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The Evil Within Thread

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The Evil Within Thread

Post by Fitz »

I’ve opted to play The Evil Within next, and I’m going to share what I find interesting, annoying, and so on. This is my first time playing it, and I’ve avoided spoilers as much as I could over the years—while also managing to forget them too.

I’ll drop some random related videos, info, or trivia as I play. Feel free to join me, but keep spoilers to a minimum and mark them with /spoiler.

Browsing the web, there are a lot of people throwing around the usual two-word contradictory compliments that are designed to pique your curiosity — and that have flooded review titles over the last few years: “a misunderstood masterpiece,” “a flawed gem,” “a beautiful mess,” and so on. Creativity is getting scarcer by the minute, folks.

That said, this game is giving off strong Resident Evil 4 vibes — and that’s not random, since it was made by the same creator, Shinji Mikami. Things get even more interesting because, when watching gameplay clips, you can not only see but also feel a certain amount of jank—but not so much that it becomes unbearable. On top of that, the game sits at a very sexy 68 on Metacritic, which is the perfect score for a so-called “misunderstood masterpiece.”

So, could the rumours be true? Could this game truly be a flawed gem?
I intend to find out and invite you all to join me in this adventure.

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Post by Oyster Sauce »

Haven't played it but I like the ending song cover from the second game
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Post by Roguey »

I skipped the first one since I got the impression it's an incoherent mess of contradicting ideas. I liked the second one well enough, even though they had a budget downgrade and had to use a non-union VA cast.

\u0022There\u0027s EVIL WITHIN, TOO...\u0022
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Post by DecadeRiptide »

I think I watched theradbrad play it, it seemed pretty good ig
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Post by CheesusCrust »

the first game looked very promising, but the second one blew it with their "so his little girl is ACTUALLY alive yeah, and like she was used as a LITERAL core for our super-evil machine yeah, and- and- and like his WIFE is here and she's like all cool and m y s t e r i o u s and here's a cliche *** drama you DEFINITELY didn't see coming" :yuck:
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Post by Fitz »

The whole game consists of 15 Chapters and 3DLCs. I've finished up the first two, and they feel more like tutorials for the game and its mechanics.

Chapter 1: An Emergency Call introduces the characters and the plot—you are a detective that gets called right after a case to a mental hospital to investigate some murders. Simple enough. You go inside, see some video footage of some mental ward psychic guy busting heads with his mind, same mental guy (probably) sneaks up behind you while you watch the footage and drops you with a syringe, following that you wake up bleeding and dangling from your feet. So now you gotta sneak around and escape this big guy with a chainsaw that nips your calf, pretty much at the beginning of the level.

You get introduced to the sneak mechanic here and some pretty neat death animations if you **** up. I like the one where if the chainsaw guy finds you hiding under the bed he just shoves the chainsaw under it and makes Sebastian into red pudding. Neat-o. You also get to slide down some vent and drop into a big pool of blood and corpses. Neat-o x2. I've always wondered how that would smell. Probably slightly metallic and disgusting in some sense.

The RE4 influences are obvious here, but I thought—Man, what a cop out. Is the whole thing really going to be based in a mental institution? That's a bit cheap. I was guessing that the different levels would be somehow related to going deeper into Sebastian psyche—given that the name is The Evil Within. Well, maybe that will still be the case. It's too early to tell. The game got me hooked at the end of the level by not only letting me get out of the building, but also seeing how the whole city was falling apart. That's a third neat-o right here and a really strong start.

Anyway, you drive away in a police van with your purple eyed junior detective (you had a partner too when you started but now he is missing) some mental patient and a another cop that's just the driver—he isn't important you shoot him in the head once he turns into a zombie at the beginning of Chapter 2. Purple eyes, huh. They don't seem to shy away from the weeb ****. I'm hoping this won't affect the writing for the characters, but I can already tell that's too much too ask.

Chapter 2: Remnants is a total contrast to the previous chapter. Where Sebastian was mostly limping around and hiding there, here he gets a revolver and gets to shoot zombies in the head. Not only that but there is a pretty good sneak kill you can do if you are stealthy enough. You get introduced to more mechanics—matches to burn corpses, traps that you can disarm—as is tradition I walked right into the first one regardless of there being a cutscene right before it—you also get to see how to save the game and how to level up your character and weapons. You do that by sitting on a chair getting electrocuted directly in the head every time you decide on an upgrade. Awesome.

The scenery shifts to some forest and abandoned buildings—something like the outskirts of some castle almost. A big shift from the mental hospital earlier. There is also this lighthouse in the distance to which Sebastian is compelled to go to and it seems connected with all the zombies somehow.

So far so good. I really want to see how the difficulty amps up. There seem to be these sections where you sneak around buildings killing enemies and try to avoid patrols. And at other times you are just exploring and trying not to walk into traps, or just have to sneak behind big groups of enemies. Combine that with the gameplay from the first chapter where you can just run and hide, add some levels where you have to kill waves of enemies too, and I think that pretty much covers what I am expecting out of the gameplay. Overall not bad. I am expecting to get more into the meat and potatoes of the game with Chapter 3.
Last edited by Fitz on March 28th, 2026, 17:00, edited 2 times in total.
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Post by Fitz »

Roguey wrote: March 22nd, 2026, 18:11
I skipped the first one since I got the impression it's an incoherent mess of contradicting ideas. I liked the second one well enough, even though they had a budget downgrade and had to use a non-union VA cast.

\u0022There\u0027s EVIL WITHIN, TOO...\u0022
Yeah, from the reviews it seemed like 2 is the more competent game, but it lacks the RE4 vibe I saw in the first one. Also that Shinji guy wasn't that involved with the development of it too.
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Post by Kolgrim »

The Evil Within is in my top 20. It's interesting that all the discourse around it though is people claiming it's **** or it's a flawed masterpiece. Not too many games are that divisive. I remember a good bulk of people were turned off on release because of performance issues and the fact you couldn't disable the letterboxing. Without talking spoilers the story requires the player read the collectables and go through the DLC to fully understand the narrative which is something that seemed to filter people as well. I'm glad to see more people try it out though. It's a special game imo.

Also this was a small thing but I found it funny that the devs put in a mechanic that makes Kidman's shirt partially transparent when she gets hit by water. Classic Japanese men of culture moment.
Last edited by Kolgrim on March 22nd, 2026, 18:54, edited 2 times in total.
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Post by Fitz »

HQ game design right there.
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Post by wndrbr »

TEW1 had a troubled development cycle. The devs had multiple projects in the pipeline, one was a medieval slasher called Project Zwei, the other one was a scifi shooter, and i think there was also a third one. All of them got cancelled for a variety of reasons. After that one of Bethesda producers suggested Mikami to stop experimenting, and just work on something he's familiar with. So they took all the assets they've made for those cancelled projects, and quickly cobbled together a RE4 clone.

This is why the game just randomly shifts from one map to another without any proper transitions (you get teleported all the time and the environment changes), it's why there's so much clash between the different chapters (sometimes it's a medieval village or a castle or a dungeon, sometimes it's a modern city, then you visit some scifi lab, etc). It is also the reason why the story doesn't make much sense, and why most of it is told through collectable readables instead of actual dialogues.

Also most of the jank stems from the devs having to work with IdTech engine (it's a Rage/Wolfenstein the New Order version of idtech, the one with the notorious megatexture). Bethesda wanted all of their internal studios to work with the same tech to avoid paying the licensing fees.
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Post by wndrbr »

I like how the devs, instead of coming up with a new story and setting from scratch, decided to understand their constraints and analyze what they have on hands first.

"Alright, we have medieval and scifi assets. How can we combine all of that stuff into one game without it looking like an incoherent ****** mess? Wait, let's make a game where we're inside a head of a schizophrenic".

They even leaned into the theme and gave the characters Spanish names (Castellanos, Jimenez, Victoriano, etc) even though there was no reason for them to do so, and gave all the policemen film noir 1950s outfits with nice shirts and vests.

Too bad there are no unlockable constumes, would've been sick to keep that gumshoe trenchcoat from the opening of the game.
Last edited by wndrbr on March 23rd, 2026, 00:49, edited 1 time in total.
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Post by Fitz »

Chapter 3: Claws of The Horde is a solid chapter all around. You get stuck in some barn and have to clear the enemies before freeing the boss from the stables, kill him, and use his chainsaw to cut a chain that lets you advance to the next chapter. Lots of enemies here, some traps, tons of loot, and my weapon count has now increased to 3 (and I also got some grenades, I think, but I didn't end up using them). Detective Castellanos now wields a revolver, a shotgun, and a crossbow that has 3 different types of bolts. All around fun, I'd say. Some titbits about the plot get revealed, but nothing major by the looks of it. Oh yeah, and that doctor guy from Chapter 1 joins you for the next chapter. Sincerely hoping the next chapter isn't a stupid *** escort mission.

I got tons of upgrades here and am not feeling worried about my ammo at all. If anything, I thought I would have to be sneaking (which I do, but just not as much as I initially thought) and hiding more, but that's not the case at all. Generally, my expectations were that I'd have to rely on stealth kills, but I guess that sort of playstyle is reserved for the higher difficulties. Or the later chapters.

Also, having a big *** crossbow as your best weapon is a really strange choice. The only reason I could figure is that our detective seems to have hispanic roots.
Odd choice for a weapon, albeit a badass one.
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Post by Algol »

I played this on my Sexbox many years ago. I remember it being "ok" but not to the point where I even remotely wanted to finish it.
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Post by Fitz »

I'm past the refund time on Steam so nothing else to do but commit and finish it. I've been thinking about the hardest mode of the game where you get one shotted from anything, but that sounds like too much hassle and not so fun really.
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Post by rusty_shackleford »

if you wanted to watch a normal person do a video on it and not a mentally insane man in a dress…
Examining The Evil Within Series
Thank you for your attention to this matter!
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Post by Breathe »

rusty_shackleford wrote: March 23rd, 2026, 20:16
if you wanted to watch a normal person do a video on it and not a mentally insane man in a dress…
Examining The Evil Within Series
I don't like this new embed style. I preferred seeing the creator in the top left before playing a video.
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Post by Fitz »

Chapter 4: The Patient was scary. You get to run around with the doctor, do some exploring, and then get lost in some crazy looping maze while trying to find Leslie, his patient that you saw at the end of Chapter 1 in the bus. You also meet the two of the big bads I would assume for the story—one of them is this big and creepy spider, walking lady thing (couldn't get that good of a look as I was running), and the other is the psyker from the beginning. You learn that his name is Ruvik and that him and Leslie are definitely connected. At one point in this chapter, Sebastian was also stuck in a room that was filled with blood and traps, making it hard to move around carelessly while being swarmed by tons of enemies. It felt really good blowing all those suckers up or making them burn like torches with a well timed match, or a shot at a barrel.

More of the plot gets explained by the collectibles, and the atmosphere is going up a notch. Even by more than a notch. Hopefully things keep amping up. Really loving the level design so far. You can't really tell what you are going to get next. Most levels so far are about 30-40 minutes to complete, which is also pretty refreshing.
Last edited by Fitz on March 24th, 2026, 21:22, edited 1 time in total.
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Post by Fitz »

Chapter 5: Inner Recesses — more running around corridors and abandoned hospitals. Just one trap this chapter and no need to sneak around. Tons of shooting, and the game throws more than enough ammo at you. It’s fun, but where is the challenge? I’m already getting 3+ upgrades per level, so I’m expecting to reach demigod levels before we hit the halfway point of the game. There seems to be a pattern of getting closed in a room and swarmed by enemies, but it feels trivial when you’ve got grenades, two separate AoE bolts from the Agony Crossbow, and, on top of that, matches that can kill multiple enemies if timed right.
► Show Spoiler
Tons of awesome visuals are happening, and the atmosphere is solid, but the gameplay doesn’t put enough pressure on the player. There is a strange lack of urgency during fights and in general, which feels odd and anticlimactic. I’ll give you an example—when you throw matches at a corpse, you usually do it while other zombies are rushing at you. The idea is that you light the corpse on fire, the zombies run into the flames, and you get a breather. However, every time Sebastian throws a match, he takes his sweet time. It would add more immersion if he actually rushed the action when the player spams the button instead of clicking it once. In fact, most of the time I’m spamming the button near a corpse, but Sebastian always acts the same—slow and cool. And immersion-breaking.

One third of the campaign is behind me, and looking back, most of it feels like filler. Though, to be fair, the levels are short and action-packed, so it’s hard to notice if you don’t think about it. I’m waiting to get to the more substantial part of the story and am hoping it’s not all hidden behind collectibles—which I’m not going out of my way to find. So far everything is intriguing and it’s keeping me hooked, but I wonder if Shinji will be able to stick the landing.
Last edited by Fitz on March 29th, 2026, 23:54, edited 1 time in total.
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Post by SoLong »

Both of the games are fairly well done (I say this as someone who usually dislikes both horror and shooters), but the second game made me roll my eyes by tying everything to the MC's wife and not-actually-dead kid. It could've worked but wasn't set up properly at all. It felt very much like no-one expected the first game to do so well sales-wise, so they rushed a sequel.
Last edited by SoLong on March 28th, 2026, 17:47, edited 1 time in total.
My review(s):
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Post by Roguey »

SoLong wrote: March 28th, 2026, 17:43
Both of the games are fairly well done (I say this as someone who usually dislikes both horror and shooters), but the second game made me roll my eyes by tying everything to the MC's wife and not-actually-dead kid. It could've worked but wasn't set up properly at all. It felt very much like no-one expected the first game to do so well sales-wise, so they rushed a sequel.
It didn't do terrible, but it didn't do well either, which is why it didn't use SAG-AFTRA talent for the sequel. They pumped it out to try to get the series in the black. Didn't work out which is why there was no third one.
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Post by Fitz »

Chapter 6: Losing Grip on Ourselves — is a bit of a mess. It’s the most gunfight-heavy chapter so far and has more than a few mini-bosses in it. Mind you, they aren’t hard, but are mostly annoying or even tedious to deal with.
► Show Spoiler
Lots of dated design choices here, and the number of missed opportunities is starting to pile up. A lack of attention to detail is also becoming more noticeable. There’s also a strange shift from horror to action, even as the story gets darker. I don’t remember Resident Evil 4 being quite like this. But whatever—let’s save the comparisons for later and enjoy the ride before it’s over.
Last edited by Fitz on March 29th, 2026, 23:55, edited 1 time in total.
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Post by Fitz »

Chapter 7: The Keeper was boring. Up until the very end.
► Show Spoiler
Awesome visuals, awesome atmosphere, and yet something was lacking for most of the chapter. A really mixed bag. But deeper we go, and we’re approaching the halfway point of the story. The last boss fight got me excited for what’s ahead. We haven’t had a stealth-heavy section in a while, so it wouldn’t be surprising if the upcoming chapters lean more into that again.
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Post by Fitz »

It’s cool to see that my complaint about the matches that I brought up in my Chapter 5 comment is addressed in Chapter 7, specifically in how they handle the traps thrown by the Keeper and how turning the valves works. For both, you have to spam the spacebar, and you actually feel the pressure from the boss rushing at you and trying to end you. So you, as the player, really want to get that **** done as quickly as possible and end up spamming the button like crazy—and this time around, Seb actually acts like it.
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Post by Fitz »

Chapter 8: A Planted Seed Will Grow — are you kidding me? This felt more like an intermission than a chapter. The whole thing was 15 minutes long and played out like a corridor walking simulator with a cutscene at the end, rather than what a proper chapter should be.
► Show Spoiler
Lazy gameplay for the whole 15-minute chapter. The pacing across the game is all over the place. Some chapters are too long and too gunfight-heavy, while others are too short and don't lean enough mechanics like stealth or hiding. It feels like different teams worked on each chapter, with content being randomly cut or moved around without considering how it would affect the overall flow of the game. Something messy was definitely happening during production.
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Post by Fitz »

Wasting my ******* time by being ******* lazy game developers. ******* make it a tense running section with a cutscene at the end instead of forcing me to go down endless corridors. :mad:
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Post by Fitz »

Chapter 9: The Cruelest Intentions — one of the longer chapters, this time not only filled with a decent amount of gunfighting, but also packed with a huge chunk of interesting lore.
► Show Spoiler
The amount of effort put into this chapter is hard to miss. From the level design to the story and how it’s told, everything points to a much more focused and polished experience. However, it also makes some of the earlier chapters feel like filler and raises the question—why isn’t every chapter at this level of quality?
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Post by asf »

thought it was gabriel knight for a moment
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Post by Fitz »

I dunno if it was because it's midnight, or because I haven't played this in a month, but Chapter 10: The Craftman's Tools was very kino. Top notch atmosphere, some neat mini-bossess and a bad *** end level boss fight to finish things off. Even Laura makes an appearance again. I thought I already killed that *****?
► Show Spoiler
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Post by Fitz »

Fellas, I haven't booted up TEW for some time now for more than 5 minutes, but unless something profoundly badass and at the same time insane happens from chapter 11 onwards I already got the answers to my questions if this game is a flawed masterpiece.

And the answer is no - it's a corridor game, with cool visuals, decent boss fights and lackluster story that relies more on cool visuals than logic, lore or story. This game would have been a true gem if it was played on an arcade cabinet or something like that, but as it is the game is simply mid pushing to the above average at times. Rusty got it right by not playing this and watching youtube of someone else playing it.

If I return to this thread in the distant future we will see if the last chapters of the game have the quality and power to change my opinion.
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