While investigating the scene of a gruesome mass murder, Detective Sebastian Castellanos and his partners encounter a mysterious and powerful force. After seeing the slaughter of fellow officers, Sebastian is ambushed and knocked unconscious. When he awakens, he finds himself in a deranged world where hideous creatures wander among the dead. Facing unimaginable terror, and fighting for survival, Sebastian embarks on a frightening journey to unravel what’s behind this evil force.
resident evil meets michael bay and objectifying women
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Before Capcom would go on to rejuvenate the survival horror genre with its 7th mainline installment in the Resident Evil series, there existed a void in the hearts of survival horror fans. For years, they kept getting the short end of the stick. Following the release of Resident Evil 4 mainstream horror games would take a more action approach and all the subtlety and design principles of old survival horror games would subsequently be tossed right out of the window. And what better man would be more suited to try and fix this market shortage issue than the series founder himself Mikami and his newly found studio-tango gameworks? The result is a rather imperfect but enjoyable game. For starters, the game suffers from some performance issues and an odd design choice to use letterboxing, which thankfully there's an option to turn off as it quickly becomes apparent how impractical it becomes in practice. And the performance issues wouldn't taint my experience for long as they tend to mostly disappear after the game's third chapter, and I'll give kudos where it's due the game does manage to look great most of the time. It makes great use of its lightning engine making the indoor locales of the game ooze with atmosphere. Wish I could say the same about the outdoor locations, as they look a little fuzzy in comparison. Nevertheless, I found most settings that were made explorable interesting in their own right. And I could say things about the enemy and boss designs. Even if at times the influences for its themes and designs were really easy to spot. Now unto the most important part that makes survival horror-the gameplay itself. Now remember how I mentioned that games following the success of re4's formula would start prioritising action over subtlety? Well, the evil within isn't exactly different in that regard sometimes. It quite relishes in the action at times. But the pleasant thing about the evil within is that its action sequences are entirely contained by its chapters. And that leaves room for both larger-scale action sequences and the more atmospheric parts where you try to sneak through claustrophobic hallways hoping not to set away any wire traps. I know this came across as a point of contention for many players back when the game originally launched. A lot of people felt like the game didn't commit enough to any one idea and that levels felt disconnected by result. The game certainly doesn't have an intricate map like Resident Evil 1 and some of its mechanics are underutilized or misused (such as the stealth mechanic) and the game's themes can be a sheer rollercoaster. But I kept playing precisely because of that. I was intrigued by what sort of nightmarish scenario I would be thrown into next. The game itself plays like a mix-up between action horror and survival horror. Ammunition and health items are fairly limited, and the game actively encourages you to try and get creative with your kills to compensate for it. Similarly to how you could burn crimson heads in Resident Evil 1, the game boasts a match mechanic. In one example you can try and down a zombie by shooting him in the leg and then setting him on fire. And this can be done with multiple zombies at a time provided your positioning is right. Other times you could simply run away or try and use the many traps against them. These are just some of the examples you can approach combat. The weapons that can be found are mostly what you would expect from a game of this type. You've got your pistol, shotgun, sniper rifle, and the magnum. Each feels great to fire and blow up zombies' heads with. The most unique weapon has to be the crossbow which boasts different types of ammo for use in different situations. Ammo which can be crafted from spare parts found while exploring throughout the game. I also like how there was a risk versus reward kind of thing with being able to acquire spare parts from the different traps if you manage to successfully disarm them that is. The moment-to-moment gameplay overall feels pretty good, even if has some minor annoyances. Like being able to sprint for only 3 seconds by default early in the game, or the game's upgrade system having some less-than-helpful options like being able to upgrade your stock inventory space in a game where you'll mostly be low on supplies anyway. To try and round this one out, I'd like to talk a little about the story. I won't get into the details as I'm sure there are YouTube videos out there summarising the whole thing better than I ever could. It seems like either you either love it or hate it sort of thing as far mindfuck plots go. But to me, the most disappointing thing about it was the main's characters indifference to the happenings around him. It doesn't seem like anything phased him at all. I know it's not exactly strange for a survival horror game to have bland protagonists but in cases of Resident Evil or Silent Hill, you'd get some unintentional comedy or an aura of mystique during the cutscenes while in Evil Within I was feeling rather unamused the whole time. Though I suppose the supporting characters help some to pick up the slack.
In summary evil within may not reach the greatness of its predecessors re1 and re4, games which it aspires to be but it's a damn good first video game for the studio regardless.
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The Evil Within knows exactly what it is; schlocky survival horror with a rock solid foundation of RE4-style combat mixed with some downright iconic monster designs. I've been an acolyte of survival horror since the PS2 days, but sadly the 7th and especially 8th generation were particularly bad times for the genre. Evil Within 1 and 2 though are definitely standouts keeping the genre alive!
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I cannot believe I didn't play this game sooner. As a massive horror movie fan, this game was absolutely perfect and a fright-filled thrill throughout. The plot had so many wild turns that got kind of confusing but it was awesome. The bosses were terrifying and personally I never struggled with anything more than Amalgam which took a good week or so. The first two DLCs were a wonderful expansion to the main story and turned everything around and no DLCs have ever had such an impact on other games. The third DLC was kind of a relief as a fun little side story but very different and interesting. I took a good half year to get through the game but I became more and more confident that it would end up my favorite and I was right. I can't wait to start the sequel sometime soon. Without a doubt, this game could be turned into a very amazing movie.
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The game is interesting to play and the story is also good but the post-processing of the game was optimized with the ass on the PC and it is almost impossible to deactivate without stressing on the game console and it is all or nothing to deactivate the effects and unfortunately these effects eat up a lot of FPS.
O jogo e interessante de se jogar e a historia tmb e boa porem o pos-processamento do jogo foi otimizado com a bunda no PC e é quase impossivel de desativar sem se estressar no console do jogo alem de que e tudo ou nada pra desativar os efeitos e infelizmente esses efeitos come bastante FPS.
Ssobre os probleminhas do game: Efeitos de posFx sao porcos e forçados/exagerados e feios lotado de problemas tecnicos de dev preguiçoso. padrao bethesta de jogo mal feito e mal executado. bugs grotescos. bugs: em algumas fazes o fps vai cair do nada e sem motivo para 5 fps e ou vc reinicia ou rejogar de um capitulo anterior. tem uma fase em que tudo fica borrado do nada e vc tem q usar o console do jogo para desativar o ProstFX e conseguir jogar.
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Otimizado com a bundaDivertidoRX 560RTX 3070chatinhoScriptadoNaoRejogarNuncaMais
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Shinji Mikami tried doing RE4 again, and did not fully succeed. The Evil Within is also an over-the-shoulder action-horror shooter, but doesn't really bring anything new to the table beyond minor stealth elements. Where it does stand out is in its completely different premise and setting: a shifting nightmare-world that the characters are jacked into, which is controlled by a murderer. It's kind of like The Cell, but becomes tediously convoluted towards the end. Although there's nothing deeply wrong with the gameplay, The Evil Within's constantly-changing settings fail to establish a sense of place, it relies way too much on QTEs, it's buggy, and it's not especially memorable in any aspect. But it's true that as far as RE4 clones go, you could do significantly worse.
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Why is RE5 everybody's punching boulder? It's a perfectly enjoyable game and it's miles above the abomination that was RE6.
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...2021-08-28 18:28:23.202716+00
It’s just OK. Nothing more and nothing less
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...2021-09-10 01:11:20.472818+00
Ok after most recent play through, this has grown on me and aged quite well compared to what I remember. Amazing concept too, wish there were more abstract games in the gameosphere
One of my picks for "most underrated game" tbh. It's flawed for sure, but the atmosphere and art design are absolutely top notch, like among the very best in horror games. I also love the way the story captured that sense of mystery and tense intrigue as you slowly uncover the story through memos that the first Resident Evil and Silent Hill games did. I also like that it kept a degree of ambiguity to it, it's a welcome change from how most AAA game devs tend to overexplain every little detail to you. Gameplay is a bit stiff yeah, but it's just as much survival horror as action horror so it's understandable.
Between this and Vanquish, one might start to believe Mikami has lost his touch. One would be justified in thinking that because holy shit nothing he touches these days is good.
Movement is janky (and not in that great RE way), the weird visual effects become headache-inducing, the plot is moronic, there are countless spots where a choice in hallway becomes an unannounced point of no return (one of the biggest sins in a game imo), and the combat is mediocre. Even the big "sandbox" area people like to point to, the ruins fight, is incredibly basic and exploitable in how you approach it.
This game sucks, its sequel sucks, and now, unsurprisingly, Ghostwire Tokyo sucks.
Movement is janky (and not in that great RE way), the weird visual effects become headache-inducing, the plot is moronic, there are countless spots where a choice in hallway becomes an unannounced point of no return (one of the biggest sins in a game imo), and the combat is mediocre. Even the big "sandbox" area people like to point to, the ruins fight, is incredibly basic and exploitable in how you approach it.
This game sucks, its sequel sucks, and now, unsurprisingly, Ghostwire Tokyo sucks.