The Evil Within 2’s Lack of Identity

<p><strong><em>The Evil Within<&sol;em> was a technical mess with a poorly told story and early 2000&&num;8217&semi;s era voice acting&period; <em>The Evil Within 2<&sol;em> takes several steps forward&period; <&sol;strong><&sol;p>&NewLine;<p>From the outset&comma; there&&num;8217&semi;s a sense that Bethesda entrusted Tango Gameworks with a larger budget&period; Visuals are a generational leap over the first game with better performance to boot&period; Cutscenes are more slickly produced with a level of competence and cinematic flair the first game could only dream of&period; There are even some clever scene transitions and decent shot compositions&period; It is a more polished product&period; With that said&comma; <em>The Evil Within 2<&sol;em>&&num;8216&semi;s most glaring flaw is its lack of soul&period; In a bid to win over naysayers of <em>The Evil Within<&sol;em>&comma; its sequel makes changes that dilute the intellectual property&&num;8217&semi;s identity&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;136464" aria-describedby&equals;"caption-attachment-136464" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-136464" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;03&sol;07123458&sol;9d74c5b8-189f-4464-b0b2-059af94cd0481-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-136464" class&equals;"wp-caption-text">The Evil Within 2&comma; Bethesda<&sol;figcaption><&sol;figure>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>While Shinji Mikami directed the first game&comma; he stepped down as the producer for the second&comma; allowing John Johanas to take the helm&period; Say what you will about <em>The Evil Within<&sol;em>&comma; but it knows what it wants to be &&num;8211&semi; A &&num;8220&semi;hardcore af&&num;8221&semi; survival horror game&period; It makes no concessions&comma; knowing full well its relentlessness will turn off the casual gamer&period; A running counter tallies the player&&num;8217&semi;s deaths at the end of each chapter with a total death count given upon the game&&num;8217&semi;s completion&period; It wants to bring you to your knees&period; Yes&comma; much of it is due to one hit kill enemies and unfairly telegraphed traps&comma; but it doesn&&num;8217&semi;t budge regardless&period; <em>The Evil Within<&sol;em> revels in spitting on your face and watching you scream &&num;8220&semi;fucking bullshit&excl;&&num;8221&semi; at its bullshit&period;<&sol;p>&NewLine;<p>By contrast&comma; <em>The Evil Within 2<&sol;em> doesn&&num;8217&semi;t really know what it wants to be&period; Director John Johanas&comma; as fresh blood&comma; feels like he wanted to emulate everything successful he had seen in other games&period; Afraid to carve his own creative vision for the franchise&comma; he chose to play it safe with an iterative yet ass backward sequel&period; This lack of direction and identity stems from two major overhauls&colon;<&sol;p>&NewLine;<ul>&NewLine;<li>Difficulty<&sol;li>&NewLine;<li>Semi-Open World Structure<&sol;li>&NewLine;<&sol;ul>&NewLine;<h3><strong>The Evil Within 2 Wants to Coddle You<&sol;strong><&sol;h3>&NewLine;<p>Toned down difficulty isn&&num;8217&semi;t an automatic omen&period; Sometimes games are difficult for the wrong reasons and the first game was difficult for a lot of wrong reasons&period; Rather than making minor mechanical refinements to balance this inconsistency&comma; Tango Gameworks went too far&period; Stealth was one of <em>The Evil Within<&sol;em>&&num;8216&semi;s biggest issues&period; It was a poorly implemented option with inconsistent AI and an unreliable button prompt that wouldn&&num;8217&semi;t always work&period; <em>The Evil Within 2<&sol;em> was the chance to fix this and make stealth a viable option on more occasions&period; The end result is tinkering to the point that it is now overpowered&period; Why waste ammo when I can almost sprint full speed at an enemy from behind and initiate a stealth kill animation with a maxed out stealth tree&quest; Why fear for Sebastian&&num;8217&semi;s life when the newly balanced stealth turns this guy into a less acrobatic&comma; though just as deadly&comma; Sam Fisher&quest; Where&&num;8217&semi;s the tension in that&quest;<&sol;p>&NewLine;<p>The <em>Evil Within 2<&sol;em> also removes the match-burning system of the first game while introducing coffee makers and on-the-field crafting&period; At safe houses&comma; Sebastian can brew a cup of coffee to completely refill his health&period; After drinking&comma; more coffee brews automatically&period; You&&num;8217&semi;ll have to wait until it&&num;8217&semi;s finished&comma; but there is no end to how often this new health source can be abused in the chapters it exists within&period; On-the-field crafting is self-explanatory&period; Being able to craft shotgun shells or medical syringes mid-encounter makes Sebastian feel like a one-man army&period; If bodies can&&num;8217&semi;t get up after they&&num;8217&semi;re dead&comma; stealth is overpowered&comma; and I can craft anything without the need for a bench&comma; how is <em>The Evil Within 2<&sol;em> attempting to be a more refined version of its predecessor&quest; It&&num;8217&semi;s not&period; It wants to be loved by everybody&comma; but as we all know from <em>Resident Evil 6<&sol;em>&comma; nothing can please everyone&period;<&sol;p>&NewLine;<h3>Open World&quest;<&sol;h3>&NewLine;<p><em>The Evil Within 2<&sol;em> dramatically toned down its difficulty to appeal to the casual or impatient gamers that would have been put off by the first game&period; Is that such a bad thing&quest; I don&&num;8217&semi;t think so&period; It&&num;8217&semi;s disappointing to hardcore fans of the original&comma; but an easier game does not equal a worse game or a soulless game&period; That would have been my sentiment were it not for my discovery deep into chapter 3 that <em>The Evil Within 2<&sol;em> is as homogenized as they come in the triple-A space&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;136486" aria-describedby&equals;"caption-attachment-136486" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-136486" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;03&sol;08101741&sol;Screen&lowbar;Shot&lowbar;2017&lowbar;10&lowbar;16&lowbar;at&lowbar;3&period;54&period;48&lowbar;PM1-1024x577&period;png" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-136486" class&equals;"wp-caption-text">The Evil Within 2&comma; Bethesda<&sol;figcaption><&sol;figure>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>You already know the game has crafting&period; As you can surmise&comma; the two to four open-world chapters are littered with crafting materials&period; These sections also contain some of the most basic game structure I&&num;8217&semi;ve seen in years&period; While you can make a mad dash for the story mission and ignore everything else&comma; you&&num;8217&semi;d only be cheating yourself of crafting materials&comma; weapon parts for upgrading&comma; and green gel for investing in skill trees&period; Unless you&&num;8217&semi;re playing on the easiest difficulty&comma; you&&num;8217&semi;re going to need a good chunk of that stuff gated behind either exploration or dedicated mission types&period;<&sol;p>&NewLine;<p>The most significant of these involves investigating distortions&period; Sebastian can pull out a radio and use it to pick up signals&period; When the radio detects a distortion&comma; the player goes there&comma; watches a flashback and that&&num;8217&semi;s it&period; Distortions are usually conveniently placed around useful materials&period; There is little meat to the open world experience outside of investigating distortions&period; You can search dedicated corpses for pouches that upgrade ammo capacity for guns&comma; but that&&num;8217&semi;s nearly the extent of it&period; To be fair&comma; Sebastian will meet characters along the way that give him side missions&comma; but these don&&num;8217&semi;t last long and nearly all of them involve going into The Marrow&colon; a series of interconnected tunnels and hallways that bridge different parts of Stem&&num;8217&semi;s Matrix-like city of Union&period; <em>The Evil Within 2<&sol;em>&&num;8216&semi;s open world chapters are endless checklists of busy work&period;<&sol;p>&NewLine;<h3>The Evil Within 3 Needs Another Change<&sol;h3>&NewLine;<p>While <em>The Evil Within 2<&sol;em> is a good game with more polish than its predecessor&comma; it also lacks soul&period; My entire time with <em>The Evil Within 2<&sol;em> felt so indistinct from every other triple-A current generation game with zombies&sol;infected&period; At times&comma; a person could even glance at my screen and ask if I was playing <em>The Last of Us<&sol;em>&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;136467" aria-describedby&equals;"caption-attachment-136467" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-136467" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;03&sol;07124123&sol;46029347-1435-45cd-af6a-31297c2683bd-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-136467" class&equals;"wp-caption-text">The Evil Within 2&comma; Bethesda<&sol;figcaption><&sol;figure>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>It even jumps the shark so hard that an end-game segment sees players controlling Kidman in a brief cover-based shooting section&period; This scene&&num;8217&semi;s real &&num;8220&semi;genius&&num;8221&semi; is its lack of player agency&period; Kidman can&&num;8217&semi;t even navigate around her cover&period; She is a fucking rock&comma; unable to move even a millimeter from her starting location until all enemies in the area are wiped out&period; At that point&comma; control is relinquished back to the player&period;<&sol;p>&NewLine;<p>This brand of heavily scripted nonsense typically reserved for homogenized triple-A tripe is the last thing <em>The Evil Within<&sol;em> franchise needs if it hopes to have any staying power&period; Let&&num;8217&semi;s not even get started on the first person mode that was randomly added in a free update months after launch because first person horror is all the rage right now&comma; right&excl;&quest;&excl; The game we&&num;8217&semi;re left with now is a &&num;8220&semi;greatest hits&&num;8221&semi; compilation of what the developers think makes a popular and successful game&comma; afraid to remain faithful to a compromise-free vision&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;

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