The Evil Within Review
The Review Within
The Evil Within starts off with detective Sebastian Castellanos
arriving at a mass murder in Beacon Mental Hospital. While investigating,
Sebastian is looking at the security footage and sees the person who is
responsible. We later learn that this individual is Ruvik and he is the game’s
main antagonist. Ruvik looks up at the security camera and then teleports
behind Sebastian and this is where the game starts.
The game doesn’t hold any punches,
and within the first ten minutes I am upside down hanging from the roof while a
guy literally cuts someone in half. This quick transition to horror translates
to the games difficulty curve as well. The game is extremely difficult (I played
on the normal difficulty) and it actually feels unfair in the early game. The
enemies are extremely durable and hit hard, so if you think you’re going to try
and save ammo early game then you have another thing coming. That being said, the enemies strength
actually caused a real stress. This is both a good and bad thing, because early
in the game I was genuinely scared of fighting enemies and I wanted the calm
moments to last forever. However, by the end of the game I just felt exhausted.
This brings up another point; while
the gameplay is strong and can hold its own, the game is entirely too long. By
the end of it I found myself fighting through waves of enemies just so I could
get more exposition on what was going on in the story. The most stressful parts
of the game were when Sebastian was forced to fight waves of enemies, because
they could last over twenty minutes with no checkpoints.
The development team was led by
Shinji Mikama, who worked on the first four Resident
Evil’s. The team claimed to want to bring back the original survival horror
aspects of those early Resident Evil games.
I will be the first to say that this holds true in some sense. The game really
feels like the old Resident Evil
games especially the fourth installment. Unfortunately, it seems that the
strategic elements of those early games have been traded in for more difficult
enemies. There is no inventory management which I felt was a strong strategic
point in the Resident Evil games
because it forced the player to plan their moves in the future, including when
to heal and which weapons to use and save.
On the bright side, this game is
actually really creepy. There are a plethora of different environments, some of
which are actually terrifying. A big props to the environment artists because I
felt that was the strongest point of the game. Also the enemy design was
fantastic and every boss felt new and more terrifying. All of this helps keep
the game fresh even in the late game. The biggest problem was that I fought way
too many bosses. Every other chapter there is another boss, which just ends up
being a scary looking bullet sponge.
The story was the strong point of
the game for me. It started off strong and kept me interested throughout. Constantly
Sebastian is in a different area and the player has a hard time figuring out
what is real and what isn’t. Although it’s not a new story it was fun and
exciting to unravel. Also, Ruvik is an extremely well designed antagonist, with
a strong backstory that explains exactly why he is doing what he is doing. It
also subtly leaves the question open to the player if they agree with him or
not.
The strongest moments of The
Evil Within were the chapters dedicated to exposition. This is because so
many things would happen during these chapters, and I wasn’t stressed out from
an influx of enemies. There is one moment that stands out to me, when Sebastian
first meets Ruvik, he is led through a door, however when Sebastian gets to the
door he is teleported back to the end of the hallway, and when he starts walking
toward the door and tidal wave of blood washes him away, and he wakes up in a
new area. Then, without missing a beat he says “Something fishy is going on
here,” (I am a huge fan of cheesy lines in a horror game/movie). Moments like
this are what make the sections of endless enemies worth it. The reaction of
the player when something like that scene happens is the real payoff in The Evil Within. These moments can be
seriously scary but don’t happen very often.
The game unfortunately does suffer from some pop-in during cut
scenes and it only played in 30fps which is a minor problem, but in this day
and age it should be better than that. They claim they wanted it to feel more
lifelike but I feel they were just busy working on more important things than
the frame rate and were scared of backlash from the PC community. Also there
was one cut scene where one of the character models didn’t have any opacity
maps, so I could see all the textures in his hair.
It is a shame the game fell flat in some sections because
with portions of the game being so strong, especially the early game (ignoring
the difficulty). The Evil Within
could have been something amazing, and has potential to be Game of the Year. Hopefully
in the inevitable DLC planned for the future, the problems with the game are
fixed and the strengths are improved. I had a lot of fun playing The Evil Within and was actually scared
during some portions of the game, but I feel the game adds a false difficulty
by throwing waves of enemies that get bigger and bigger as the player gets
stronger. I wish I could give this game a higher score because I feel like it
deserves it for what it did right, but I cannot overlook the problems that this
game has.
7.3/10