Review Spartan117 4/5 · Jun 11, 2022
A solid survival horror third-person shooter experience from the director of Resident Evil 4
The last video game I played was Bayonetta 2, and that was more than a year ago. In recent years, I had increasingly abandoned this form of entertainment due to a myriad of reasons even though I loved it a great deal before that — been playing games for as long as I can remember. Giving such a long break …
The last video game I played was Bayonetta 2, and that was more than a year ago. In recent years, I had increasingly abandoned this form of entertainment due to a myriad of reasons even though I loved it a great deal before that — been playing games for as long as I can remember. Giving such a long break and coming back to gaming only reinforced the fact that there is nothing out there like it when it comes to forms of entertainment. Among other things, it is highly therapeutic when it comes to single-player and that is something I could certainly use more of. Now, I had several games installed on my PC, so I decided to go with something dark. Since Resident Evil 4 is one of my all-time favourite games, I picked The Evil Within as the director of Re4 (Shinji Mikami) also directed this one. So here I am, giving my thoughts on it.
The Gameplay: It’s a third-person shooter in a survival horror setting. You have access to several weapons which you unlock as you go through the game and all of them can be upgraded in different ways by collecting green brain goo as the currency. The gunplay was smooth, effective, and FUN. There is a crossbow — I used it a lot — which is tied to a basic crafting mechanism where you collect parts by searching the environment and/or by disarming traps, which can then be used to create different types of bows, and while initially I wasn’t impressed by it, after unlocking different versions of bows and testing them out, it became paramount. The melee attack sucked, though — took about 10 hits to take down an average enemy. The overall feel of the gameplay was certainly reminiscent of Resident Evil 4 and, surprisingly, The Last of Us.
Stealth is emphasized immediately in the game as ammo and health are scarce at the start. I generally do not like stealth but if it’s incorporated well, I don’t mind it and can even grow to love it (as was the case with MGS games). Unfortunately, it was mediocre at best and the best was rare. The problem is that after fiddling with the stealth in the first relatively large level, it became apparent that the AI for your usual grunt enemy is dumb and it doesn’t pose any strong challenge. Couple that with the fact that it doesn’t take long for you to have enough ammo and weapons where if you are careful and aren’t going full gung-ho, you can easily not remain stealthy by just blowing away the enemies. There were times when I was giving the game design a bit too much credit and then realized that I can easily just go full commando and beat the level — a particular Amalgam Alpha boss fight veritably comes to mind in that regard. In the end, stealth became more of a way to conserve ammo early in a level so you can blast your way afterwards rather than it being an absolute necessity, which worked in my favour in the end funnily enough.
Things such as your save point being an alternate reality mental hospital domain where you also get bits of info, having a storage area where you can get accessories if you have keys for the lockers, and a mind therapy device that is used as an upgrade station were neat additions that I thoroughly enjoyed and reminded me once again of Re4 experience with its typewriter save points accompanied by beautiful music (in this case it was Clair de Lune being played) and the stranger shop. Stuff like this always adds to the overall immersion a great deal.
I played it on the default Survival difficulty mode which is Normal and while the game wasn’t a breeze, it was also not as challenging as I had imagined going in. The harder difficulties are unlocked after beating the game in Survival.
The Graphics: For a game released in 2014, it’s not comparable to modern games in terms of pure technical details but it still holds up well. It has more to do with the atmosphere as that is what hooked me in rather than polygon count or texture detail. The often mind-bending environmental warping visuals and appropriate use of film grain complemented the story and theme of the game and made it a joy to experience. The enemy design was also detailed and appropriately gross and disturbing; the human zombie enemies often had objects protruding out of their bodies and you can see mutations pulsating even after you gun them down; the heavily mutated monstrosities came in different horrifying forms and I enjoyed fighting all of them in varying capacities.
The Audio: The game features a solid overall sound design whether it’s the environments, the weapons, or the enemies. In quiet places, you can gather where the enemies are simply by their footsteps and noises. There was a good variety to mix it up with some favourites such as the invisible weirdo zombie that reminded me — and gave me terrifying flashbacks — of Re4 regenerator mofos (the game could have used more sections of it).
Where it fumbles a bit is in the voice acting and soundtrack department; the former is serviceable and had some good performances too if you’re not comparing it to stuff like Naughty Dog games; the latter also shares the same fate with an appropriate soundtrack that sets the tone well enough but nothing memorable while also having OSTs such as Long Way Down and classical Clair de Lune being used or incorporated perfectly which stick with you.
The Story: This is a bit odd in that I loved the story but the characterization is the game’s weakest point. So, the game is about a group of detectives taking a call to a mental hospital and everything goes awry from there. We are given control of Sebastian Castellanos — the discount Leon Kennedy protagonist — and it is up to us to make sense of what the hell is going on as it seems we are certainly in hell. I loved the narrative not only because the concepts and themes relating to consciousness were in line with my interests but also due to the way it was told. Everything is meticulously incorporated into the experience as you progress through the game with hints and clues given to you while puzzle pieces are being placed in your head. Sure, I had an inclining early on about what was happening but that didn’t detract from the experience as the details were often different when the story unfolded and I loved it. Stuff like this easily separates a good-great game from a mediocre one.
As for the characterization, apart from the antagonist Ruben or Ruvik, all the other ones didn’t have much going for them. The closest one was Sebastian because we got to know about his backstory a bit but he could have surely used a strong dose of charm and charisma to boost the personality and make the player get attached to him more as there were one-liners that hinted at that. It sucks this disconnect was present because, with a story like this, strong main and secondary characters would have lifted the entire experience even further. It’s nothing game-ruining, though, but it does bring it down a notch or two.
The DLCs: When I finished the main game, I decided to play the story DLCs and it turned out to be a wise decision as it neatly tied the entire experience in a nice bow. Two of them focus on Julie Kidman, a secondary character in the main game that hardly gets any development but in these, you get all of it among story details I didn’t even know I needed and it helped not only to lessen the lack of characterization as mentioned previously but also flesh out the world more. There was a strong annoyance in it too, though, because it was mostly stealth that’s forced upon you and after coming off of an upgraded Sebastian, the change of pace was jarring and frustrating, but because of the story and a creepy new creature design that gave me the shivers, I powered through it and ultimately enjoyed it.
The last DLC was a complete surprise and I had way too much fun with it. It puts you in the shoes of the safe-head monstrosity — one of my favourite entities in the game — and turns the survival horror into a beat 'em-up carnage mode with your big FU hammer and other weapons at your disposal to put on as much hurt as you want without being limited as a normal human detective. On top of that, there was a tragic story added to the experience too and you get more insight into the world of The Evil Within. A fitting wrap-up.
Overall: It took me roughly 19 hours to beat the main game and further 7–8 hours to go through the DLCs, so as a combined package, I had a blast with it despite the faults. Even though it is survival horror, I didn’t find it particularly scary or tense save for a few sections and boss fights and that was because of the constraints forced on you rather than it being simply unsettling. Regardless, I’d recommend The Evil Within if the genre is to your liking and you have missed this one. If the game was hovering in the range of 7, the DLCs easily pushed it beyond that where if I had to rank the entire experience, I’d easily give it a solid 8/10.
