Gigantische lijst met nieuwe details van The Evil Within

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Aangepast: 1 januari 2018 00:00

Er zijn heel veel nieuwe details van The Evil Within bekend geworden. De lijst met details is enorm en is bekend geworden via Game Informer. In de lijst met details vinden we ook nog wat opmerkingen van Mikami, de director van The Evil Within. Survival horror-verslaafden die naar de game uitkijken opgelet, hier komt de volledige lijst:

- Game has a lot of different kinds of enemies, environments, and traps. Enemies and traps see randomization. Even a number of scares are randomized.
- The introduction to the game has been significantly altered from what's been shown in trailers and demo videos. Lots of changes in dialogue, execution, pacing, etc. Start the game arriving at, approaching, and exploring a murder scene at Beacon Hospital ks the same, but goes in a very different direction after that. Before entering the hospital, Sebastian is having some terrible headaches.
- The first enemy to you face is similar to the first zombie encounter in RE1. It's a human-like, but also obviously not human, thing in a straight jacket who comes at you.
- The first boss in the game you encounter is The Sadist, a chainsaw wielding enemy. He chases you around a village location in chapter 3. You can fight him directly, stealth and evade him to sneak up and get stealth strikes on him, or use the various traps and set your own traps for him.
- A compliment that the game allows for a lot of different choices in most scenarios, and starts really opening up with the village.
- One of the traps in the game is a catapult that throws knives. Game has an interesting cat and mouse thing where both you and the enemies can use traps on one another.
- The AI for both te enemies and in a section where you work with A cop friend, Joseph, are heavily praised, saying that your partner is precise, intelligent, an holds his own while also not invincible, and the enemies, how they react and respond are very detailed and believable, and threatening.
- There are various traps around the village, including bombs in boxes and enemies hiding I spots to ambush you. And it's randomized, if you die you can't predict where it'll be next, so you have to be on your toes for clues.
- There are invisible enemies that look human, but have the head of an Octopus. They're completely invisible, but you can use things like water ripples, footsteps, and the like to locate or evade them.
- In one of the new screenshots it shows another new type of enemy, that looks like a collection of people melted and then sown together like a giant blob.
- Mentions the game feels half survival-horror game, half psychological thriller. Game was much different than he previously believed from last showings, but he actually really liked it.
- Mikami says to strike the right balance of challenging and fun, they replayed each section of the game over and over, for a horror game you can't determine this by numbers or equations, you have to judge the experience. They replayed each part the game so many times to make sure it was fun and challenging, Mikami doesn't even want to count.
- Game opens up with Sebastian, juli, and Joseph riding to the scene in a police car. They talk on the drive. Sebastian is a noir-style cop from head to toe who usually analyzes situations and takes risks and gambles, all while casting out some dry humor, juli is much more lax and fights the stress with dumb jokes, and is a fan of horror movies, Joseph is calm and collected and a calculating type who wants to help people.
- Says the game varies a lot in horror tone and inspirations. There's a mix of J-horror and Western Horror here. There's a segment evidently inspired by Ju-On, another section that feels it's out of The Shining, etc.
- The game also has a lot of different gameplay tones, it sometimes feels like it's directly out of the old Resident Evil. Other times it feels much more in line with Silent Hill. Other parts feel really like Eterenal Darkness. Others more like F.E.A.R. But he says this avoids feeling weird as the game had excellent pacing and design that leads into everything naturally.
- But the variety of times in gameplay and horror makes everything unsacred, and makes you cautious of everything as anything can be out to get you in whatever way.
- There's a screenshot of what looks like bloody, fleshy babies with tumors coming at Sebastian in a cave.
- There are a variety of well-hidden keys to collect do a hub-like save room area, and some of them are very well hidden. Mentions he saw a key strapped to a rat.
- Mentions and intriguing part of the game involving a white tile room that starts with nothing in it and slowly changes, involving strange puzzles, and growing weirdness as it goes on.
- To beat the first 5 chapters (of 16) took him 4-5 hours.
- To quote, "An exceptionally polished and well thought-out horror experience. It seems like a game that's received heavy iteration in development to plot scares and to switch things up at the perfect times to make sure you're never too comfortable. It brought back a flood of memories from Resident Evil and Resident Evil 4, only with a heightened level of terror that warps reality and made to mess with your mind."

Het lijkt er op dat er veel werk wordt gestoken in de game en dat belooft veel goeds. Moeders, laat de wasmachines vast warm draaien. Vanaf 14 oktober kunnen er namelijk wel eens veel onderbroeken met zeven kleuren in de trommel terecht komen. Op die datum verschijnt namelijk de game voor de PlayStation 3 en 4, de Xbox 360, Xbox One en pc.

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