First game came close to 5M. It was a little over 4M on consoles and about 600K on PC.
Wow, didn't know the game did so well.
First game came close to 5M. It was a little over 4M on consoles and about 600K on PC.
-Instead of dictating the way to play like the original game did (and clarifying the original game sort of had a certain style you had to play in chapter by chapter, often with limited options in what you could and couldn't do), they want players to be able to play The Evil Within 2 anyway they like. They restrained forced stealth and combat sections to instead rather have multiple options in about any scenario, allowing players to choose whether to fight, sneak, flee, or use traps/the environment to kill. There will be scenarios where certain methods will certainly be much tougher to pull off, but they designed TEW2 so all options should almost always at least be possible.
Yeah, I'm liking the sound of this. I was initially worried about more of the same, but this sounds badass.
First game came close to 5M. It was a little over 4M on consoles and about 600K on PC.
What have I missed story wise by not playing the Kidman DLC?
What have I missed story wise by not playing the Kidman DLC?
If you understand the main game's story, nothing major exceptSeb's wife is alive and works at Mobius, and Joseph is alive at the end of the game
90% of the interesting story bits came from there, imo.
Unless I'm forgetting, I'm pretty sure almost all of that stuff could be extrapolated from the base game. The DLC just did periodic exposition dumps to spell it out.
UPDATE:
New interview with the French site Jeux Video.
One of the key things Mikami says in the interview is if the original The Evil Within was closer to Resident Evil 4 than RE1, The Evil Within 2 is much closer to Resident Evil 1 than RE4. He wouldn't go too full into detail here, but touched a bit on this, commenting that The Evil Within 2 features more downtime, exploration, and unlocking new areas than the previous one did, but there's more to that comparison but he wants to keep it more of a secret for now.
Some other key bits from the interview:
-They mention a big emphasis for them this time is atmosphere, they think what hook people over a longer period is good characters, atmosphere, over action set-pieces and they're exploring that in TEW.
-They mention they made the casual difficulty much easier to be more accessible to casual audiences.
-They mention The Evil With 2 is somewhere between a psychological thriller and survival-horror.
-Mikami talks about how he's open for Tango to try other things, and even other horror games since many on the team are passionate about horror and they had before TEW2 tossed around a very different sort of horror game, but they got an idea for TEW2 they all decided they had to make, and so they're going through with bringing that to reality.
-They basically confirm that they don't want The Evil Within 2 to be the last TEW game, they're planning it as a long-lasting franchise and hope to prove it's ability to be that with this game.
-Mikami actually really liked Resident Evil 7.
UPDATE:
-Mikami actually really liked Resident Evil 7.
I wonder if the city of Union will have similar complexity and interconnectedness to the Spencer EstateUPDATE:
New interview with the French site Jeux Video.
One of the key things Mikami says in the interview is if the original The Evil Within was closer to Resident Evil 4 than RE1, The Evil Within 2 is much closer to Resident Evil 1 than RE4. He wouldn't go too full into detail here, but touched a bit on this, commenting that The Evil Within 2 features more downtime, exploration, and unlocking new areas than the previous one did, but there's more to that comparison but he wants to keep it more of a secret for now.
Some other key bits from the interview:
-They mention a big emphasis for them this time is atmosphere, they think what hook people over a longer period is good characters, atmosphere, over action set-pieces and they're exploring that in TEW.
-They mention they made the casual difficulty much easier to be more accessible to casual audiences.
-They mention The Evil With 2 is somewhere between a psychological thriller and survival-horror.
-Mikami talks about how he's open for Tango to try other things, and even other horror games since many on the team are passionate about horror and they had before TEW2 tossed around a very different sort of horror game, but they got an idea for TEW2 they all decided they had to make, and so they're going through with bringing that to reality.
-They basically confirm that they don't want The Evil Within 2 to be the last TEW game, they're planning it as a long-lasting franchise and hope to prove it's ability to be that with this game.
-Mikami actually really liked Resident Evil 7.
UPDATE:
New interview with the French site Jeux Video.
One of the key things Mikami says in the interview is if the original The Evil Within was closer to Resident Evil 4 than RE1, The Evil Within 2 is much closer to Resident Evil 1 than RE4. He wouldn't go too full into detail here, but touched a bit on this, commenting that The Evil Within 2 features more downtime, exploration, and unlocking new areas than the previous one did, but there's more to that comparison but he wants to keep it more of a secret for now.
Some other key bits from the interview:
-They mention a big emphasis for them this time is atmosphere, they think what hook people over a longer period is good characters, atmosphere, over action set-pieces and they're exploring that in TEW.
-They mention they made the casual difficulty much easier to be more accessible to casual audiences.
-They mention The Evil With 2 is somewhere between a psychological thriller and survival-horror.
-Mikami talks about how he's open for Tango to try other things, and even other horror games since many on the team are passionate about horror and they had before TEW2 tossed around a very different sort of horror game, but they got an idea for TEW2 they all decided they had to make, and so they're going through with bringing that to reality.
-They basically confirm that they don't want The Evil Within 2 to be the last TEW game, they're planning it as a long-lasting franchise and hope to prove it's ability to be that with this game.
-Mikami actually really liked Resident Evil 7.
One of the key things Mikami says in the interview is if the original The Evil Within was closer to Resident Evil 4 than RE1, The Evil Within 2 is much closer to Resident Evil 1 than RE4.
UPDATE:
New interview with the French site Jeux Video.
-Mikami actually really liked Resident Evil 7.
Is it just me, or does Mikami sound more invested for TEW2 than the first game? I don't know, but I remember hearing things like he didn't actually wanted to make TEW but Bethedas forced him to make a horror game from the remains of another WIP game.
He didn't if I remember correctly. He also didn't want to direct anymore either, but got in trouble for saying that lol. I think Bethesda has pulled back a bit maybe, gave him more freedom with his studio
In an interview with Famitsu shortly after joining Bethesda, Mikami said that his first game for Tango would be the last he would direct himself, in part to create opportunities for others.
"I can only last for so long handling both director and company president duties, and besides, I want to give our younger developers a chance," he said. "Knowing that, of course, makes me want to put all of my experience, my energy and everything else I've got into this game. I'm pretty lucky that [Bethesda] was willing to accept that, too. Too many publishers are only interested in the very near future, after all."
Those comments led to reports online of Mikami planning to retire as a director, which he says didn't go over well with higher-ups at Bethesda and may not end up being true.
"I probably shouldn't have said that," says Mikami. "My bosses were pretty upset. That was something I decided before I started Tango, that the next project would be my last. ... I was thinking back then that I would have to spend more time managing the studio and training people rather than directing. But now because Tango is part of Bethesda, I have less management overhead. So I have more time to get involved with a game than I originally thought I would."
At this point, Mikami says he doesn't know who will direct Tango's next game. It might be him. It might be someone else at Tango. In his interview answers, he bounces back and forth between his desires to lead projects and to give team members chances to lead their own.
He didn't if I remember correctly. He also didn't want to direct anymore either, but got in trouble for saying that lol. I think Bethesda has pulled back a bit maybe, gave him more freedom with his studio
UPDATE:
New interview with the French site Jeux Video.
One of the key things Mikami says in the interview is if the original The Evil Within was closer to Resident Evil 4 than RE1, The Evil Within 2 is much closer to Resident Evil 1 than RE4. He wouldn't go too full into detail here, but touched a bit on this, commenting that The Evil Within 2 features more downtime, exploration, and unlocking new areas than the previous one did, but there's more to that comparison but he wants to keep it more of a secret for now.
Some other key bits from the interview:
-They mention a big emphasis for them this time is atmosphere, they think what hook people over a longer period is good characters, atmosphere, over action set-pieces and they're exploring that in TEW.
-They mention they made the casual difficulty much easier to be more accessible to casual audiences.
-They mention The Evil With 2 is somewhere between a psychological thriller and survival-horror.
-Mikami talks about how he's open for Tango to try other things, and even other horror games since many on the team are passionate about horror and they had before TEW2 tossed around a very different sort of horror game, but they got an idea for TEW2 they all decided they had to make, and so they're going through with bringing that to reality.
-They basically confirm that they don't want The Evil Within 2 to be the last TEW game, they're planning it as a long-lasting franchise and hope to prove it's ability to be that with this game.
-Mikami actually really liked Resident Evil 7.
I mean, REmake is the GOAT, but what does that mean, in practical terms? I really can't see TEW's world working in a slower paced RE1 formula, simply because jumping around wildly different situations, is so integral to its world, whereas RE1 is made up of a lot of backtracking and building a strong sense of place through it.
I mean, REmake is the GOAT, but what does that mean, in practical terms? I really can't see TEW's world working in a slower paced RE1 formula, simply because jumping around wildly different situations, is so integral to its world, whereas RE1 is made up of a lot of backtracking and building a strong sense of place through it.
So in the interview they refer to them as Mikami-shi and John-shi hmm yep, as any foreigner working in a Japanese office will tell you, all foreigners must be called by their first name in professional settings. Been there :D
Okay heres my summary translation
The first question is, when did they begin production. Mikami says summer 2015, right after they finished The Executioner. They knew from the start Sebastian would be returning. Johanas says Sebastian will be more likeable this time around, since well see a new side of him as he tries to save Lily. Mikami says its not open world but from the start youll have a large area to play in and do stuff apart from the main mission, at your own pace. Mikami says that random stuff might even happen since theres so much freedom put into each stage. Johanas says that stealth can be used at the players discretion at any point in the game this time. Mikami says from the start they focused on a simple, charming and understandable story, and a enjoyable world to explore. They didnt focus on increasing horror this time. Johanas says that TEW had a strong focus on grotesque stuff and that this time they wanted to focus on the psychological side of things.
The interviewer asks whats the connection to TEW. Johanas says there are parts which are connected, but everything will be explained properly so newbies wont be lost. Mikami says that honestly TEWs story had confusing parts, and theyve focused on making the story easy to understand this time.
The interviewer says that they think the DLC cleared up the hard to understand parts. Mikami says that the story this time is really good, and especially it gets awesome in the latter half. He thinks it would be a shame if people quit halfway through because the game was difficult. Then they discuss the difficulty, those who liked TEW1 should play Nightmare and newbies should play Casual. Mikami says he wants people to proceed smartly through the game and enjoy the story. Johanas also says theres Survival in the middle but personally he prefers Nightmare, but hopes people will play in whatever way suits them best.
Mikami then discusses balancing game difficulty using manual and automatic cars as a metaphor. Johanas says theres no chapters this time and they avoided loading screens (but youll get one if you die etc) in order to keep the player immersed in the story. Mikami says if you play around exploring the world, youll find a ton of time passes.
The interviewer then brings up who is the director this time, Mikami says Johanas has been there since the start of the company in 2010 and that as far as TEW2 is concerned Johanas as director has the final authority over Mikami (as executive producer) even though Mikami is the boss of Tango and thats a Tango Gameworks rule. The interviewer says what an interesting rule. Mikami says that if he suggests something to Johanas and he says Hmm, thats not bad, then thats not good for the game. Mikami says to avoid wasting the teams time on not bad ideas, they pose a variety of ideas and see which ones rise to the top in everyones estimation, then pursue those. Johanas says that he really respects Mikami and that one opinion from Mikami is worth that of 1,000 game testers. Mikami says Are you serious? You wont get anything from buttering me up.
Johanas says that from his viewpoint as a director its more complicated this time than working on TEW since TEW was split up into chapters. This time, they have to focus on a consistent game flow.
The interviewer then says, if the director is superior, then does that mean Mikami has not touched the game at all? Mikami says he touched TEW too much and made some parts overly difficult. He says that this time he plays the game and only brings up things that stand out to him. And that in making games its easy to fixate on the small things and miss out on the bigger picture and that is a problem he has. Johanas says that he thinks in TEW there was a disconnect between the story and the setting and the way the settings changed in bewildering ways. He says this time there will be stages that will have players asking what kind of place is this? but youll always know what the story is and how it and the characters relate to the world theyre in.
Mikami says he was really pleased with the E3 2017 reveal. Johanas says the reaction to the reveal around him as he was there watching it was amazing. He says Theres a lot of secrets hidden in that video.
The interviewer asks how the game is doing right now with October approaching. Mikami says We can see the goal clearly, so dont worry (lol). Johanas says Were going really hard right now its but going well (lol).
The interviewer asks them to sum up the main difference between TEW2 and TEW. Mikami says, Think of it like a full course meal. First for the entree we have the wide open stages for you to enjoy. We didnt have this in TEW so I think youll find it refreshing. You can ignore the sub-quests and move on with the story if you want, but if you think, this is delicious, I want more entree then you can feel free to explore the wide open stages to your hearts content, then go on and enjoy the main meal. Johanas says that the first half of the game is full of different things to do with little mysteries scattered everywhere. Then the story opens up from the middle into the end. Then Mikami says I want you to enjoy the main dish because we made a lot of delicious stuff for it. Then at the end we have an amazing dessert, I mean, an amazing scenario waiting for you. I want you to enjoy this meal from start to finish! Thats why we worked so hard on game balance. Personally, I recommend Casual mode this time, particularly for those who are beginning the series with TEW2.
End of interview! Tango Gameworks seems like such a nice positive work environment! also, Im hungry so Im gonna get some food
A fantastic write-up was written by Resident Evie here: http://resident-evie.tumblr.com/post/164048277872/famitsu-tew-interview
I mean, REmake is the GOAT, but what does that mean, in practical terms? I really can't see TEW's world working in a slower paced RE1 formula, simply because jumping around wildly different situations, is so integral to its world, whereas RE1 is made up of a lot of backtracking and building a strong sense of place through it.
Sounds great, i'm happy they were more ambitious than just trying to do more of the same (i wouldn't have minded tho).A fantastic write-up was written by Resident Evie here: http://resident-evie.tumblr.com/post/164048277872/famitsu-tew-interview
The thing I'm most excited for the interview is the talk about 'mysteries' to explore in the game. Side-Quest have some concerned, and I know some people dislike Silent Hill Downpour but one of its greatest strengths was how it did side-quests, there were just optional little mysteries strewn around the town you could go deeper into. If TEW2 does anything similar and less away from, "Hey I'm a Mobius Soldier, kill X enemies for their scales/whatever," I'll be a very happy camper.
Well yeah, but silent Hill didn't really play with jumping around spaces, as extremely as TEW.Old Silent Hill did combine just that already.
Agreed. I loved FFXV's structure, how the first half is the cross-country road trip that serves as a way to develop the characters and the universe, allowing you to immerse yourself in the world at length, and then the second half is the cross-continental train trip that literally railroads you through an intriguing plot with escalating stakes, arriving at a satisfying conclusion. (Seriously, the ending of FFXV is so good.)Every time they explain their side quests and hub structure, I keep thinking of Dark Souls 1. If my comparison is justified, damn. Daaaaamn.
And I also love the idea of (apparently) giving you more freedom in the early parts of the game, and as the story ramps up, you get less and less side content, and the story becomes the main focus. It's basically what FFXV did, and while A LOT of people dislike the game, it's more because of the content's quality than the concept itself. The idea of giving you as much freedom as possible for the first part of the game, and then turning it into a more linear thing for the final stretch is actually really good, and helps solving one of the biggest issues many open world games have with story pacing.
Agreed. I loved FFXV's structure, how the first half is the cross-country road trip that serves as a way to develop the characters and the universe, allowing you to immerse yourself in the world at length, and then the second half is the cross-continental train trip that literally railroads you through an intriguing plot with escalating stakes, arriving at a satisfying conclusion. (Seriously, the ending of FFXV is so good.)
Wouldn't mind seeing TEW take a similar approach.
A fantastic write-up was written by Resident Evie here: http://resident-evie.tumblr.com/post/164048277872/famitsu-tew-interview
The thing I'm most excited for the interview is the talk about 'mysteries' to explore in the game. Side-Quest have some concerned, and I know some people dislike Silent Hill Downpour but one of its greatest strengths was how it did side-quests, there were just optional little mysteries strewn around the town you could go deeper into. If TEW2 does anything similar and less away from, "Hey I'm a Mobius Soldier, kill X enemies for their scales/whatever," I'll be a very happy camper.
Gotta disagree. Spending time on the road with the bros in the first half of FFXV is why their touching sendoff in the ending (widely considered one of the best moments in the series) works so well. Being able to explore the world freely in the first half also made it OK to focus on story in the second half, which allowed them to ratchet up the stakes with what happens to certain bros (It fails miserably at this though rofl and the story and ending are really bad. Like it's insultingly bad compared to something like FF7 and I don't even like the story and chars of 7.
It's not open world, but there's a sandbox-style hub world to explore, so that if you want to gear up by scavenging for resources (extra bullets, etc) for tackling the next story section, you can do so by exploring off the beaten path to solve mysteries scattered around the world, which will also further develop your understanding of the lore, of course. From the sounds of it, this side content decreases as you get deeper into the game, at which point it increasingly focuses more and more on the main story to maintain pacing as you hurtle toward the grand conclusion. Sounds good to me.Wow, wow, wait a minute.......I haven't following all the news because I don't want spoil the game for myself but Evil Within 2 has side quests now? Why!!?
Excellent.Johanas says theres no chapters this time
It's not open world, but there's a sandbox-style hub world to explore, so that if you want to gear up by scavenging for resources (extra bullets, etc) for tackling the next story section, you can do so by exploring off the beaten path to solve mysteries scattered around the world, which will also further develop your understanding of the lore, of course. From the sounds of it, this side content decreases as you get deeper into the game, at which point it increasingly focuses more and more on the main story to maintain pacing as you hurtle toward the grand conclusion. Sounds good to me.
Heads-up, going to do a write-up but there's a lot more info from the Famitsu article now posted, as well as some new screens.
Going to post all the new screens in the screen topic and post the write-up here shortly.
Mikami has assured us the highest difficulty is brutal even by his standards. The game will provide the challenge you seek, even if you do everything.Maybe will have to see how might this work out but this really scares me. I don't want to get way over powered for next chapter by doing the side quests (Im assuming u get rewarded with resources). In survivor horror, I want to struggle, passing a chapter with barely bullets or health left. To me thats entire point of playing survivor horror.
I'm glad the monster design isn't atrocious this time around
Easy. Get both!How am I supposed to decide between this and Wolfenstien?
This is crazy!
Mikami actually really liked Resident Evil 7