I really enjoyed the gameplay for The Evil Within. The style, controls, and aesthetic are reminiscent of the Resident Evil 4 play style, a game I love. However, the setting, ambiance, and atmosphere of this game were terrifying. Playing the demo in a darkened room with my own enclosed type of cubby made me constantly feel on edge. I never knew what was around the corner, or if something would show up to horribly mutilate me. In one instance, while casually searching the mansion, I set off a deathtrap and was dragged by a rope into a set of deadly chainsaws. It took a couple tries to figure out how to get out of this death trap. The checkpoints are not exactly generous in this game either, so you always have to be on guard. But the setting and locations of the game are frightening and nightmarish.
One mechanic that does not work very well is the ability to throw random objects in your environment to distract an enemy. This technique is not very successful in sidetracking The Haunted or diverting them away from you.
As far as mechanics are concerned, the demo did not show the full breadth and width of the game’s upgrade system. The reps at Bethesda informed me that some of the pick-ups, parts, and items you can collect throughout the demo assist with your upgrade system. When you beat the proximity bomb mini-games, you can now collect the parts of the bomb. I imagine you can use the parts to make new bomb traps or create new custom bolts for your crossbow. Hopefully, you will be able to customize and upgrade your shotgun as well. I loved having the shotgun to play with; it’s always my favorite weapon and the ultimate equalizer in this game, especially for headshot kills. Another mechanic I could not exploit very well was the use of the traps on enemies. During the first level, I was able to use one that impaled a Haunted baddie with spikes.
While the story is intriguing and the settings are top notch, the dialogue leaves a bit to be desired. The dialogue definitely comes off as that awkward, Resident Evil, “Master of Unlocking” style. When RE-Bone Laura is chasing Sebastian, at one point he flatly says, “What’s your deal?” A good deal of Sebastian’s dialogue falls flat; almost like he seems unaware of what is going on around him. Maybe that’s the point? Well, maybe this style of dialogue will work for throwback fans of the genre.
Overall, the game and environment design look fantastic. The shifts and the world warping around Sebastian make it that much more eerie and scary. It is not only the visuals, but the atmosphere the game creates and the resulting feelings it incites. I can’t wait to check out the finished product so all my lingering questions are answered; but I’m dreading it as well. I know one thing: I’ll be playing with the lights on.
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