In many ways, devilish!  Solilder, atmospheric horror trip in stale graphic garment and 21: 9 format!

In many ways, devilish! Solilder, atmospheric horror trip in stale graphic garment and 21: 9 format!

The Evil Within (100% Uncut) - [PlayStation 4] (Video Game)

Customer Review

The last really good 3rd-person survival horror outing on consoles is even now but for quite a while back. As an old Silent Hill / Resident Evil player and great friend of the genre my anticipation for "The Evil Within" was therefore the correspondingly large, which is why it next: was also high on my list this fall "Alien isolation". Because I have quite a bit of Shinji Mikami`s newest work - in his capacity of inventor Resident Evil - promised. Well, now the game for a few days rotates already in my console and my conclusion is how you With my 3 stars suggests going, quite sobering because the big hit as I had hoped it to me, is "The Evil Within" not become.

\\\ /// GAMEPLAY

I know one should not always compare the gameplay of a game with one another. I had, however, to think over and over again with Resident Evil "TEW". However, this is not because of "Evil" in "The Evil Within" "and there is also no doubt that the creator is personally behind this project of Resi creator. Not even the fact that the main character Sebastian Castellanos coincidentally the same German synchronous voice as Leon S. Kennedy scored is responsible. Neeeeeeeeein, it is simply because the "The Evil Within" as a modern Resident Evil takes place, with the only difference being that the character here can duck also. The rest equals in principle the somewhat clunky controls and the bitchy camera were taken, which has a negative strikes repeatedly, especially in the escape sequences or in combat short to control:.. Sebastian can run for a short time (! So really short time) sprint , duck extensively, deliberately shoot (from the hip does not go) and strike. Then the detective on a button can also activate switches / or mechanisms, such as opening doors. An important component in "TEW" are falling. Throughout the game world annoying death traps are in fact been placed, in that you either purely run to the butcher to save the work, she uses are enemies for himself to avoid work or crouching to these creeps to defuse it and it obtained components for eg crossbow bolts used. Except for the cases, the gameplay is so wide extent known and internalized within minutes.

What was 2013, the bow is this year the good old game of hide which is fully in trend with the developers. And so it is no surprise very little that you can always seek hiding places such as cabinets and other pieces of furniture in "TEW" to escape, especially the larger boss mobs times for a brief moment. If I am to be honest, I can slowly inside cupboards or beds from below but not see, because it's now just still a bit tiring, as often as this element is used in this year in games. Fortunately, you have to really use but in "TEW" rarely in the situation of these hiding places in order to survive, what more proof that it is just there because it is just a trend. I must in any case rarely taken respectively take the hiding places to complete.

\\\ Better, stronger & jars ///

What course should not be missing more work for their own character and its equipment. In the game you will always find that the point account fill sometimes more and sometimes less great jars and green jelly. With these points you can then improve the fitness of Sebastian (longer sprint, more health, etc.) (aim accurately, ammunition etc.) or their own weapons or handling these raise. All this has been kept clear and not oversized, which I like. Also you are so busy all the skills and equipment to improve, which is not located about the abundance of choices, but only at the immense cost of the improvements for a while.

\\\ ATMOSPHERE / and con BACKDROP DESIGN / Ammunition / STORY ///

What's the creators well done, is the atmospheric backdrop. I would "TEW" described as a mix of the Resident Evil and Silent Hill already mentioned, because there are some game moments that remind us of the big two. Whether it is the opponents Design or environments in which one moves. It's bloody cold, rusty, dirty, you traipsing through a hospital, an old village, sewers and other typical genre scenes. The opponents could directly come from the hell so beautiful disgusting and repulsive they look. Due to the scenario the creators no limits both Story, Gameplay and the design were set here. It is thus confronted with all sorts of brillant. And that is of course a matter of taste strong because you do as a developer so always something can suck your fingers without having to really explain it. So when opponents are invisible at a time and only show up when you meet with blows or weapon, then so be it in "The Evil Within". The story gives me personally not much, really nothing. Many questions, many just back and clapped each other, little or no exciting little interest - all in all very disappointing and uncreative unmotivierend. The end is the whole then finally the crown, because that would not be half-baked, unsatisfactory and meaningless fail respectively can be designed.

A bit strange I feel the localities of ammunition. It comes in the game from time to time prior to the one encounters large silver boxes like in Resident Evil. The players of today would here now safely assume a candy like a gun or the like. In "TEW" one finds instead, however, like to a cartridge for the Shotgun or sometimes a bolt for crossbow, only three yards to find a package on the floor with 3 shot. Here make then still an incredible number of question marks in my head wide and of course the question of what all now really should? That was not quite meant to end here one notices unfortunately repeatedly during the game and it often makes enough seems that here just a silver chest is because the makers found this chests so super great in Resident Evil. Even otherwise, there is quite often strange moments in game design. The degree of violence is also very neat, which also provide the developers always like to prove. The 18er-Seal is so rightly on the cover.

\\\ /// SOUND

The soundscape of "TEW" is a feast for the Survival horror fans. It smacks, drips and klackert at every turn. The monsters come loathsome sounds from, doors creak when opened properly and the German Synchro makes their job well. Not outstanding, but good. The voices like that of Resident Evil veteran Leon S Kennedy Included are I mentioned already.

\\\ /// KI

Opponents in "TEW" are quite demanding, but that does not mind is that they are clever, but simply because they eat lead without end and emerge happy times with a handful of friends. Since even normal opponents insert bullets and blows like a conveyor belt and ammunition due to the high wear is usually in short supply, there are many challenging encounters. Here then come again and again the traps and mechanisms into play what you have to do to use to most healing to escape from a situation. The AI ​​motto here so often quantity instead of quality.

\\\ /// GRAPHIC

Visually, "The Evil Within" very disappointing for my taste. At itself I represent indeed the opinion of the graphic is not everything in life is. But if I have at home a next-gen console and buy me a next-gen game for this, then I would also like to at least feel the touch of next-gen on the television and see. But even that touch lacks most strongly "TEW". The most positive are the lighting effects. If Sebastian lantern provides light in the darkness or a candle appears here and there, then that already looks quite chic. That's it then but also already with the laurels, because the rest is absolute average, sometimes even frumpy properly. The stiff facial animation for example are absolutely not true at the level of the next-gen time, which for many textures, objects and even fire effects (campfire or when opponents Kindle), which are usually only to "old consoles level", ie PS3 move, and therefore I am not exaggerating! Worst of all, however, the cut-scenes. Here I have repeatedly checked whether I had not yet turned on accidentally my PS3 because the see just oll out! A good example is the Ambulance flight scene right at the beginning of the game. For many of the scenes, however, are fairly consistent, designed in its entirety. In sum, "TEW" is therefore not ugly, not really. Frumpy it hits probably best.

\\\ Black bars / Cinemascope 21: 9 ///

Making matters worse, force us, the makers then also an aspect ratio of 21: 9, which means that the game always offers black bars at the top and bottom of the screen. But where such beams rarely interfere with a film that looks at a video game totally different. I once read somewhere that wanted thus creating an even beklemmenderes Feeling the makers. They have also managed, so the oppressive feeling. However, this does not come from the feeling (what a nonsense!). But the limited field of view The picture is thanks to this idea that is significantly smaller (I play on a 55 "and even then it bothers enormous!) And it just missing too much of the field of vision. And that's the problem. While films are tailored to this format have I in "TEW" always feel lack the something from the picture. For example, often customize the buttons symbols (if you can find energy or ammunition or can ignite an enemy on the ground) not in the picture if you look too far up or down, because there just are the bold bars. When you aim, the image zooms also incredibly close as, so that you can only see the gun at the screen and makes the targets super uncomfortable. In combat with multiple opponents then show up even more the pitfalls this format. But when putting the fights still in closed rooms of a house, the Overview is complete flutes in the entire zoom and out gezoome the targets etc. The worst part is, however, that the makers imposition-us the picture format, because you can not change in the settings in this regard. For me, this format is a real mood and fun Killer and it bears no piece positively to feel at what is utter nonsense anyway! Then we can horror games in the future still the same in 4: only play in a small box in the middle of TV`s 3 or better. I just say once that the makers have noted in the course of their development they have hung in terms of graphics the time far behind, and therefore reduces the image to cover this a little.

\\\ The Evil Within CONCLUSION ///

I'm disappointed in "The Evil Within". Sure, it's an atmospheric survival horror trip Invite in a gloomy world full of sick game scenes and figures for the showers. All this is also supported by a strong soundscape. And the escape sequences were mostly staged quite exciting. But by and large the game is absolutely nothing special, quite the contrary, you can take it out safely! The gameplay is wide extent known, hardly provides new elements (stale) and also brings with known weaknesses. Furthermore grab the makers already totally sucked out concepts such as hiding places, which not even the most important essential for coming forward and therefore are even more superfluous. The weak AI One tries with many opponents who eat lots of balls and to compensate gallons of blood spatter. The story is mega weak, meaningless and out of thin air and visually, na visually it's really disappointing for a next-gen game the end of 2014. To make matters worse then come still the aspect ratio which in normal LED televisions fat beams result has and what my game anyway, neat clouded, as it always moments in the game where the bar was disturbing anew. From me there is therefore only scarce, very scarce 3 stars for "The Evil Within"!

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