Over the years, I have frequently recommended that people stop buying new games from AAA publishers at retail. Don't buy them at all, or if you do, wait for a sale, or buy it used. This is because the massive, international, conglomerate corporations that publish these games are sleazy, scummy, or outright evil.
They underpay their employees.
They abuse their employees with cultures of crunch.
They hang the Sword of Damacles over their employees heads with the perpetual threat of layoffs.
They report record profits to their shareholders and award billion dollar bonuses to executives on a Tuesday, and then lay off hundreds or thousands of workers on Wednesday because they "can't afford" to keep them.
Some publishers even have active cultures of sexual harassment and abuse of female employees, which their HR departments are happy to cover up or sweep under the rug.
They harass and ostracize transgender employees and hold their healthcare hostage.
They fight against unionization.
They overcharge for their products.
They sell un-regulated gambling to minors.
They sell half-baked or broken products at full price.
They cancel promising upcoming products with little-to-no rhyme or reason.
They want to take away the consumer's right to own the media that we buy.
The list goes on... [More]
860f709e-321c-4ad2-9fc6-ec6ece4e056d|2|4.5
Tags:Microsoft, Tango Gameworks, Arkane, Alpha Dog, Roundhouse Games, Bethesda, Sony, Japan Studios, retail, corporate culture, corporation, Activision, Blizzard, Ubisoft, Nintendo, Konami, Annapurna Interactive, From Software, Electronic Arts, EA Sports, Japan Studio, eBay, Hi-Fi Rush
Okay, I said I would give up on Shinji Mikami after the first Evil Within game, but here I am giving that IP a second chance. I had heard that the expansions for Evil Within were actually pretty good, and that they even made the base game better by filling in some of the narrative gaps. But I was so furious with the base game that I sure as hell was not going to shell out more money for DLCs. If they were that integral to the core game, then they should have been included with the core game. Now that my furor over the original has faded a bit, I was hearing that the sequel is also much better than the original game and leans more heavily in the horror camp than the action shooter camp. I was dismissive of the game's announcement, and I was skeptical of the claims that the sequel was actually good, so I picked up a [relatively] cheap used copy off eBay so that I could give it a chance over the Halloween week without necessarily giving any more money to Bethesda.
I feel like I missed something...
Maybe I should've played the DLC?
Besides, Shinji Mikami isn't the director this time around. Instead the sequel is directed by John Johanas, who was the director of the [supposedly] good DLC expansion packs. The first game actually did have some good ideas and set pieces within, so maybe a different directorial approach could bring those ideas out to their full potential?
A more focused package
To Johanas' credit, the game, as a whole, definitely has a more "unified" presentation. The first game felt very scattershot with regard to how it wanted the player to play. It's early chapters (which were also the most enjoyable parts of the game) were focused mostly on stealth, with a few pursuit and escape moments thrown in. It was slow, somewhat atmospheric, and built incredible tension. But those mechanics were quickly dropped in favor of shooting gallery set pieces, constant scripted ambushes, set piece boss encounters, and frantic, funhouse-ish trap / puzzle rooms. The sequel, thankfully, is much more focused. I didn't feel like I was wasting my resources by putting points into Sebastian's stealth skills (a skill tree that was completely absent from the previous game), as you can actually continue to use them over the course of the entire game. Sure, there's still scripted ambushes and puzzle rooms, but the focus is much more firmly planted in sneaking around, exploring the environments, and generally avoiding detection.
Unfortunately, there's still a bit too much of a focus on frenzied action. It detracts significantly from any sort of horror or tension that the game might be trying to build up. The autosaves are fairly generous (even though there are also manual save points in each of the game's safe houses), so enemies come in hordes, hit very hard, and deaths are going to happen. Chapter 3 basically completely desensitized me to death and put me in the habit of just standing up and letting the monsters kill me if I ever screwed up the stealth.
The early combat encounters are not gentle, as they put you up against hordes of enemies.
There's a greater focus on open-ended exploration this time around, and Chapter 3 is the first open map that the player is free to explore. There's basically two main paths through it: the hard one and the easy one. The easy path is basically a straight line due north from where you start, but the game throws some curveball objectives at you that basically encourage you to try the other paths that end up being much harder. You're told about weapon caches and NPCs that you're supposed to try to save. One such weapon is the crossbow, which is actually a pretty necessary tool (because, you know, every game has to have a crossbow). It's right off to the side of where you start, but picking it up can easily lead you down a much harder path to your actual mission objective... [More]
a80e28ec-25a4-48ed-8bdc-50264cab70ac|1|4.0
Tags:The Evil Within, The Evil Within 2, Bethesda, Tango Gameworks, survival horror, horror, action, shooter, open world, sandbox, stealth, zombies, mental institution, virtual reality, psychopath, Sebastian Castellanos, eBay, John Johanas, Shinji Mikami, Resident Evil, Silent Hill
I had some really high hopes for The Evil Within. It looked like Shinji Mikami was trying to bridge a gap between the survival horror trappings of the original Resident Evil and the more action-oriented shooter gameplay style of Resident Evil 4. The former was a slower-paced game that emphasized open-ended exploration, puzzle-solving, and resource management in a horror setting. The latter game dropped most of its horror ambitions in favor of totally campy action shooter schlock. Early trailers for Evil Within looked it would hit a good balance between the two styles.
I didn't jump right on this game at release because I saw some mediocre reviews and heard that it failed to deliver on its promises. After booting up the game, waiting for an hour-and-a-half for the 4.7 GB update file to install (what did this update do? Tack on a whole new game?!), navigating the slick title menu, and then proceeding through the first few chapters, I verified that the game does indeed fail considerably as a horror game.
But it is worth noting that The Evil Within (unlike Resident Evil 4 and Shadows of the Damned) does seem to be making a legitimate attempt at being a horror game, rather than just an action shooter with zombies. It just doesn't really succeed at this goal.
Early levels in particular are full of exceptional lighting and ambient effects that really help to build an ominous atmosphere. The addition of stealth mechanics does put a greater emphasis on avoiding direct conflict and encouraging a more cautious approach (compared to RE4's guns-a-blazing attitude).
I've heard a lot of complaints that this game's story doesn't make sense and is stupid. I think most of these people didn't finish the game (or at least get to the point around chapter 10 where the story is explained). The story makes sense. The problem is that the game is very disjoint and never really builds on these foundations.
The game's narrative causes the character to jump (seemingly at random) from place to place - even within a single chapter. Each new place quickly starts to feel like a narrow-scope set-piece for an action scene rather than any kind of terrifying world. The game and individual chapters lack narrative cohesion and unifying design. There's very little opportunity for the game to allow open exploration or atmosphere-building, since the whole game feels like a collection of randomly-thrown-together set pieces and battle puzzles. So even though the overall story makes sense (in retrospect), the individual scene and level-progression doesn't.
Reality is being warped, resulting in some trippy effects, but a very disjoint sense of progression.
The designers seem to be trying to mimic the Otherworld of Silent Hill, but the transition is so jarring, and the places feel so completely unrelated to one another, that it just doesn't work. You get through a pain in the ass, trap-infested maze while dodging monsters, only to be teleported to another maze area when you reach the exit! "OK, we're done with this area, let's just go to some other random challenge room." There's no sense of ever achieving anything because you're rarely ever allowed to actually go to the places that you are trying so hard to get to. And once that sense of futility sets in, any fear starts to dissipate. You're no longer concerned with getting out or saving yourself or even progressing the story because you realize that you can't achieve anything without the game giving it to you.
It's a real shame too, because some of these reality-warping mind tricks might be very effective if they were organically integrated into the flow of the game. I especially liked one bit in which a character falls down a bottomless pit, only to have the whole world re-orient itself so that the walls become the floor. So instead of falling to his death, he harmlessly rolls to a stop. Unfortunately, these effects lack subtly and feel random... [More]
ce16d91f-e2af-4e72-9f81-822136d27e6a|2|3.5
Tags:The Evil Within, Bethesda, Tango Gameworks, survival horror, action, shooter, stealth, Sebastian Castellanos, zombies, mental institution, Shinji Mikami, Resident Evil 4
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