The Evil Within 2 |OT| "Something not quite right"

Just finished chapter 3. Oh my god, screw those lunging, crawling enemies so hard! Damn bullet sponges! Really digging it so far though, although I'm not drowning in ammo/crossbow resources like the first which is starting to make things a little more difficult.
 
Just finished chapter 3. Oh my god, screw those lunging, crawling enemies so hard! Damn bullet sponges! Really digging it so far though, although I'm not drowning in ammo/crossbow resources like the first which is starting to make things a little more difficult.

Yeah, I lose most of my resources fighting those fuckers.
 
Quick question so I don't get lost -
I got a key for a storage near Post Plus, but can't find it in Business district. Is it in residential? Or am I blind lol?
 
Okay this
ghost
is horseshit. What do you against it
when it appears in the city?
I assume she's unkillable? Just do what you did when they introduced her: run, hide, and maneuver around her. She usually dissapears after a good 30 seconds of ignoring her.

Whats with these complaints about the pistol? It's great and thank god its not another crappy revolver like the first game. Now the bullets actually go where the crosshair is. It was good to begin with but after upgrading crit chance on headshots it's a murder machine. I also love how the different pistols will share upgrades so you don't have to commit to one.

Honestly if you are complaining about the enemies being too fast then you need to just practice and learn to sprint dodge them to reposition yourself. The enemy behaviors and animations are one of the best and most challenging parts of the game. They aren't going to slowly shamble toward you while you take all day to aim at the head. The introductory cutscene showing the first enemy taking two headshots is a good way to teach the player that this isn't the same old zombie head pop. The crazy and frantic movements they do keeps their head moving and you really do have to think carefully about whether to go for the headshot or try to slow them down with some body or leg shots so you can precisely aim.

So far the weapons feel is S++ in this game.
There's a difference between challenging and unbalanced. The character is not fast or responsive enough to handle fast enemies and more often than not the enemies are so fast that they get close enough that the gun clips into them and misses, which is IMO horribly designed. Having fast enemies as a type? Sure. But making every enemy up your ass instantly and constantly isn't fun or challenging, its annoying.

You know what did this enemy really well? The first one. The haunted we're tough but they stopped and ran at a balanced rate they gave you opportunity to actually fight them.
 
Quick question so I don't get lost -
I got a key for a storage near Post Plus, but can't find it in Business district. Is it in residential? Or am I blind lol?

The brick building right by the safe house with the computer, like right in front of the entrance.
 
The brick building right by the safe house with the computer, like right in front of the entrance.
The one place I wasn't looking because I was gonna head back down to the Marrow afterwards anyway lol, thanks!

Edit: Just got my first crash! Feel right at home
 
Gameplay is considered considerably better. Story kinda doubles down on the nonsense?
So it depends?
The problem with the first's story was that all the real major players like Mobius we're essentially background noise until the dlc so everything was extra convoluted. This time the story is at least a presence, so its IMO much better.
 
Way better.

Not on PC it doesn't.

Whats with these complaints about the pistol? It's great and thank god its not another crappy revolver like the first game. Now the bullets actually go where the crosshair is. It was good to begin with but after upgrading crit chance on headshots it's a murder machine. I also love how the different pistols will share upgrades so you don't have to commit to one.

Honestly if you are complaining about the enemies being too fast then you need to just practice and learn to sprint dodge them to reposition yourself. The enemy behaviors and animations are one of the best and most challenging parts of the game. They aren't going to slowly shamble toward you while you take all day to aim at the head. The introductory cutscene showing the first enemy taking two headshots is a good way to teach the player that this isn't the same old zombie head pop. The crazy and frantic movements they do keeps their head moving and you really do have to think carefully about whether to go for the headshot or try to slow them down with some body or leg shots so you can precisely aim.

Sprint dodge, meaning run away from them until you're out of stamina, only to turn around and see that you've managed to put fifteen feet of space between you as they stop and wildly gyrate and shake their head all over the place so that you can't shoot it? That works...

Body shots are just ammo dumps. I fucking hate bullet sponge enemies like this that only exist to make it seem like the "survival" aspect is best done by simply not even bothering to fire your weapon at all in the first place, or simply use those that you know will knock them on their asses. That is when you are not too busy stealth killing everything because the enemy speed compared to Sebastian sucks. Never had this kind of issue in any of the RE games up to 5, none of the Dead Space games or the previous TEW. Developers keep doing this shit where they raise the difficulty by handicapping the player even more compared to the improvements to the enemies each iteration.

Also, you can't do this in a lot of the indoor areas where the camera and their speed are the most problematic.

...Speaking of things I can do nothing about... Is there a better way to deal with enemies pretending to be dead? Something like a stealth kill or... matches >_> Like, I can see you dude... You're of a different lighting...

Either shoot them in the head and pray you get a critical, or throw a bottle in their face so that you can get a frontal knife (stealth) kill.
 
finding a decent rhythm is chapter three -- I've plonked a lot of points into stealth and it's paying off. though I've been here awhile (something like four hours). It's interesting to imagine what playing the main story path without all the benefits exploration gives you might be like.
 
Loving what I've played so far, just reached the
first-person gas mark
part in Chapter 4. The open-world design is excellent Last of Us (Horror Remix) so far combined with meaty combat and great-sounding weapons. The only thing is that the FoV is so narrow, and the deadzones so finicky that aiming can be a chore, with fast, twitchy enemies.
 
Is this game supposed to be played by using stealth most of the time? I can't see this as an action game. Bullets are really sparse as with most ammo. So far I've maxed out my inventory for bullets in most categories and I'm afraid of using it because I don't want to be caught with my pants down when I will most need it. How are you all playing this?

I've been playing it like this:

-stealth kill is the default
-if stealth kill gets botched, usually you're still close enough that one shotgun blast solves the problem anyway
-for bullet sponges, stun bolt -> shotgun -> repeat
-for groups, explosive bolt -> shotgun
-if a strong enemy is far away, sniper rifle
-if a weak enemy is far away, use the laser-sight handgun and treat it like a sniper rifle. It's very powerful if you headshot, but in close-quarters it is frustrating to aim. On the other hand, the laser-sight is easy to aim over relatively long-distances. So yea...literally treat it like a weaker version of the sniper rifle.
-75% gunpowder goes into shotgun, 25% into bolts
-only craft ammo up to half capacity, because you'll periodically find ammo and it sucks when you can't take it because you're at max ammo capacity

Don't bother crafting handgun ammo, the game dumps it into your lap constantly.

I idn't like the first one all that much story wise, is this any better and worth picking up?

If it's important to you that it has a decent story, it is not worth picking up.

I'm ten hours into it though and so far, in terms of consistency of game design, it is substantially better than the first game.
 
Not on PC it doesn't.

It does there too. The engine is more advanced, so it's more demanding. On Ultra, I get 39/40 fps average and it doesn't really dip very much, even when things get hectic. It's very smooth. On high, it's nearly 60. On the same hardware, I still struggle getting 60fps max on TEW1 (w/o letterboxing). i7 3770k and gtx 970.
 
It does there too. The engine is more advanced, so it's more demanding. On Ultra, I get 39/40 fps average and it doesn't really dip very much, even when things get hectic. It's very smooth. On high, it's nearly 60. On the same hardware, I still struggle getting 60fps max on TEW1 (w/o letterboxing). i7 3770k and gtx 970.

Running it with the letterbox (which was the default way to play it) on a GTX 780 I had a consistent 60FPS without any frame pacing problems. Whether or not this game technically "runs better", it's an unoptimized mess that doesn't even utilize all of the available resources and even at a capped 60FPS (on a GTX 1080) is a frame pacing stutterfest.
 
Running it with the letterbox (which was the default way to play it) on a GTX 780 I had a consistent 60FPS without any frame pacing problems. Whether or not this game technically "runs better", it's an unoptimized mess that doesn't even utilize all of the available resources and even at a capped 60FPS (on a GTX 1080) is a frame pacing stutterfest.

So your only experienced problem is frame-pacing?
 
I always seem to be low on ammo in nightmare mode, I assume most here would start on survivor mode?

You're expected to use stealth wherever possible on nightmare, if you get spotted it's better to just run away and hide than start shooting, early in the game at least
 
one question, regarding saving.

sometimes after certain events I can see the word "saving" in the corner of my TV.

is it actually saving or is just a "quick save" to reload right there if I die and if I turn the off PS4 the save is gone?

yesterday I was incredibly tired and it took a ton of time to reach the first saving machine to save manually -_- that was very annoying.

Played more today, the game is definitely fun to play and well designed gameplay wise.

However, In order to enjoy the game, I have to pretend that I am playing a new western IP instead of a sequel to The Evil Within. It is just too different, from the tone to the art direction, everything is completely different.

This is definitely a fun zombie & horror shooter, but not really a Evil Within game in my opinion, it's just too western. If you are one of those people who LOVED the first Evil Within like me, I think it is better for you to not expect a Evil Within 2 here, but a entirely new game instead.

I think I would still enjoy this game's gameplay, but at the same time I can't help but feel disappointed, this isn't a sequel to Evil Within, this is more like a western reimagination or reboot. Take it what you will.

this is exactly how I feel, it really doesn't feel like the Evil within at all, more like a reimaging with a ton of western influences, particularly Naughty Dog, I mean, Sebastian's clothes even resembles a design of N. Drake.

I will try to ignore characters and their interactions... they completely destroyed Kidman's character.

"yeah I am pretty badass, no, I won't answer your questions, yes, I follow my interests and lie when needed but hey, we kinda sorta have a friendship"

I wished they didn't go full-blown Ada Wong with her. she had nuances to her character in TEW1.Here she's just, well... some boring Ada Wong. I hope they don't use her for anything further in DLCs or anything, I really don't like this new Kidman.
 
I'm about 6 hours in. Chapter 2 gave me some heavy Hannibal vibes with the grotesque murder exhibits. I guess the photographer does kind of look like Mads Mikkelson haha.

Playing on Nightmare, I'm really enjoying the structure of ch. 3, every other house feels like it's got its own story to tell. I know someone said it feels to slow, but I'm enjoying the pace, it feels like this chapter is made so that you slowly build up your character early on before the pacing ramps up later in the game.

Nightmare is really tough, feels like every encounter I'm scraping by. I'm kind of in a spot now where I have like zero ammo, so having to stealth more. There's a point in ch. 3 where
three of those crawling things swarm you at the gas station
and I had to run away because I had no ammo to fight. I did end up inadvertently cheesing the
auto-repair shop fight when three of them turn up as I ran back and it turns out they can't climb stairs! Just took pot shots at them while they were hanging out at the bottom. They do seem to be bullet sponges though.

I do love the feedback of getting a crit headshot though so I'm wondering if the game would give me more ammo if I dialed the difficulty down to survival. Can't wait to get the 60% crit chance upgrade on my pistol! As it is though, Nightmare seems like it's well balanced in making you feel desperate, helpless for long stretches (forcing stealth) then spattered with moments where you feel like you can take multiples of these enemies quite easily because you have explosive bolts and shotgun ammo to spare. Also helps that the combat areas are bigger and you can put distance between you and the enemies.

It's a different beast from the original game, but I I feel the open world aspect is a nice gameplay evolution as it gives more combat/exploration freedom. Really enjoying the little horror vignette side stuff off the beaten track, feels like there's a surprise around every corner.
made me laugh when I found the Doom rocket launcher on a random roof
. I do feel also this open world aspect of ch. 3 in this is what the village area in RE4 and ch. 3 of the original game would be expanded to their natural conclusion. Just bigger and more to discover. Maybe that means it doesn't feel as focused a lot of the time but I appreciate that they tried to cram the space with a lot of side stuff to discover. All in all I'm REALLY enjoying it and can't wait to dive back into it tonight!

PS I can see why someone got a slight Alan Wake vibe just by virtue of Union seeming like a quaint American town. Though AW's world had more time to breathe, had more character and nailed that Stephen King vibe. Union feels fake and more of construct, which I guess it is but it's less engaging on a story level.
 
It’s so crazy seeing people only on Chapter 3 make bold negative statements about the game when they are only about 10% to 20% into it. Give it a chance to breath and see where it takes you.

The reviews are almost completely better for this game over the first, but I still hear lots of debate among the hardcore fans. Interesting.

Mikami did not direct. He only produced and has a lesser role in the design. I think people claiming that this is one of “his” games are being a little presumptuous. He said he was taking more of a hands off approach than normal to let younger directors learn. He had influence, but not like a game he personally directed.

I suspect Bethesda had a hand in influencing the game to seem a little easier and actiony.

Glad to see this game being well received. Good stuff.
 
one question, regarding saving.

sometimes after certain events I can see the word "saving" in the corner of my TV.

is it actually saving or is just a "quick save" to reload right there if I die and if I turn the PS4 the save is gone?

yesterday I was incredibly tired and it took a ton of time to reach the first saving machine to save manually -_- that was very annoying.

The game has three auto-save slots that you can load freely using "Load Save", so don't worry.
 
Just hit chapter 4, in-game time says 6 hours 20 min

Think I did everything there was to do in chapter 3 or close to it.
 
Pretty far into the game right now. I think the second half is much better than the first half. But it still doesn't reach the thrills of the first game.

I miss matches, basically.
 
I'm playing survival and I have a million resources to make ammo and health items, I won't say survival is super easy but the give you too much stuff.

Guess I picked the right mode then, I'm constantly low on ammo despite stealthing a lot.

Pretty far into the game right now. I think the second half is much better than the first half. But it still doesn't reach the thrills of the first game.

I miss matches, basically.

Yeah I miss having to spot traps and using them again enemies.
 
Oh, I found a good flashbolt substitute, upgrading the smokebolt will allow you to stealth kill all enemies inside its radius, and by that point in the upgrade tree the smoke is up for 12 seconds, makes good work of those hordes in the open Union areas. At chapter 8 now, started saving green goo for the slow-mo at chapter 6 almost half way there, I already bought a bunch of steath, combat, and a few stamina skills. It's the most expensive and interesting thing on the tree by far. Should be able to hold out for it. I've banked almost 400 gunpowder, too. I could always burn some and farm out the goo, but I should be able to make it naturally.
 
So does this game support HDR on any platform?

Doesn’t seem to have it on PS4 but I’m sure they have spoken about it having HDR on the One X and PC?
 
Oh, I found a good flashbolt substitute, upgrading the smokebolt will allow you to stealth kill all enemies inside its radius, and by that point in the upgrade tree the smoke is up for 12 seconds, makes good work of those hordes in the open Union areas. At chapter 8 now, started saving green goo for the slow-mo at chapter 6 almost half way there, I already bought a bunch of steath, combat, and a few stamina skills. It's the most expensive and interesting thing on the tree by far. Should be able to hold out for it. I've banked almost 400 gunpowder, too. I could always burn some and farm out the goo, but I should be able to make it naturally.

Score! XD
 
lol you can see how much better TEW1 atmosphere is during the flashback/callback sections, did the game even realize this?

Like even just a single corridor in Beacon hospital have way better art direction than anything I've seen so far in TEW2, the contrast, particles, lighting, color and textures are just incredible.

Say what you will about The Evil Within but Mikami's art direction is unmatched, John really got nothing on this. The only good art design in TEW2 I've seen so far are the moths flying around the streetlights, which looks pretty good and emits a indescribable atmosphere.

The zombies are also incredibly generic, the more I look at them the more I feel like they are the infected from Last of Us, where is there so little diversity to them? Why do they look so bland?

The crazy knife lady in white (the ones that can't be killed with one stealth kill) are way better designed imo, feels a lot more creepy too.
 
I will say this though, the villain in this one seems a lot more interesting than Ruvik, who was just your generic supernatural villain with a hood and creepy face.


Running it with the letterbox (which was the default way to play it) on a GTX 780 I had a consistent 60FPS without any frame pacing problems. Whether or not this game technically "runs better", it's an unoptimized mess that doesn't even utilize all of the available resources and even at a capped 60FPS (on a GTX 1080) is a frame pacing stutterfest.
I have a 1080 to, and had tons of stuttering the first day. I basically ran the game in full screen mode and changed the FPS cap to 60FPS instead of display based and that got rid of stuttering. I haven't had any stuttering past the first day.

Perhaps you could lock the FPS at 60 using RTSS and keep it unlocked in the game ?
 
Say what you will about The Evil Within but Mikami's art direction is unmatched, John really got nothing on this.
This -- this isn't how game development works. XD

The lengths you're jumping to to reverse engineer a narrative here is astounding.
 
Say what you will about The Evil Within but Mikami's art direction is unmatched, John really got nothing on this. The only good art design in TEW2 I've seen so far are the moths flying around the streetlights, which looks pretty good and emits a indescribable atmosphere.

Believe it or not, but the art direction wasn't "Mikami's," yet the same people that did TEW1's art direction apparently worked on REmake.

I don't know entirely of the creation process in games, but the director isn't usually the one poring over an art pad, working on textures. That's delegated to a team and based on concept art.

If rumors are to be believed, Mikami is working on a game himself. Maybe TEW1's art team is primarily working on that.
 
So after a rough start yesterday on nightmare, today the gameplay clicked a lot better and i moving around the area a lot easier without dying. Man i just encountered a
a creepy singing like floating woman which try to catch me while i had to search a keycard. The singing was coming out of my DS4 speaker and creeped me out legit. Good use of the speaker!

Nice game so far. Couple of annoying things here and there but good time here overall.
 
Just finished chapter 3. Oh my god, screw those lunging, crawling enemies so hard! Damn bullet sponges! Really digging it so far though, although I'm not drowning in ammo/crossbow resources like the first which is starting to make things a little more difficult.
Lmao, couldn't have said it better myself!!
 
I will say this though, the villain in this one seems a lot more interesting than Ruvik, who was just your generic supernatural villain with a hood and creepy face.

Ruvik had a backstory, though (which you visit in flashbacks) - that atleast gave him some nuance and understandable motives.

If you're talking about who I think you're talking about,
there's not much beneath the surface. He's simply a psychotic failed artist.
 
Believe it or not, but the art direction wasn't "Mikami's," yet the same people that did TEW1's art direction apparently worked on REmake.

I don't know entirely of the creation process in games, but the director isn't usually the one poring over an art pad, working on textures. That's delegated to a team and based on concept art.

If rumors are to be believed, Mikami is working on a game himself. Maybe TEW1's art team is primarily working on that.

I really hope that's the case, this game, while being a lot of fun, is a big disappointment to me.

Dammit, this is the Dark Souls 2 situation all over again...well at least now I can wait for Mikami's Bloodborne.
 
I'd like to really emphasize that the second half is much better than the first, because it "feels" more like the first game, it's still a little neutered though.

It's kinda like a reverse of the first game.

Also, it's not fun to use the crossbow here, takes so long to reload in between shots. Shotgun and pistol feel great once upgraded though.

Villains are bad though. I miss Ruvik, which is amazing because I can't stand him.
 
Sprint dodge, meaning run away from them until you're out of stamina, only to turn around and see that you've managed to put fifteen feet of space between you as they stop and wildly gyrate and shake their head all over the place so that you can't shoot it? That works...

Body shots are just ammo dumps. I fucking hate bullet sponge enemies like this that only exist to make it seem like the "survival" aspect is best done by simply not even bothering to fire your weapon at all in the first place, or simply use those that you know will knock them on their asses. That is when you are not too busy stealth killing everything because the enemy speed compared to Sebastian sucks. Never had this kind of issue in any of the RE games up to 5, none of the Dead Space games or the previous TEW. Developers keep doing this shit where they raise the difficulty by handicapping the player even more compared to the improvements to the enemies each iteration.

Also, you can't do this in a lot of the indoor areas where the camera and their speed are the most problematic.

The sprint makes Seb do a sort of lunge move thats good at getting out of the way and you can do it in any direction. I've found it useful when I miss a shot and an enemy gets in close and is ready to swing. This game like the first is all about crowd control and keeping them away from you so I really don't see whats so different. The enemies now have different patters and their head moves around a lot but that is a good challenge, it means there is more risk for the headshot than before where it was getting a bit too OP anyway.

I also wouldn't consider any regular enemy in this so far 'bullet spongey', if you dump into the chest area it will kill them or knock them down. You can also hit legs etc to knock them down.

There's a difference between challenging and unbalanced. The character is not fast or responsive enough to handle fast enemies and more often than not the enemies are so fast that they get close enough that the gun clips into them and misses, which is IMO horribly designed. Having fast enemies as a type? Sure. But making every enemy up your ass instantly and constantly isn't fun or challenging, its annoying.

You know what did this enemy really well? The first one. The haunted we're tough but they stopped and ran at a balanced rate they gave you opportunity to actually fight them.

Seb is even faster in this game than the first one, you get so much sprint guage to start with and you don't stop moving entirely if you run out like before; now you just slow down to running speed. Really if the enemies weren't fast and savage in close range they wouldn't be threatening at all. I think you just need to get used to them tbh.
 
I have to say I absolutely love the game so far. Doing it the stealth-way brings back memories of The Last of Us and i can't even begin to describe how much better the level design is this time around.
 
so.... i bought the PREDATOR skill.... and it doesn't work at all, i'm kinda pissed off!

Did i miss something? How does it works? Cause the thing they said in the tutorial definitely doesn't work
 
Well, I have played up through chapter 9 and my lukewarm feelings have not changed yet so far, but hopefully the second half of the game is better as some have been saying.

The encounter design here is just so totally weak, you get these little pockets of enemies standing around the open world, usually guarding some valuable item or sidequest. It's neat that you can approach some of them in multiple ways, but nothing approaches something like the density of Evil Within 1's chapter 3, which presented a small area loaded to the brim with enemies, items, secrets, and many ways of going about it. Nor the harrowing nature of fighting your way through the huge number of enemies in the first game's chapter 7.

One thing I really did like in EW2 was the
roaming boss
on Chapter 7. It gave a real tension to exploration.
 
Well, I have played up through chapter 9 and my lukewarm feelings have not changed yet so far, but hopefully the second half of the game is better as some have been saying.

The encounter design here is just so totally weak, you get these little pockets of enemies standing around the open world, usually guarding some valuable item or sidequest. It's neat that you can approach some of them in multiple ways, but nothing approaches something like the density of Evil Within 1's chapter 3, which presented a small area loaded to the brim with enemies, items, secrets, and many ways of going about it. Nor the harrowing nature of fighting your way through the huge number of enemies in the first game's chapter 7.

One thing I really did like in EW2 was the
roaming boss
on Chapter 7. It gave a real tension to exploration.

do you have the predator skill? Also does every area are big like the one of chapter 3? i've explored everything and it was quite long just for this chapter!
 
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