in particular as regards the animations of the characters, particularly woody and poorly integrated with the surrounding environment. There are also some technical drawbacks related to texture loading, which often happens late, keeping models and even 2D images at extremely low resolution for a few seconds before receiving the right treatment.

A dubious element in Eville’s overall organization is the presence of some sort of Battle Pass: the game is distributed as premium, ie with a purchase price that is not even low by the standards of the genre, amounting to 14.99 euros, however this is only the “entrance fee”. By playing it is possible to unlock various bonuses by advancing in the Battle Pass, or you can obtain particularly rare items by purchasing them through micro-transactions and activating the paid Pass. While this doesn’t seem to affect game balance through pay-to-win practices, it’s definitely an addition we would have gladly done without.

Comment

Tested version Xbox Series X

Digital Delivery

Steam, Xbox Store

Price
€ 14.99

In case you’re still in the mood for “social deduction” games, Eville is probably one of the best alternatives to the classic Among Us available on the gaming front. VestGames started from the basics of the genre and took cues from board games to build a deeper and more complex structure, always based on the same dynamics of deception, cooperation and investigation but with a series of additional activities able to enrich the gameplay. The action is always rather clumsy and in some cases even excessively stuffed with not very incisive secondary actions at the end of the day, but the central mechanism always works well. Provided of course you are dealing with a group of correct players willing to identify themselves as best as possible in the game world, which remains fundamental and not very easy to find.

PRO

  • Well-tried gameplay but also enriched by various additional elements
  • Character classes vary greatly in action
  • Great general atmosphere

VERSUS

  • A bit clumsy and erratic in the various game actions
  • The presence of a good close-knit group of reliable players remains essential
  • Various technical uncertainties
  • Battle Pass and unpleasant microtransactions

Eville, the review of the Among Us-style social deduction game