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Let's play Evolva (Completed)

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,294
Rejoice, people!

I think it's time for me to give glorious ISO TB a rest and switch to POPAMOLE TP RTwP (Real time without pause).

So, without further ado:

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MobyGames fags said:
Evolva is a third-person action game with a difference. After a bizarre biological menace falls on an alien world and sends out massive tendrils to infest the planet with its evil spore, four genetically mutable warriors called Genohunters are sent in to destroy the infestation before it can spread to other worlds. You can constantly develop the individual abilities of your four warriors by altering their DNA from the foes they have killed.

Developing our skills by devouring our foes?

:thumbsup:

Our archenemy: a multiheaded dick?

:thumbsup:

This is truly a game worth LP-ing!

:obviously:

Intro screens:

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Game Intro (YewTube)

Prologue (YewTube)

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Let's start a New Game.

Here you can see our glorious Genohunters:

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What a bunch of newfags! I think they deserve a different name...

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We have four Popamolers available: Agile, Fast, Strong and Intelligent.
AFAIR each of them can level up their skills in a slightly different way (more on this later). Except of that, they're pretty much identical.

:decline:

Here you can see a Mutator Screen (from my previous playthrough):

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Using this screen we can rise available Active Skills a.k.a. weapons (1-10) and Passive Skills (11-14).
Each weapon has a secondary attack that you can use by keeping pressed the
Shift key for a while, until the orange bar starts glowing. Each
weapon has an amount of energy, that drops when used or when charging
the secondary attack, although it regenerates when it's not being
used. Weapons don't share their energy, so if you run out of energy in
a weapon you can switch to another one.
Active Skills:
(Info stolen from GameFags & edited)

Code:
1) Claw: It gives a powerful claws, which will help a lot during melee attacks, and will allow to pass through rock barriers. It doesn't spend energy, so you can always use it.
Secondary attack: it deals a slower, stronger hit. Not useful at all, as it takes a lot of time to use, and you can deal the same damage or even more by just attacking normally.

2) Flame: It throws a flame jet against the enemy. Also destroys inflammable plants blocking the path. 
Secondary attack: throws a huge fireball towards the enemy that rebounds on walls.

3) Spike: Your main projectile weapon. It throws spikes towards your enemies. Has very long range, so it can be used as a sniper rifle. Keep pressed the fire button to throw spikes continuously.
Secondary attack: throws several spikes at the same time, but only for less than a second. Again, not useful at all, as it's way less accurate than the normal attack since you can't select when you're shooting the secondary attack.

4) Spore: It throws a grenade that explodes after a few seconds. Very powerful if it hits the enemy. Can be used to break compact stones blocking your path. Keep in mind that they don't explode if they hit a wall. You can launch them using the rebound on the walls and corners, while staying hidden.
Secondary attack: throws a flaming spore than causes a much bigger, devastating explosion, hurting anyone in a large zone.

5) Stealth: It turns your Genohunter invisible for a while, although the effect drops out quickly.
Secondary attack: the invisibility lasts longer, and you can use another weapon while you're still invisible.

6) Necrocyte: It allows you to release small spiders that run towards your enemies and explode when they touch them. Quite powerful, but drains the energy very quickly. At higher levels you can release two spiders at once.
Secondary attack: throws more spiders at the same time.

7) Electricity: It throws lightning bolts against nearby enemies. More powerful than the flamer but drains energy very quickly. It's very useful because it doesn't require high accuracy to damage the enemy.
Secondary attack: creates a lightning ring around your Genohunter, that will also damage your other Genohunters.

8) Shield: It turns you, for a short time, invulnerable to anything but lava and sea water. While it could be very useful, the effect of the shield has a very short duration. 
Secondary attack: the invulnerability lasts longer, and you can use another weapon while you're still invulnerable.

9) Mucus: It throws a yellow liquid that reduces your enemies' speed if they touch it, doesn't let them to jump, and makes them more vulnerable to flames. In combination with the flamer it becomes a formidable weapon. Be careful because your own Genohunters may become affected by the liquid!
Secondary attack: throws a liquid ball that expands around a big area. 

10) Genedisruptor: It throws a energy beam that damages your enemies and makes them attack their own fellows. Be careful because if you accidentally hit another Genohunter, he will attack you. Drains energy very quickly!
Secondary attack: the beam has greater range.
Passive Skills:
(Beware, I screwed up their order initially!)
Code:
[11] 13) Jump: The more you have mutated this skill, the further you'll be able to jump. Useful to jump over cliffs and from one block to another.

[12] 14) Speed: The more you have mutated this skill, the faster your Genohunter will be. Useful to avoid attacks and lure enemies into ambushes.

[13] 12) Armor: It reduces the damage taken by your Genohunter. Of course, it will help a lot during the fights.

[14] 11) Sticky foot: It allows you to step on sliding floors. At lesser levels it will just reduce the speed you slide on them, but on higher levels you'll be able to step on them just as if it was a normal floor. Furthermore, it can be used to completed jumps, as it allows you to climb a bit.
:rpgcodex:

We have four units available, so we'll need four brave Codexers to play a role of our Popamolers.

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Four Codexers will be enough because our units cannot be killed permanently. Unit killed in one mission will appear at the beginning of the next mission. Only when all four units die, we will see a Game Over screen.

I won't participate as one of them, because I've chosen a role of their boss...

2e6ddf6.jpg


People who want to enlist should post following info:
  1. Which Popamoler they want to impersonate (1-4),
  2. How should I name their Popamoler (8 chars max),
  3. Which two Active Skills (1-10) and one Passive Skill (11-14) of their Popamoler should have priority during evolution process (we can't rise all of them - in most cases if one goes up, some other goes down).
    Example: If somebody wants a fire-breathing, invisible and heavily armored Popamoler, he should choose Skills # 2, 5 & 12 as Tag Skills.

Oh, one more thing: should I use EXTREME bump mapping:

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Or should I turn it off:

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Anyway...

DISCUSS!
 

Orgasm

Barely Literate
Joined
May 4, 2010
Messages
1,360
1. Red
2. Hardon
3. Necrocyte
Electricity
Speed
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,206
OH damn, I had this game somewhere but lost the copy, and I've been searching it for ages. Not important anymore. Anyways, this si how Spore should had been.
 
Self-Ejected

Jack

█▓▒░
Patron
Joined
May 5, 2010
Messages
4,900
Location
Yondo
Insert Title Here
1.
Green (strong)
2.
Jack
3.
Claw (1) and Mucus (9)
Armor (13)
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,294
I would if I could.
Seems like nobody wants to be an intelligent one...

:smug:
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,294
Alrighty, our team is complete:

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Let's start the 1st Mission

Mission 01

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Our team in the wild:

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Quest compass?

:decline:

Main screen description:

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1) Upper part: selected unit's view (Hardon),
2) Four smaller screens in lower part: other units views (replaced by a map for Hardon)
  • green bar: hit points,
  • blue bar (currently empty): genes (how many times unit can evolve),
  • red bar: energy (for skills),
  • green pointers (1-4): other units,
  • orange (N): north,
  • yellow (O): current objective,
  • blue (A): nearest source of genetic material,
  • a circle in the middle: shows if unit is currently selected (yellow ring) and what items it carries (none ATM),
3) A bar at the bottom: available skills (none ATM).

That's pretty much it. :)

How is this gaem played? Well, we can:

a) select active unit:

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b) group/ungroup nearby/all units:

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c) order units to move (green) or act (blue) / attack (red) indicated target:

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I must say that the AI is pretty neat actually. Other Genos will join us if they fell behind, jump over obstacles, defend themselves if attacked, etc.

Let's go west!

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Almost immediately we meet our 1st indigenous form of life: a healing shroom:

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Those cute creatures heal our Genos, sacrificing their own life. :cry:
They're quite alive for firt-aid kits. They try to make a contact with injured creature and keep squealing quietly, making finding them easier.

:love:

We descent into some kind of an underground passage. Here we meet our 2nd local form of life: an exploding pumpkin-thingie:

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Those things keep growing up & exploding, hurting our Genos if they come close.

We reach the surface again, only to find 3rd local form of life: a jumping frog-thingie (in the air):

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Our path is blocked by a deep ravine.

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We won't be able to cross it without a jump skill. Fortunately for us, we have some frog corpse nearby to devour. Hardon orders other units to mutilate the body.

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We receive our first batch of genes.

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It's evolving time!

We can (almost) always choose one of the two different paths. But ATM we can only evolve one skill: jump

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We can keep mutating as long as we have genes available (blue bar), but ATM doing so will not increase our jump skill:

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We need more/different genes.

Other units acquire jump skill too.

Hardon orders them to jump over the ravine:

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I could jump over this ravine manually, but AI is actually better at jumping. :)

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We have some new indigenous creatures on the horizon: the running ostrich-thingies:

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Being really cautious creatures, they decide to GTFO:

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Luckily for us, one frog decided to stay.
Well, during my 1st playthrough I tried to keep a non-violent approach, killing local creatures only if they attacked me first (some of them will).
But fuck this shit, this is RPGCodex FFS!

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Stay tuned for our 1st REAL alien enemies!

Oblivion2008-10-2117-57-54-50.jpg
 
Self-Ejected

Jack

█▓▒░
Patron
Joined
May 5, 2010
Messages
4,900
Location
Yondo
Insert Title Here
Do you include the bugs/crabs/whatever in that?
Or just the natural fauna?
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,294
Jack said:
This proved to be more entertaining than I expected.

You mean this game or this LP?
If LP: shit haven't even started yet...

GarfunkeL said:
Would be it possible to sustain a non-hostile playthrough, devouring only dead and such?

Of course, if most of you want that. There is a catch though:

Passive Skills (11-14) are acquired from the indigenous creatures. Be sure to get as many skills as you can during the first levels, as you won't find many Indigenes during the later levels.

So, if we choose a non-hostile approach, our passive skills will evolve slower (we will use only dead corpses).

Let me know if you really want that...

Jack said:
Do you include the bugs/crabs/whatever in that? Or just the natural fauna?

All real aliens are hostile, so there is no non-violent approach to them.
Most indigenous creatures are neutral, they will attack us only if attacked first (in most cases they will simply run away).
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,206
What the hell? These are tons of xenos, OF COURSE you must exterminate them all. No mercy with the mutant, the deviant, the alien, the fag, the retard and the fanboy!
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,294
Our path N is blocked by rocks

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We cannot brake them ATM

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Due to GarfunkeL's request I've decided to leave the frog-kun alone.

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We follow the ostriches NW

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reaching some kind of a plain

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The path S is blocked (we're actually on the other side of the previous blockade)

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Following our compass we find three ostrich corpses

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But who was so cruel to kill them? Oh, NVM...

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We have new genes available (Speed), so let's explain how Mutator actually works. We have two path available:

We can either learn Speed skill, but loosing our Jump ability:

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Or we can increase the Jump skill:

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Orgasm said:

So Speed it is. Jump won't be necessary in next missions AFAIR.
We can mutate again, increasing Speed, decreasing Jump.

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Alright, enough mutating for now, I want to be able to learn Jump again in the future

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Other units evolve too, learning Speed, loosing Jump. Let's go!

We reach a narrow ravine

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only too...

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meet our 1st alien - a horrible mudcrab!

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There are three of them. Fuckers have strong claws, but that won't stop a Popamoler...

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It's time to gain our 1st weapon: the Claw

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We will be unable to use Jump & Speed (for now), but we'll gain deadly claws:

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Other units learn Claw too. Just look at them now:

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Now we can break those rock barriers!
Of course going stright to the final objective would be too easy. Let's find all possible rock barriers and kill all filthy aliens on this map!

That's why I evolved Claws for everyone: we kill 6 mudcrabs:

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Use the shrooms for healing

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And fell into an ambush (five mudcrabs):

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The enemy AI always targets our active unit:

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so Hardon should concentrate on avoiding enemy attacks, allowing other units to kill enemies one by one.

After some epic bloodbath, the fight is over

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We continue E, breaking the barriers:

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From the peak we can see our starting area (the ravine that we needed Jump to traverse):

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and the road where we meet the mudcrabs for the 1st time:

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With so many aliens killed, our Mutator options look much better:

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We can increase some skills without decreasing others.
That's where the differences between our Genos show up.
The genetic material is distributed equally between our units, but compare Jack's options:

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So, all four units will mutate in slightly different way...
That's why I asked for your favorite skills.

Let's mutate, break remaining barriers and end this mission.

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Eight mudcrabs later... We break the barrier at the beginning of the mission, meeting our friend frog-kun again:

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Now we can access a new path

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We move onto previously inaccessible chain of rocks. It's guarded:

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Hardon & Biowhore kill three mudcrabs

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At this moment I've noticed that the other two units got stuck and are separated from the rest. I had to ungroup all units, group Jack & Garf and bring them back to the rest of the team.

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Yeah, the AI is solid most of the time, but it can sometimes fail like that.
Let's end this mission.

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Our Popamolers at the end of the 1st mission:

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Stat Screen:

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That's right! We've killed all aliens :evil: and 1/5 of the locals :oops: (well, not directly - they were killed by aliens creatures).

Stay tuned for the 2nd Mission!
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,499
Yes, kill and devour everything you can, we want to be fucking unstoppable juggernauts of destruction not some pansy greenpeace followers.
 
Self-Ejected

Jack

█▓▒░
Patron
Joined
May 5, 2010
Messages
4,900
Location
Yondo
Insert Title Here
Do you get a penalty if you kill everything?
I don't remember, it was quite some time ago I played this.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,294
Jack said:
Do you get a penalty if you kill everything?
No, but some missions require us to protect local creatures from harm. It's impossible to totally avoid escort missions it seems. :x
 

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