Here I am again, sorry that this one is hilariously late. On the note of Evolve's new DLC, I have decided not to review the two new maps since, despite their differences from current maps, they aren't much except "Hey, we have new maps, let's see what they do!"
So, why not start with the monster.
The Behemoth is useless.
It sounds good in concept, having a tank monster that moves slowly and has good damage would cater to a different play style and diversify the monster roster. But in practice, it doesn't work. This is mainly because (and I'm going to grace the developers by ignoring the bugs I've heard about) the Behemoth's tanking capability doesn't come until after it evolves and gains a lot of health and shield, but until you have evolved at least once, you need to survive by outrunning the Hunters, which the Behemoth can't do. He is so slow that he can barely keep up with the Hunters (who will probably be both running and jet-packing, like normal), and he certainly can't outrun their bullets. He doesn't have the flight or invisibility needed to outthink the Hunters either (while he can roll around, he doesn't have enough open spaces to make this work), leading to a lot of early game deaths. His one saving quality is that if you somehow get him to evolve, he quickly becomes very hard to kill.
Next, the Assault. Torvald, like the Behemoth, caters to a different play style. While the other Assaults have been mostly "direct" damage dealers (meaning that their weapons shoot straight), Torvald loves bombs. His mortars deal alot of damage, and his shrapnel can greatly multiply damage done. His shotgun can deal very good damage up close, but won't work well against anything but the Behemoth.
The Trapper, Crow, is actually not that good. I genuinely want to like him, but I just can't. His bird can find the Monster, but actually fails more often than it succeeds, and only highlights the monster in view, not on the map itself, and doesn't last very long. I simpler words, he can't track the Monster. His other weapons, can respectively slow the monster by shooting it and do damage, even skipping the armor entirely. Both sound like good ideas, but because of how the slow gun works you have to choose one or the other, sacrificing part of your arsenal.
Sunny, the Support, is ok. She works about as well as any other Support, and she has a defensive play style (like Hank). That's all that can really be said.
The Medic, Slim, is probably the most innovative character in this pack. He is the only one who can really be described as a combat medic, since his main healing is by the healing burst (which has incredible range), which is recharged by shooting the Monster, and he has drones to heal teammates in between fights. This system works very well, and ensures that your allies are usually fully healed. His spore launcher doesn't work as well by comparison, as the Monster needs to be hit for it to work, which makes it pointless by telling the Monster where you are. The only instance in which it works is if Slim is somehow the last one alive, and needs to get away (which shouldn't be happening).
The new characters are meant to add something new to each class, but half of them fall flat. I would suggest that if any of the characters seem good for you, buy them separately, it'll probably be cheaper.
Today's funny quote is:
"Incredible! Using your brain, and all the hurdles that implies, you have correctly identified a piece of the Vault Key." -Patricia Tannis (Borderlands)
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