Wednesday, November 12, 2014

The Evil Within

If Shadows of Mordor is the best Assassin's Creed game since Revelations, then The Evil Within is the best Resident Evil game since... the last alright one?

There's so little to say about The Evil Within - you play a generic cop, with a generic backstory and you're fighting through a series of generic Resident Evil/Silent Hill settings. An insane asylum, a spooky village, a spooky mansion (wherein unethical experiments are being carried out and overly elaborate traps abound), some kind of underground industrial area, a deserted city... oh and a spooky corrupted church.

There are no real characters in this game - backstory is related exclusively to you by journal entries for your generic cop that you read before going to your "save game" asylum (no, really). This is also the place where you can upgrade your character and use keys you find to get more gear.

Your main enemies might as well be zombies but as this is 2014, they have to have SOMETHING to elevate them above being JUST zombies. So their eyes shine and you can blow half their head off and they'll keep coming. There's a LITTLE variety, you get fat ones (the game even TELLS you they have more health... and they say it's bad for your health), stabby ones, ones with masks and later on you get some Assassin's Creed cosplayers that can summon an insta-death creature.

The game does have a good number of bosses (although a few you'll face multiple times) but none of them are particularly exciting... and pretty much all of them amount to attack weak points for massive damage, you can use your "agony bolts" to do fancy things like freeze, shock or blind them (it's hard to tell if there's any material difference between as they're basically all different flavours of stun) but firing explosive crossbow bolts at their face seems generally a better use of your time and resources - although, obviously you can stun them and then use your shotgun, which you keep for close encounters.

Perhaps the most jarring aspect of the game (beyond the occasional sudden flip of camera angles when the game gives you instadeath runaway sequences) is the level transition. The game is - SPOILER ALERT! - all in the Matrix (kind of)... but (as oft seems to be the case), there's no particularly imaginative use of that, beyond one moment being in an asylum and the next a spooky village or windowless industrial complex.

That might be why, when a level ends, it feels the need to announce that you've finished it. There's no real point to that beyond explaining the transition.

With unremarkable gameplay, non-existent characters or plot... there's absolutely nothing to recommend this. It does the absolute bare minimum to hold your attention and you'll be waiting for an exposition dumb that never really comes - the ending seems to suggest some sequel baiting or DLC to answer some of the unresolved questions but with such a lacklustre and banal game... why would you care?

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