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The Evil Within

post #1 of 25
Thread Starter 

From the director of one of my favorite games of all time, Resident Evil 4, and looking a LOT like that game (visually. I haven't seen any gunplay). He had nothing to do with RE 5 and 6, and apparently wants to go back to fear-based survival horror as opposed to the action route that series has taken. He also directed the first Resident Evil. 

I watched some videos and I want to play it immediately. What's the word on this?
 

post #2 of 25

This one was always sort of floating around at the fringe of my interest.  It seemed like early looks after it was first announced left many folks somewhat disappointed, but it looks like more recent takes have been more positive.  I've got my fingers crossed because I REALLY want this one to be good!

post #3 of 25
Thread Starter 

A friend of mine preordered it for PS4. I'll probably be waiting in his yard for the UPS truck that day.

One of the clips I watched had the player fleeing a guy with a chainsaw who might as well have been one of the chainsaw guys from RE4. Totally unarmed though. Looked pretty intense.

post #4 of 25

I mean, I'll play it.  But I have a bad feeling for all kinds of reasons.  You can never go back home again, and horror gaming has changed from what this game appears to be. 

post #5 of 25

A lot of interest faded after some gameplay demos were shown of some full on monster fighting complete with revolvers and shotguns.  Horror games are a lot scarier now when you don't really have the option of fighting back, like Outlast.

 

Hopefully this is more like RE 1 & 4 and the first 2 Dead Spaces as far as scare factor is concerned, and not like RE 5 & 6 and Dead Space 3 where there was just too much damn action and hardly any scares or terror.

post #6 of 25

So excited. Shinji Mikami is to survival horror as Miyamoto is to Mario, so I feel confident it won't disappoint. This (and maybe Alien) will be my only new game purchase this year.

post #7 of 25

Release day!

I have been playing it for a couple of hours, and its pretty good so far.

Why do you Think, has Shinji Mikami succeeded in bringing back survival horror?

post #8 of 25
Thread Starter 

Pretty good? Pretty good?! Nooooo! Seriously though, I look forward to hearing more. *runs off to read reviews*

I'm wondering if it was bad luck/timing to release this so close to Alien: Isolation.
"A good Alien game? Ha!"

post #9 of 25

Downloading now.  Maybe I'll be able to pull my face out of Alien Isolation and Borderlands long enough to give it a peak. 

post #10 of 25

God this looks like a turd...but i'll bet gamespot and IGN give it 8s or 9s based purely on it's pedigree...

post #11 of 25
post #12 of 25

"...Hello, my baby...Hello, my Honey...Hello my Rag-Time Gal..."

 


Edited by Graham - 10/15/14 at 12:49pm
post #13 of 25
This is gaming equivalents Penguin of Doom meme. It's so random. Oh hey I'm investigating a massacre. Oh no, I'm in 2012's LA destruction scene. Now I'm in some ghost lady purgatory zone where I can upgrade my powers and shit. Now I'm sneaking around luring enemy zombie things into bear traps and trip mines.

I don't know how many times I died in the first scene. Live, Die, Repeat. Okay, I'm going to sneak up on chainsaw fuck. Stab him, he cuts my head off. Okay, I'll sneak up and follow him, he turns around and cuts my head off. Okay, I'll grab the key, follow him, find a out of the way corner, he walks away, no there's no fucking door in the back room area to escape out of, get to watch him cut my head off again. Sneak behind him, grab the key, thought I make it to safety, he chainsaws my leg and I try limping down the spinning blade hallway of doom. And thanks to the fucking retarded resolution and low fov I don't see the prompt for the quick getaway grate I should be exiting down into.

Game just doesn't feel good at a technical level. The design choices, no matter how much they want to call them 'artistic', suck the fun out of the game when you're fighting the shit camera and presentation more than you are dealing with the deranged shit they throw at you.

At least Alien maintains its intensity and drama in FULLSCREEN with adjustable fov and running at any resolution I want to. After four chapters in I'm putting this on the backburner to focus on Alien and Costume Quest 2. If you're hard up to play this game wait until Amazon/Target/BestBuy/TRU do a buy 2 get 1 free sale instead.
post #14 of 25

Just watched a damning review of this from a Youtuber I trust, who called it one of the worst tripple A PC games that he's played this year. 

 

My interest in purchasing this has gone from "I'll pick it up over the weekend!" to "I'll wait until it's less than £5 on Steam".

 

#FUCKTHOSEBLACKBARS

post #15 of 25

Just got this in to review. Am looking forward to seeing what all the fuss is about, at least. Will get it posted as soon as I can.

post #16 of 25

Well, I bought it.   So I'm going to play it tonight after I beat Alien. 

post #17 of 25

The first ten minutes, DUUUUMB Japanese bullshit.  A bunch of detectives clearly wearing absurd Japanese fashions are on their way back from a murder, only to get a call FOR a murder.  The dialogue is ABSURD.  I'm really really hyper sensitive to dumb Japanese bullshit in games, and in the first few minutes I get the sense this is going to be a Japanese game trying really hard to be serious business...

 

Then shit gets cray cray.  You wake up upside down, a guy is cutting up bodies, you're dodging SAW looking traps, sliding through mountains of bodies and blood.  It's INSANE and I'm definitely intrigued.  That and Gametrailers gave this a 9.0, so there's got to be something worth looking into. 

post #18 of 25

Am about fifteen minutes in, and already the game seems to be in line with modern developers' increasingly creepy obsession with making us crawl through body part piles. 

post #19 of 25
Quote:
Originally Posted by mongycore View Post

I don't know how many times I died in the first scene. Live, Die, Repeat. Okay, I'm going to sneak up on chainsaw fuck. Stab him, he cuts my head off. Okay, I'll sneak up and follow him, he turns around and cuts my head off. Okay, I'll grab the key, follow him, find a out of the way corner, he walks away, no there's no fucking door in the back room area to escape out of, get to watch him cut my head off again. Sneak behind him, grab the key, thought I make it to safety, he chainsaws my leg and I try limping down the spinning blade hallway of doom. And thanks to the fucking retarded resolution and low fov I don't see the prompt for the quick getaway grate I should be exiting down into.

 

I thought the same thing. Those context-sensitive cues are tiny and weirdly placed, as if we're supposed to only realize we saw them out of the corner of our eye when it's already too late. I mean, I know that's where the keys are and all but the fact that you're crouching and the camera's down low makes it very hard to spot.

post #20 of 25
Thread Starter 

So this is crap, then?

post #21 of 25
So much crap. Get Alien Isolation. And to respond to your question about Alien Isolation on 360 in the other thread, this is what Digital Foundry wrote up during their face off:
Quote:
Alien: Isolation is primarily built around running on next-gen hardware, but the game is also available for the Xbox 360 and PS3 and we were particularly interested to see how well the experience holds up on these ageing consoles. Does the lack of raw horsepower lead to significant changes to the graphical make up of the game, or has Creative Assembly managed to keep the core experience intact despite steep technological limitations?

Remarkably, as we saw with Bungie's Destiny, the look and feel of Alien: Isolation successfully translates over to the last-gen hardware - dynamic lighting and volumetric fog effects infuse the world with plenty of atmosphere, while environments remain highly detailed and authentic to the developer's original vision. That said, there are inevitably some significant cuts in graphical quality that eat away at the game's moody presentation.

Resolution is dropped from the native 1080p to a more manageable sub-HD framebuffer. In this case we're looking at something in the region of 1120x680 on 360 and an even lower 960x680 on PS3, with both versions sporting cheap post-process anti-aliasing solutions that miss plenty of edges while impacting texture quality significantly [UPDATE 12/10/14 09:36: Creative Assembly says that both last-gen console versions have a 720p vertical resolution, but there's definitely a significant reduction on both versions' horizontal]. The reduction in resolution means the game looks softer, while upscaling accentuates jaggies - issues that affect the PS3 version more prominently due to its smaller framebuffer.

Geometry detail doesn't appear wildly different to the PS4, Xbox One and PC builds, with the modelling of characters and environments comparing favourably, although incidental details - such as debris and papers scattered across the floor - are either removed or cut back. Additionally texture detail, normal maps, lighting and effects work are also pared back to accommodate the massive drop in available memory capacity and processing power compared to the PS4 and Xbox One.

On the whole, indirect light sources are given the chop, fewer objects cast shadows, lens flare is simplified and chromatic aberration effects are gone, while ambient occlusion is downgraded to a low-quality SSAO implementation that looks rough. Camera and object blur are also missing entirely on 360 and PS3, reducing the intensity of fast-paced scenes and combat encounters, although depth of field and film grain effects remain present, so the game doesn't entirely lose the filmic look Creative Assembly is aiming for. Besides the downgrade in resolution, PS3 owners are also hit with lower-resolution textures and normal maps, along with a graphical bug that results in missing specular reflections on some surfaces.

Performance wise, Alien: Isolation is a shaky affair on last-gen consoles, with both versions suffering from heavy frame-rate drops from the target 30fps and plenty of screen tear. Out of two consoles it's the Xbox 360 that comes out on top under load - particularly in scenes where there are a number of light sources and alpha-based effects on-screen - although frame-rates still regularly take a dive down to the mid-twenties and below in these situations. Demanding scenes hit the PS3 much harder as the game stutters itself through more detailed locations. Shockingly, frame-rates come crashing down still further at some points, as the engine stalls while waiting for data to be streamed in.

Both versions suffer from these stalls in rendering, although the issue is more prevalent on PS3. Alien: Isolation requires installation on both consoles, with the game streaming data concurrently from disc and hard drive. On 360, content from the first disc is automatically installed while the game runs from the second disc. This set-up is supposed to increase available bandwidth and alleviate streaming issues, but performance is still impacted. As the game briefly freezes we can hear the disc drive chugging away as it tries to load the relevant data in time. As with other games that dual-stream from both physical media and the HDD, we advise not to install the second disc as this could worsen these performance issues.

Loading times in general are very long between missions and also disrupt gameplay when moving from one large location to another. Often we find ourselves waiting 10 seconds or more for doors to open, while some scripted events take even longer to kick in. In one sequence the Alien failed to load in at all and we were left taking on enemies that were supposed to die at the hands of the Xenomorph for story purposes but instead just stood around waiting while the game played sound effects of their demise.

The last-gen releases of Alien: Isolation feature all of the core elements found in the PS4, Xbox One and PC releases to successfully recreate the suspense and much of the atmosphere of the top-end versions. However, the experience is compromised by low frame-rates and a rough, sub-720p presentation that makes it much harder to remain immersed. Xbox 360 gets the nod here, although some detail is lost to black crush in darker areas.
post #22 of 25
Thread Starter 

The screen tear gets to me the most, honestly. Thanks, mongy.

post #23 of 25

Working on the review at the moment, but the short version is: hardcore 90s-era survival horror fans might dig this, especially if you like frequent insta-deaths and so many boss fights you'll think you're hacking your way through a middle managers' conference, but I found it a huge pain in the arse.

post #24 of 25

I thought I would resurrect this thread considering Jacob Singer had expressed interest in playing this game.

 

I put it down for a few years because and decided to finish it, considering the sequel comes out in a few months and the developer has promised a different experience this time.  Less gore, more psychological horror. I hope it's a lot more like how the hub is presented because I found that the most interesting place in the entire game. The hub!

 

I'm on the last chapter now, and I think what I find most frustrating about this game is that it's impossible to find enough resources to max out your stats and your weapon abilities.  It's an aspect that, as a completionist, frustrates me.  You have to be really picky about what you upgrade and what you don't, and some upgrades are actually pretty useless, especially considering the randomness of how much damage you take from enemies.  It just seems like the health meter is affected in totally arbitrary ways.

 

That arbitrary damage system also affects the enemies.  Sometimes you nail a head shoot and their head explodes.  Other times you nail a head shoot and they have a massive hole in their head but keep coming.  It's all just to manipulate the amount of ammunition you have.  It's obvious there is some kind of coding behind the scenes to make sure you have "just enough" ammunition.  But it's never enough.  There are times where you are pitted against 7 enemies at once and have a few bullets for each weapon time at most.  It's artificially creating tension but limiting resources instead of allowing you to rely learned skill and resource management.

 

But I will say this, a PS4 Pro on boost mode fixes so many technical issues with this game.  The load times are lightening fast in comparison to how long you would have to wait to respawn after arbitrary death, and the framerate is locked at a steady level.

 

There is a good game in here somewhere, its no where near as good as Resident Evil 4 was, but at least it's better than Resident Evil 5 and.... oh god.... 6.

post #25 of 25

So I finally managed to finish this.

 

The final stage has probably the best environment in the entire game which is almost totally ruined by a fight with multiple enemies and limited resources.  I've never played a game like this where you literally have to run in circles and pick off one enemy at a time because tension is created through artificial manipulation of ammunition.

 

The final boss is completely nuts and is a more cinematic experience than the other bosses.  I actually had a gleeful laugh at how insane the encounter gets.

 

I think I'll try playing this on New Game+ to see if the experience is better with more powerful weapons.

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