But on closer inspection, Evil Islands looks promising enough to make a significant impact in Western markets. Being based on three different islands, each with its own unique environment, climate and social structure gives the game plenty of opportunity to show off its engine. The first, Gipath, resembles an underdeveloped Middle Europe, only with tribes of goblins and orcs roaming the woods. The second is cold and snowy, similar to Siberia, with a feudal system akin to that of 16 th century France. The third and last is an Oriental island run by a totalitarian state and full of magic and strange materials.
Shadows grow and shrink according to the position of the sun.
In combat, all the monsters and characters have a locational damage system. Taking arm hits will reduce your combat efficiency, hits to the lower body will reduce your speed, and head hits, although hard to pull off, will drastically affect your prospects of continued living. Damage is visualised on all characters, so you'll be able to assess your character's state of health at a glance. A few different locations and climates On first impressions, the graphics take after RPGs like Diablo and the Bioware games - but on closer inspection, they are much more flexible and attractive than either of those offerings. The free camera means it can be played from a traditional, distant overhead view, or much closer and nearer the ground, in almost a Tomb Raider -style perspective.