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Amid Evil

Amid Evil
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Amid Evil

I have a leftover Amid Evil code from a Boomer Shooter Humble Bundle I bought a while back. Never considered giving it away, and it's just been sitting in my Humble account not being used. I already own the game, so I'll give this copy away.

I'll give this post 24-48h to gain a bit of steam and give people a chance to enter if they so choose. Comment below if you're interested in the key!

EDIT: Winner chosen; check comments. Thanks to everyone who entered. I'll be back soon to giveaway Ultrakill! 👋🍻


AMID EVIL
r/steam_giveaway

Feeling generous? Have an unclaimed Steam key? Want to reap that glorious karma from gluttonous gamers? r/steam_giveaway is the place for you! Here, users (givers) announce giveaways that other users (takers) can enter in to win Steam game codes.


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AMID EVIL

“AMID EVIL” is a first-person shooter with a dark fantasy theme, action-oriented gameplay, and retro-inspired visuals. It’s often described as a spiritual successor to the classic games Heretic and Hexen. Players navigate through non-linear levels, battling enemies with an array of magical weapons and absorbing the souls of the fallen to enter a powerful “soul mode” for a short time.

Metacritic (Critics): 85%

Metacritic (Users): 75%

OpenCritic: 87%

Warriors! For a chance to win ‘AMID EVIL’, conjure up a description of your ‘ultimate weapon’ in a fantasy realm. The most imaginative armament will not guarantee victory, as the winner is chosen by fate’s hand (redditraffler). Enter if you dare!

Ends in 24 hours.

Edit: For all current and future giveaways, I want to be transparent: I cannot guarantee that all keys will work flawlessly. If you encounter any issues, please notify me, and I’ll be more than willing to resolve the problem by providing an alternative game.




Finished Amid Evil, some quick thoughts
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Finished Amid Evil, some quick thoughts

So, tl;dr first. It's a solid B-tier FPS (I would rate it at B-) that's part 90s old school shooters-like and part Painkiller or Serious Sam-like. The overall experience is rather uneven and lacks polish. Its occasional highs are good, its less occasional lows are annoying and frustrating. Most of the time it's okay. Worth a try for old school FPS lovers, certainly.

If you liked the first episode and feel like the next episode is a letdown, and the next one is also iffy, I would recommend powering through. The game does have good bits. But if you want solid, consistent experience that's at least on the level of the first episode, and ideally more - it's probably not a good fit for you.


Level design and quality are highly variable. Episode 1 is probably the most solid one and it's the one with the most 90s-like design. Episode 2 and 3 feel like and earlier work, and Episode 4 feels similar in that regard. All three share a higher than usual (for this game) affinity for boring rooms, long hallways, more linear style design and boring level geometry. Episodes 5 and 6 are more solidly made, but still share some of the same flaws of other episodes. These two have a verticality gimmick. Episode 7 is the standout visually, but unfortunately it runs out of steam somewhat quickly and gameplay wise it offers nothing new. Still, the visuals are stellar.

I love 90s style style design and I'm really not a fan of Serious Sam or Painkiller style design. My general feelings for Amid Evil's levels is that they have about 70% of Painkiller's DNA and the rest is old school 90s DNA. So not fully arena style, but leaning towards.

The levels with a verticality or platforming gimmick share a common problem - the air control sucks. The jump height is too low and the player bleeds off momentum too slowly when movement keys are engaged. To clarify - if jump forward when running and press S (the key for backwards motion), the player's velocity would drop off relatively slow. Try it in Quake - it's near instant, and Quake's jump height is higher. What this means in practice is that it's too easy to overshoot and pin-point landing precision while in the air is impossible at certain distances. The game needs to up its jump height, significantly up the rate of velocity reduction on player's movement commands, and maybe turn the gravity a tad lower.

Another major problem with verticality (Episode 5 is the biggest offender) is that the level designers love narrow ledges. It's pretty easy to fall down and lose a ton of progress. So unless you fancy spending a minute or two getting back up, you'll be constantly quicksaving just to be sure that you don't have to waste time if you fell down. Adding a double jump to the above suggested improvements would've alleviated this issue greatly because you'd be able to jump back up (provided you do it quickly, of course). It's not something that can be easily added because naturally, it will break some of the level design.

In general, a lot of the levels feel needlessly large and the scale feels off. By scale I mean Alice in Wonderland sort of scale - you feel like a tiny dude in an environment build for much bigger dudes. Except that the enemy models often feel to small as well. Anyway, this "giganticism" gimmick, let's call it that, can be extremely obnoxious at times because if you need to backtrack, depending on the level you might find yourself running through huge boring hallways and massive rooms that don't really have much in them.

Speaking of, the hallways and rooms don't have much in them. The game's interactivity mostly boils down to running around, platforming and killing bad dudes. Levels can be visually exciting, but there's often not much creativity with regards to gameplay or geometry. Sure, the last episode of the base game is cool. The two verticality - centered episodes are also cool and have some interesting geometry and visual design. But it's just not enough. It's too basic, and there are too many other maps with far blander design. If every episode had the creativity of the base game's last episode - now we're talking.

And as for the newly released Black Labyrinth - the first Episode is kind of okay, would've fit in the base game fine I think, not as good as its better episodes though. The second episode was my least favorite out of them all by far. Very linear, very Painkiller-like vibe, lots of gimmicky platforming. I didn't like the enemy design at all. The dudes spewing air vortices are visually annoying, the jumping dudes are flat out obnoxious. The ghost face flying enemy felt poorly balanced - too mobile, deals too high damage, its projectiles are too fast, and too much HP. Arrow dudes were annoying, but sniping arrow dudes are just poor design. Too many of those. The dudes with the giant shield though... oh boy...


Gunplay is of the "not great, not terrible" variety. Serviceable, but nothing beyond that. Most of the weapons have a noticeable and extremely annoying delay. Now, normally, upon pressing your firing button, you expect the weapon to fire. Maybe there's a windup for balance reasons or as a gimmick. But generally, you expect it to go off. Not in Amid Evil. In Amid Evil, the weapon does a bit of an animation, and only then the projectile goes off. What this means in practice is that pressing and holding the weapons fire button is often the optimal strategy. That's because it allows you to get accustomed to the timing between shots and aim at the precise moment.

The balance of the weapons is really odd. Your "pistol" weapon, the wand, is not only perfectly viable at any stage, it's often one of the strongest weapons due to its rate of fire and homing projectiles. The "rocket launcher", while cool on paper (I mean come on, shooting tiny planets is really cool), is probably the weakest weapon of them all. The problem with it is that the AOE of the explosion is pitiful, the direct damage feels too low, and the projectile itself feels too small, you have to be extremely precise in your aim (remember the animation delay the weapons have?). The "chaingun" is mostly crap, but it can be occasionally useful if you circle strafe and track a high HP enemy, or for its AOE attack (the problem here is that it's hard to reliably pull off). The sword is okay, probably the best balanced weapon. The Star of Torment is the "we have Flak Cannon at home". Well, it's not bad, it does have an unusually high damage, but the animation delay and the narrow cone of fire is what makes it a bit iffy. It's a very viable weapon in the game, but I just can't help comparing it to the Flak Cannon, it's so much less satisfying to use. The BFG is kinda cool, but I rarely used it. The Scythe is very cool visually, but in terms of gameplay it's just stupid, it's too primitive of a weapon with far too much damage. Axe I never used. The gauntlets suck. Sure, they're powerful, but you'll inevitably get chip damage, and chip damage can and will eat away at your HP quite fast at times.

Enemy roster is not great either. The gimmick of the game is that it has different enemies for each episode, but in practice it has the same basic enemy types with only minor variations. Some a bit more varied then others, but it all follows the same basic logic. There's the cannon fodder enemy - they run up to you Serious Sam style, they have low HP, and they're highly mobile. There's a ranged enemy or two. A mandatory flying enemy with high mobility. Then a more tanky enemy or two, and a super tanky one you'll occasionally see. There's no interesting interplay between enemies like in Doom 2, the AI is pretty braindead and they're all simply trying to kill you with no real synergy.

A special mention goes to the shielded dudes in the Black Labyrinth DLC. Did you think Hexen's Slaughtaurs are peak enemy design? Did you love the idea of Marauder's shield in Doom Eternal? You'll love shielded dudes. Okay, okay, they're not really that bad, you can get them with the rocket launcher, but the timing window is too short and they're still annoying to deal with. You can circle strafe them like an asshole and gauntlet them too, but it's also hella annoying and will deal some chip damage to you. Worst enemy in the whole game by a huge margin. Thankfully, it only appears briefly.


Due to the unusually large scale of the levels, most of the combat is long to medium ranged. Sadly, about 90% of the time the more challenging encounters are all about either circle strafing and firing pretty much any available weapon at the enemies or running backwards (thus kiting them) and also simply firing something in their general direction. There's no real strategy behind it and the tactics are of the primitive Serious Sam and Painkiller variety. The other type of encounter are the throwaway enemies that present zero challenge - two or three medium HP guys teleport in (or run from the now opened door) and you dispatch them with absolutely no risk of any kind.

Only very occasionally does the game put you in slightly sticky situations, but the problem is, ammo is usually fairly plentiful, and so are the souls. You'll either use the power up or the 7th weapon (maybe both). I've finished the base game and the DLC on Hard and very rarely did I feel the need to use the soul power up or the 7th weapon, and even then, it's more to speed things up.

The only time the game gave me anything resembling real trouble was in one of the later Black Labyrinth DLC levels where I was very low on ammo and health and the game spawned a bunch of flying enemies underwater. For some ungodly reason, they were just as mobile underwater as in the air, while the player character was not, of course. Coupled with the low HP and ammo, it took a while to get out of there. But that's an edge case really.

I played through the base game with carry-over weapons and Black Labyrinth with pistol start. My recommendation, hands down, is to play with pistol start. Though even then, the game almost always give you plenty of items so that you'd be hoarding ammo and souls.

Speaking of difficulty, Amid Evil's difficulty settings affect several things including the number of enemies. Unfortunately, difficulty also scales the enemy HP. On Hard, aside from cannon fodder, enemies often feel needlessly tanky. Coupled with the game's fairly low difficulty and Painkiller-like combat, it made a lot of the encounters feel tedious. Higher HP enemies always took a shot or two more than they should have really.


Should i get amid evil or blood?
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Should i get amid evil or blood?

i got dusk in recent times and it brought back my love of boomer shooters. i went back and played heretic, a bunch of doom 2 megawads, shadow warrior and quake. i have 10 dollars and amid evil went on sale, while blood is also ten dollars. which of these should i get? i loved dusk and have only played one build engine game but i've heard a ton of great things about blood and im honestly unsure at this point. any help would be appreciated!





[Humble Bundle] Best of Boomer Shooters Bundle | ($1 for Hellbound | BTA for Hedon Bloodrite, Project Warlock | $12 for DUSK, AMID EVIL, Ion Fury, Dread Templar, HROT)



PSA: Amid Evil VR is amazing and its crazy launch promo is ending in 7 hours
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PSA: Amid Evil VR is amazing and its crazy launch promo is ending in 7 hours

Amid Evil is a so-called "Boomer Shooter" developed by the developers of Dusk, just to give you an idea of what level of quality we're talking about.

As some of you know, I'm all about retro-VR, flat2vr, etc. My favorite VR experiences are mostly VR mods or ports of flat games (Doom, Heretic, Chex Quest, Quake, The Talos Principle VR, Myst VR, etc.). Well, I have one more game to add: Amid Evil VR. The graphics and sound remind me of Quake, with lighting and music from Unreal 1, and a Heretic thematic. And it's freakin' amazing, especially the level design. The flat version has a demo, so why not give it a try.

They have a crazy launch promo for their VR port now: The flat version is 75% and the VR version is 10%. If you get the bundle, you get an additional 50%, so basicially the bundle is 70% off, or around USD 11.50. This is crazy value for those of you who have VR legs and are old-school players like me.

If you are a Milleni-X and are still on the fence like I was: show your support to the developers, who cared enough about VR to take a risk and spend money on developing a proper VR version of their awesome game (not a mod). Who knows, if this one is a success, we might get Dusk VR someday.

I know many of you are busy with Vertigo 2 and all, but buying games at launch is important for their visibility/algorithm/mumbo-jumbo on Steam, and you won't find a better deal for a while anyway.

EDIT: The crazy 70% off is over now, but you can still get the VR version iteself for 10% for another 18 hours, or the bundle for 50% forever(?).



AMID EVIL - Launch Trailer
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AMID EVIL - Launch Trailer


[Humble Bundle] Forgive Me Father, DUSK, Amid Evil, Dread Templar, Hedon Bloodrite, Project Warlock, Hellbound ($12)



How many here play their favourite boomershooters on tv with controller? (Games on the picture is Amid Evil and Turbo Overkill on a Oled tv)
r/boomershooters

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How many here play their favourite boomershooters on tv with controller? (Games on the picture is Amid Evil and Turbo Overkill on a Oled tv)
r/boomershooters - How many here play their favourite boomershooters on tv with controller? (Games on the picture is Amid Evil and Turbo Overkill on a Oled tv)

Amid Evil: Guns are Overused
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Amid Evil: Guns are Overused

Amid Evil is an old-school shooter with a big catch, you don't use guns you use MAGIC

Story

The realms of the universe have been corrupted by a force from the abyss turning them...well evil. You play as the Champion, and it's your job to eliminated the evil forces from each world and then from its source.

Gameplay

I'm not very familiar with playing old-school shooters (I had only seen some streams), but there are a lot of standard elements you expect such as picking up stuff by walking, you move really fast, secrets, instead of ammo you have colored mana,etc. So I will focus by talking about the standout features, that of course being elements magic.

There are 7 weapons

Axe of the Black Labyrinth: It's an axe that hits hard, not much to say. The initial animation is very slow, so hold the "shoot" button to widely swing it. On Soul Mode becomes a grinder and propeller.

Staff of the Azure Ore: It fires blue homing orbs which makes it perfect for enemies that are too far away or move too fast. On Sould Mode the Orbs hit harder.

Whispers Edge: A sword that shoots sharp projectiles, the sides can hit multiple enemies making it useful when facing groups. On Sould Mode the projectiles are larger and bounce.

Voltride: A trident that shoots beams of electricity, when you kill an enemy with overkill it damages nearby enemies, good for crowds but it requires a good aim. On Soul mode the beams are thicker and and powerful.

Celestial Claw: It looks more like a branch tbh, anyway it pulls planets shrinks them and shoots them at enemies causing an explosion that can hurt you, and also the planets could had life so make every shot count. On Sould Mode it pulls stars.

Star of Torment: An ice-cold mace it shoots ice shards on a spread pattern so it's better to use them on close range enemies. On Soul Mode the projectiles seek enemies.

Aeturnum: I can't describe how it looks except it's purple. It's the room clearing weapon fires a projectile that flies for a bit and then shoots electricity beams on all directions killing enemies. On Sould Mode it shoots a black hole that pulls enemies.

But what is Soul Mode? Whenever you defeat an enemy it drops a soul you can pick up, collect enough and you can enter in Soul Mode which powers up your weapons. You are not invulnerable during it.

Magic in the game is great, very creative, colofurl, flashy and more games should use it instead of guns. What's interesting is that I find that I rely more on the weapon gimmicks (homing, AOE, etc) rather than X enemy is weaker to Y (too many RPGs I guess), but I did felt that the farther away enemies were the less damage they took.

Level Design

There is a hub world with the 7 realms to save plus the final one with 3 levels plus a boss level on each. You can visit any realm on any order (minus the final one) after the first 2.

The levels are design to be speerun so they aren't long (8 minutes or less) if you know what you are doing. The are also moreless linear with secrets (somewhat out of the way) for you to find, usually containing health, mana, a temporary powerup or a weapon. The last one being the most important at first because whenever you return to the hub world you only have the Axe. You do get your arsenal back as you progress but you can get it quicker through secrets.

There is also minimal platforming, nothing complex but you can find secrets through it.

The levels can have facinating architecture. The most interesting architecture for me was the one in the Arcane Expanse, it's Space Wizards themed), with the most standout level there being Hexed Corridors, it's a "maze" with impossible geometry (things look smaller on the outside than on the inside). And the most boring being The Sacred Path because it's just ancient temple themed and i didn't feel they do anything interesting about it.

Enemies

Each location has their own set of enemies there isn't a great variety but I never felt a need for it partly because it isn't a long game and partly because how they were placed made it more unique, it made me think what weapon is better for the ocassion, and pay attention to the sound of tougher ones. That being said ambushes are common on this game. Personally I didn't have a problem with them since they were spaced out, kind of predictable, challenging and a good reason to use Soul Mode. But on the other hand it made me save it for when I need it.

As for Bosses they are a special strong enemy with unique attacks that you fight 1v1 just using weapons, no puzzles except one that requires removing its invulnerability. However, something I found out at my third boss and that you might not wanna know if you are going to play the game: Minus the last one they are weaker to a specfic weapon on Soul Mode.

Minor Stuff

I experience a 3 times the AI stopped existing and enemies just stand there.

Whenever you pick something the screen flashes blue everytime, which can be annoying (or dangerous) when you picked up a lot of stuff in quick sucession.

Final thoughts

Really good game and more devs should use creative magic instead of guns.






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