Developer Turtle Rock, Creator of Left 4 Dead, will soon launch a new multiplayer experience, Evolve. The game is set in a futuristic frontier-like galaxy, where Humanity has colonized a planet called Shear. That’s when the monsters come in. A group of hunters are enlisted as a last ditch effort to save the planet’s colonists. On paper Evolve is a simple concept — four player-controlled hunters versus one player-controlled monster — but from this simple idea for a gaming mechanic, something novel and complex has been created.

“Even prior to creating Left 4 Dead, Turtle Rock Studios was keenly interested in the idea of a team of players fighting a giant boss battle, but with the boss being controlled by another player,” said Michael J. Boccieri, Senior Producer at 2K. “Compared to a standard boss battle, this 4v1 multiplayer results in unique gameplay every single match due to the human mind controlling the monster, so no match ever plays out the same way…[Turtle Rock] then drew inspiration from other mediums including film, comic books, literature and more, which was a core driving component to a lot of the aesthetics that make Evolve what it is today.”

The notion of playing as the monster in a game isn’t new, but never before have developers embraced the idea of giving players control quite like this. In Shelly’s Frankenstein (as well as its film adaptations), Frankenstein’s creation is always on the defensive, despite its impressive power. The creature, misunderstood and unmoored, is hunted by an angry village mob, which views it as an implicit threat. But in games, players haven’t really experienced the persecuted monster’s point of view.

Though developers have occasional embraced a “monster” as a narrative’s lead, but those instances are few and far between. In these cases, the game is usually constructed in either two ways:

1) The monster is the protagonist in an anti-hero role, who is tasked with fighting a worse evil, or it is empowered by the developers to hunt and slay others. This can be seen in titles such as Altered Beast, Splatterhouse, Overlord, Demon’s Crest, Alien Vs Predator 2, and more.

2) The monster is just a stock character in a gameplay centric title within either the Fighting or Sidescrollling genres, like Godzilla: Destroy All Monsters Melee or Rampage World Tour.

In all of these titles the developers empower the player to be on the offensive, hunting and killing with minimal regard for the protagonist’s life beyond the threat of restarting a level. Players are rarely, if ever, given an experience where they can inhabit the mind of a monster who is being hunted by an an overwhelming force. That’s where Evolve steps in.

During this year’s E3 gaming expo, the game’s publisher 2K gave TIME the opportunity to competitively play the game. I took control of a monster named Kraken. During my match, I finally understood what Frankenstein’s creation felt like as the angry and armed mob hunted it down. Because Evolve a strategic competitive multiplayer title, I was able to feel the fear of being hunted. At the onset of each match the monster is weak and vulnerable. I was forced to avoid confrontation and scavenge on local wildlife, and in doing so, I could “evolve” (three evolutionary stages in total). With each subsequent evolution I was granted more abilities, and gained the strength necessary to push back my attackers.

“Certainly when you start a match as the monster at Stage One, you are underpowered compared to the hunter team; a savvy hunter team knows this, and will attempt to corral, contain and destroy the monster as quickly as possible,” said Boccieri. “Much as Frankenstein’s creation comes into his own over the course of the novel, so too does the monster player over the course of a match as they feed on the wildlife and evolve, growing more and more powerful. By Stage Two the monster is equal to the hunters, and by the time the monster reaches Stage Three, the hunters actually become the hunted. It’s an interesting parallel to the plot of the novel — by the time we are at the ice flows at the novel’s conclusion, we wonder whether Dr. Frankenstein is hunting the monster, or he himself is the hunted?”

But in those early moments of the game, I was overwhelmed by paranoia. Every move and action I made could be used by the hunters to track me down: my footsteps, birds that had been startled or dead animal carcasses my character left behind. Each time I stopped to eat wildlife, I feared that just beyond my field of vision — the hunters lay in waiting. And that is what’s so unique about Evolve. That perspective flop that gamers rarely have the opportunity to enjoy.

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