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Nice to see everyone loved Titanfall 2 campaign but sad at the same time to see how they changed the fun multiplayer from the original. Going to grab it in the next few months maybe before depending on how it price drops.



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From Ryuu's request, here's a random review of mine for The Evil Within, to be submitted here.

For the record, it was (originally) played on the Xbox 360. It's available for PC, 360, X1, Ps3 and Ps4.

The Evil Within Review

The Evil Within, whose name goes by Psycho Break in its Japanese release, is a game that builds an atmosphere set on the dread, rather than the cheap scare; on an uneasy feeling of twisted progression (or degeneration, considering the circumstances) instead of a mundane ghastly repetition. The striking, asphyxiating mood persists throughout the whole game, and never wants to let go of the player from it. A surreal, devious world is one of many surprises that awaits beneath.

Released worldwide on 14th of October, 2014, The Evil Within is industry-veteran Shinji Mikami’s latest child, born from scraps of his previous designs, a renewal of the classic Japanese horror and the momentum gained from his previous video game, Shadows of the Damned. Developed by Tango Gameworks, and published by Bethesda Softworks, The Evil Within sees the protagonist, Sebastián Castellanos, trying to survive in a nightmarish situation where there doesn’t seem to be any escape of some sort.

The story is set in motion when the main character, alongside his partners-in-duty, Joseph Oda and Juli Kidman (who would later get a more prominent role), are called in to investigate a series of murders inside the Beacon Mental Hospital. After being attacked by an unknown entity during their visit, the game’s world is set in motion.

THE PLOT.

Unfortunately, the narrative inside The Evil Within seems to serve only to accommodate for the structure of the gameplay, and its chapter-ish evolution. Its tone, exposition, and progress are overly-serious, but they rarely go anywhere, as what’s an actually simple premise is bent in favor of a complicated, unorganized display that tries being more clever than it really is. As it stands, though, it turns out to be a disjointed mess, that rarely gives any surprising twist or memorable story sequence. Sebastián himself, as well as the rest of the characters, isn’t fleshed-out enough, and he turns out to be just the cliché hardened cop you might think he is base on the first five minutes of the game.

That’s not to say there isn’t anything worthwhile in it, though. Collectibles throughout the game can provide some lore and background. Cryptic conversations at certain points might give some insight on what is happening or why are you there. Ultimately, most of the guesswork is left to the player, but considering the not so great effort the game makes in communicating it, it’s up there only if the player really liked the ride and was invested in it, somehow. Ultimately, though, the game’s climax isn’t sufficient enough to provide closure (and mostly gives in to a sequel potential ending) and leaves more answers that questions, which at no point the game seems to try and clear up. It gives a feeling of a missed opportunity to do something special, but the pervasive lack of direction at most points and the total apathy from the game trying to clear up even the most simple of confusing aspects of it ends up working in detriment of the game, rather than giving it the clever edge it was looking for.

THE GAMEPLAY.

The formula seems rather simplistic at first, and fans of Mikami might strike a similarity to one of his previous games, Resident Evil 4 because the principle is relatively equal. Played in a third-person perspective, Sebastián is tasked to advance between each chapter by generally exploring the semi-linear area he’s in and fighting any monstrosities that might come in his path, using the over-the-shoulder aim perspective Mikami already had introduced during his RE4 days. The game also has a chapter progression (spawning a total of 15 chapters) that are for the most part auto-conclusive on their own, since the atmosphere and certain other things can vary a lot between adjacent episodes.

Sebastián owns an arsenal that it’s slowly built throughout these first chapters. He starts completely unarmed (save for a knife that doesn’t do much except stealth kills), and he’s progressively getting more and more weapons while the player advances. The mood of the game endures a shift as a consequence, going from the slow, methodical progression at first to an actionized, gory-inducing process afterward. Both systems are intertwined at certain points to shake up the formula a bit, and in every episode there’s a gimmick of some sort introduced to always make the gameplay fresh; for the most part, it’s always a welcomed addition, and gives a unique take when you’ve beaten a chapter and are going into another. In order to fight the “Haunted” (the game’s version of common humanoid enemies), the player can use standard firearm weapons (like a revolver), a uniquely-designed crossbow called The Agony (who can give Sebastián several arrows with different properties), or any fire source they can find – fire seems to be the Achilles’ heels of The Evil Within’s monsters, and it’s generally the safest and quickest way to dispose of them -. Ammunition is generally scarce, so every bullet counts. Sebastián can also be upgraded through a specific area in the game’s Safe Heaven (a unique place where the player can also save his game and overall feel “secure” enough), and upgrading takes a currency called Green Gel, which can be found throughout the whole game, either by defeating enemies or by finding bottles of it lying around. The character can upgrade Sebastián’s attributes, weapons, stock ammunition or The Agony’s arrows.

Challenge is always kept throughout the whole game, and certain spikes in difficulty can add tension and thrills to an already hostile situation; it never feels like the game is being cheap (unless you’re playing on the hardest difficulty, but that’s a different matter), but it’s punishing enough so that you keep on your toes at all times. Bosses become a magnificent obstacle that can be both very challenging and very terrifying at the same time, and the game employs several anti-frustration measures to ensure that you never feel like unfairly treated. This being said, there are several instances on which the game might go the extra length in making your life miserable (Chapter 6 certainly gets carried away with this), but for the most part, everything can be tackled. The game allows lowering the difficulty at any point if the player feels he’s incapable of overcoming it (though it can’t be later be put back to where it was).

All in all, the game takes around nine to fourteen hours to beat, but the finish time (which the game itself provides) can vary depending on how many collectibles the player might try to find, how many secrets unveil and how good the player manages throughout the combat situations. There’s a degree of replayability; the game provides a New Game + so that Sebastián retains his weapons and all his upgrades, plus certain collectibles can only be found in this mode. There’s also higher levels of difficulty unlocked, and a Model Viewer that gives some, surprisingly, very interesting exposition and backstory for specific characters (Moreso than what the game’s plot already does).

CLOSING COMMENTS.

The Evil Within is a unique terror tale. It takes several tropes from action-adventure Japanese games and infuses them with a terrific design akin to gothic horrors, like those from the 80s terror movies, as the developer itself has quoted being a source of inspiration. The visceral action provides an interesting thrill that keeps the sense of urgency all the game throughout, while the narrative, despite not being fleshed-out enough, swapping the game’s structure so that you always feel in an alien place, unknown to the horrors that await you through. There’s plenty to find and love in this terror throwback, as well as some annoyances that come with it. It might not be Mikami’s greatest, but it’s certainly a game that isn’t shy of showing its flaws as long as it captivates the player within its dreadful and macabre setting; one that toys with the player in numerous ways and gives a lot of challenges to overcome. And to a huge degree, it definitively achieves it.

 Pros

+ Unique atmosphere, charming in its own twisted way.

+ Gameplay is serviceable enough, with gimmicks added to it that keeps it fresh.

+ Tough, but not unfair.

+ Bosses are extremely enjoyable.

+ Relatively long with some replayability added to it.

+ Score isn’t pervasive enough but can be very moody depending on circumstances.

Cons

- The plot feels like a very wasted potential and tries being something that it isn’t.

- Characters aren’t fleshed out enough and act in awkward ways at times.

- Suspension of disbelief can be shattered in several instances due to the two previous points.

- Insta-killing enemies and bosses can be aggravating to some.

- Long loading times get in the way of the fun.

- Scripted final boss feels like a cop-out, rather than an enjoyable finale.

- Broken highest difficulty feels like an unfair afterthought.



stupid question but how can I see with what kind of randoms I was playing last? Just went out of horde in around wave 30 would like to return to that match...

 

Edit: Found it, in friends sort to recent players...








Looking forward to it and I hope it reconfirms its March release as well :)



I was just thinking since I realised tomorrow is N7 day and the news of a good amount of popular requested BC games are releasing this month according to Phil Spencer I think tomorrow MS will announced both Mass Effect 2 and 3 are available on BC.



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WoodenPints said:
I was just thinking since I realised tomorrow is N7 day and the news of a good amount of popular requested BC games are releasing this month according to Phil Spencer I think tomorrow MS will announced both Mass Effect 2 and 3 are available on BC.

And hopefully they get put in EA Access so i can play 2 since its the one I haven't played.



Reading that from Ryan tells me that a remaster is coming. I'd honestly like a remaster before adronoma. I've beaten me 3 times, me2 3 times, and me3 2 times but none since the yr me3 came out. I've also never played any of the dlc for 3. My hope is adronoma gets delayed till Scorpio comes out and the remaster gets slipped in there. But I just read on GAF THAT SHINOBI says adronoma is still on track for early next year. Hopefully the remaster gets announced and release within a month(happens for remaster sometimes)



Halo MCC will sell 5+ million copies(including digital)

halo 5 will sell 10 million copies(including digital)

x1 will pass ps4 in USA, and UK.

I replayed Mass Effect 1+2 earlier this year and they really don't need a remaster they still play great but they could do it as it's just easy money.



I like the PC box art better than the X1/PS4 deluxe edition :)



Ohh that trailer... Mass Effect looks phenomenal!!!