The Evil Within is one of the most uneven games I have played in quite some time. Despite being one of the few games I had been looking forward to near the the end of last year, due to my job it then sat on my shelf wasting away for a few months before I finally got around to it. I went into it expecting a game akin to Resident Evil 4 and what I ended up with was that and so much more, though not in a good way.
The Evil Within follows Sebastion Castellanos, a blander-than-bread detective sent to investigate a mass murder at a mental hospital. Upon arriving and attempting to view the security footage, he is captured by a seemingly escaped patient named Ruvik. He wakes up in a meat locker with a big guy with a chainsaw and attempts to escape. From here on out, the game makes absolutely no sense,
The Evil Within‘s biggest problem is that it has no idea what it wants to be. The game ranges from tense action setpieces to dull shoot-em-up setpieces. The game begins off as a stealth game but does absolutely nothing to propagate that form of gameplay. For the first few chapters, sneaking is the name of the game. The level design complements it, it helps quell the enemy numbers in the instance you do get caught, and the game tends to reward you for it by providing more ammunition and trap parts. I can easily say that the first five chapters of the game — and one chapter later on — are the best chapters in the game.
The problems come in with the game’s sense of progression. During the first few chapters, players will pick up a pistol, a shotgun, and the Agony Crossbow, a weapon around which the game’s combat seems to have been designed. The Agony Crossbow can equip different kinds of bolts that apply different effects. Flash bolts act like flash grenades, stunning enemies, freeze bolts freeze enemies in place, exploding bolts explode, etc. By disarming traps in stages you will be rewarded with trap parts which can be used to construct additional bolts of each of this type. More on the crossbow in a moment, but the point is the first few chapters are spent being relatively short on supplies.
By halfway through the game, however, you will have a pistol, a shotgun, a rifle, grenades, and more trap parts than Macaulay Culkin. At this point Sebastion is walking artillery and every problem can be solved with bullets and explosions. This is only exacerbated by the game’s upgrade system, which allows you to spend this green goo to improve certain aspects of Sebastion. Many of them are useless, like decreasing the reload time of a weapon or the time needed to draw the crossbow. Some of them are stuff you’d expect, like increasing your health total or number of bullets you can carry. On the other hand, some make you an even more over-the-op killing machine, like increasing the damage of your weapons or improving the rate at which you land critical hits, which kill enemies in one hit.
Notably absent from the upgradable skill are any involving stealth. While part of that is nice in that there aren’t certain gameplay elements being tied behind an arbitrary upgrade system, the use of stealth never improves over the course of the game while your ability to shoot things only gets better. Another wrench thrown into the stealth system is that the game eventually introduces enemies that are immune to it, making it entirely impossible during certain segments.
Not that the game not being stealth is inherently a bad thing, my expectations aside. Sometimes stealth fails regardless and you have to fight and a lot of the time it works, again, particularly in the early game. But even the combat is iffy. From the images, you’ll notice the game has letterboxing on the top and bottom of the screen. This affects the field of view in a negative way that can be ignored most of the time but can rear its ugly head when you need it least. When zoomed in to aim, Sebastion’s head takes up half the screen. With certain weapons, three fourths of the screen can be obscured by the player character, Melee is almost completely useless in combat except to push enemies away as the damage is almost nonexistent.
Most of the boss battles in the game are awful as well. Most are incredibly unclear if there is a trick to them or if you are just supposed to keep shooting until they fall down, but the only advice I can give is don’t overthink it. Only two of the bosses require anything other than just being shot a ton. Most of their design are very cool looking though, which does help.
The game makes little use or gives little context to any of its monsters, however. Ruvik proves the progenitor of the designs, but Ruvik is such an unknown quantity that many of the designs just end up being spooky for the sake of being spooky. Lip service is paid to some of the more interesting designs but the story jumps around to much to make any coherent sense. This may be an intentional choice on behalf of Mikami, but it doesn’t work toward building a compelling narrative. The flow between levels is so chaotic and inconsistent it feels as though the game planner was rolling dice at which level would appear next. The first level starts in the asylum, goes to an impossible meat factory thing, and ends back at the asylum. Some chapters will start outside before transporting without warning or reason into new levels. Both the game flow and script have no rhyme or reason.
The Evil Within also has one of the most disappointing non-endings and final boss fights ever. Previous gameplay is thrown out the window in favor of a setpiece-heavy final encounter and the ending of the game answers nothing and may as well read BUY THE SEASON PASS in the big black spaces where the game used to be. I actually find what is planned to be included in the season pass to be interesting, I just can’t help but feel that a decade ago it would have come with the game.
In spite of its many flaws, I had some fun with The Evil Within. It’s definitely a game that fails to be consistent in any way and many of the game challenges come from its numerous technical and design flaws, but there are fun moments to be found throughout most of it. But unlike it’s predecessor, Resident Evil 4, it is definitely not a game that will hold up over time.
And now, for your consideration.