The Evil Within I believe will have people a bit uncertain or cautious toward the title until release. The game has an uphill battle to win for player favor and success, in big part due to Bethesda not being exactly sure how to market the title, especially early on, and less than stellar showings and previews earlier this year around the time of PAX East.
People seem to have many misconceptions on what the game actually is. Many think the game is an action game trying to pass off as a horror game, or a shoddily made game with a lack of oomph due to early footage, a game with an identity crisis on what it wants to be, or a sequel essentially to Resident Evil 4.
The verdict of how it will all turn out is up in the air still obviously, but it's become my most anticipated title and a game I'm personally very certain will surprise a lot of people based on playing a demo of the game for a collective period of time of three hours, played the game more than once.
I wanted to make the topic simply to tell others that via GMG coupons, for a short time you can pre-order the Steam version for a substantial amount cheaper with pre-order bonus and all. But to make this topic more interesting, to help more people understand why I'm excited and maybe get excited themselves, an overall just being awareness, here's 25 reasons The Evil Within will probably rock.
01.) The game is littered with developer veterans. Shinji Mikami, the father of Resident Evil and director of Dino Crisis, Resident Evil 4, & Vanquish, is the most obvious one. But a series of other people from Shinji's past are involved, including staff that worked on RE1-RE4 (including the lead environment artist from REmake), a few people who worked on Haunting Ground, a few from Platinum Games who worked on Bayonetta 1 and Vanquish, and people from Grasshopper Games who worked on Michigan: Report From Hell, Killer7, and Shadows of the Damned. This has also been measured out with fresh blood to the industry who the staff at Tango have been reaching and training during the game's development.
02.) The game is legitamitely challenging. People often complain about games being too hand-holding, easy these days, and for a horror or action game want to be challenged, and Evil Withon is just that. The game is even challenging on its Normal difficulty, though there are two difficulties higher than that available. This is coming from someone who commonly plays most games on hard difficulty the first time through, The Evil Within on normal alone challenged me.
03.) The enemies are intelligent and deceiving. The main force of enemies in this game are beings known as The Haunted, they make creepy noises, strange and creepy animations, and are tough to take down. They work together, pointing you out to others with loud noises when spotted, using odd signals to tell others to corner or crowd you at the right time. Some will decide to hide around comer to ambush you, duck or side-step your aim if you're trying to take that perfect shot, or madly charge at you with a weapon to induce your reaction time. Some even try to sneak up on you and grab you to let others get at you, and if you manage to hide or evade them after alerting them, they'll still scour the level hunting for you actively rather than just forgetting you were ever there.
04.) A mechanic similar to Crimson Heads from REmake is present in this game. Enemies are not killed in this game just by shooting them. Just like Shibito from the Forbidden Siren series, the enemies will just revive after a while after being shot down. Some almost immediately, some after a period of time. Some will come back faster, stronger, and more aggressive once back from the dead and be a force to reckon with. The only way to destroy a body is to get a headshot, or burn the body. Buuut...
05.) Headshots are hard. A lot of games make headshots instant gratification and an easy task to do even with a casual player. Evil Within's headshots are hard. The enemies have way smaller Hitbox's for their 'weak points' than say, Resident Evil 4 or 5, Dead Space, or the like. They're very precise where you must shoot them. Simply shooting the head won't do it, you can shoot off their jaw or chunks of their skull, and they'll still keep marching, unphased. And Sebastian's aim is not perfect, shakey and he doesn't always hit the mark. Headshots are hard, but rewarding as they send out juicy amounts of gore and feel, sound, and look satisfying. Speaking of that...
06.) The gore is satisfying. When Sebastian gets a particularly gruesome kill, gore will spray from the enemy an coat nearby walls and furniture, and even Sebastian itself. It looks cool, and feels good.
07.) And the game has satisfying death scenes. Two I've witnessed is Sebastian being blown up, his body limbs tearing apart as scattering around, and one where an enemy with a knife grabbed me and slit my throat. Blood poured out as Sebastian clenched at his throat and fell to the ground. They're gruesome and morbid, but awesome.
08.) The game will punish you. Trying to hide when an enemy see's you will prompt then to drag you out and get a free hit on you. Trying to be an idiotic and run up and melee an enemy will get you killed very quickly (on not so they take 15-25 melee strikes to kill, and they can kill you way before that if you attempt it like an idiot).
09.) Ammo is scarce. You will run out of ammo, only get 1-2 billets when you do find ammo usually, and finding it is a lot rarer than most all games of its over-the-shoulder style. You need to choose when to fight, run, sneak, hide, or set up traps.
10.) The game has puzzles, and their difficulty scales to difficulty. The puzzles have differences based on what difficulty you play the game in. Playing the game on Easy/Normal/Hard/Akumu will provide different twists on the puzzles to make them more challenging the harder difficulty you play on.
11.) The game has randomized elements. I've played the demo 7 times, and each time things changed. The items you get from boxes always changed (most boxes give you nothing, but sometimes drop things like ammo, green gel, trap pieces, and the like), enemy placement changed (sometimess when entering a room in a Playthrough there's be no enemies in a certain room, sometimes a ton. Sometimes there'd be an enemy waiting for you around the corner in this hallway, sometimes there wouldn't be. It changed per Playthrough), and some random atmosphere building spooky scenes and noises that only sometimes happen.
12.) The game has a save-room hub area. Through the game, you'll find glowing mirrors you can stare into and transport into, and find yourself in a hub area with multiple unlockable rooms, a strange nurse character, a place to upgrade using green gel, and other little Doo-dads and the like.
13.) The game had an interesting collectible element. Finding and breaking Goddess statues found in the game reveals a key inside. You can use keys found in these statues to open up lost locker drawers in the morgue in your hub area save room for extra goodies
14.) Upgrading is diverse and useful. The game has an upgrade system, letting you upgrade with green gel you collect in your save room area. You can upgrade everything from character abilities like health or stamina, individual weapon stats as efficiency, capacity to carry things, ability to make traps from collected parts, and more. They each can be upgraded by level, have a cap, and get more ad more expensive to upgrade by the level, but can help players in the style they did to play te game.
15.) The nurse is emotionless, observant, and amusing. She watches over the hub area you visit, and often will start with a comment about the state of which you're visiting (if you're carrying a lot of green gel, she may ask if you plan to use it, if you enter in a few times shortly after each other, she'll accuse you of being paranoid, etc). She has a dry sense of humor and speaks with little to no emotion. An amusing re-occurring character, ad the closest thing to a friend you have.
16.) The HUD is completely adjustable. From the options menu, you can turn everything on/off, and many onto fade. You could play with absolutely no sor of UI on the screen at all if that's what you desire.
17.) Screen grain/noise is also adjustable from the options menu and can be turned off. Thought I should mention.
18.) Sound design in this game is absolutely terrific. Really good 3D sound, creepy, atmospheric, and unnerving tunes, the music does it's jump perfectly and is somewhat undertoned or completely silent to let the the environment sounds take over. Adds a whole lot to the experiences, the best sound design I've personally seen in a game since Among the Sleep.
19.) The environments are detailed, moody, gothic, varied, and creepy. There are a variety of objects to hit and destroy, drawers to open up, places to hide user beds, tables, in cabinets, etc. Weird but interesting art direction and unique designs to attribute to different rooms. And the variety of locations you visit in the game are varied, ranging from a mental hospital, a forest, a ruined city, a cave, a church, and more. Lighting is also a very well handled.
20.) Game has a variety of different 'stalker' enemies, ranging from a crazed chainsaw maniac who appears multiple times in the game with a distinctive chainsaw sound as you either try to sneak past or run past him, or take him on. Re-bone Laura, a multi-armed black-haired girl who comes out of blood and corpses. The Keeper, a strange box-headed man with a hammer. Ruvik, a randomly appearing hooded man who cause a screen effect as he appears and disappears to stalk you down. They have different functions, are intimidating and panic inducing, and play fun, varied roles in gameplay and function.
21.) Game doesn't rely on cheap scares overly, and instead works with a lingering tension that puts you on edge and uncertainty. An atmosphere that is strong and effective in making you paranoid and fascinated.
22.) Some fun and challenging achievements for those who like to be challenged, ranging from completing the game without upgrading, overcoming situations with self-pertained odds against you, and more.
23.) Game has a well thought-out Post-game. From what we know, the game has unlockables, including new weapons once completing the game, and a New Game+ mode, though can only do this mode for te difficulty to beat the game on a d lower (not higher).
24.) Game includes areas off the beaten path, exploration, and levels with multiple paths and ways to approach a situation, even though it does go over a linear path. Good thought put into the design, layout, and pacing.
25.) The game comes off and plays as its own thing, inspired by other things from film snd its own developer history, but their talent shows, in a game that has a legitamete survival element and tense atmosphere.
I think it'll surprise people from what I've played, but to be seen how it all comes out. I think this game gets a lot of negativity because of misunderstandings people have on the game due to bad marketing early on and it being hard to get a demo down for the game until more recent, complete ad polished builds.
Maybe just the part of the game I've experienced is fantastic and the rest is shit, but if the rest of the game can be as good as the part I and a few other GAF'er have played at recent events, it could be very much a surprise hit I feel, though one can hope it can find some more success than niche cult title in the future.