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The Evil Within 2 - Shinji Mikami & John Johanas on the sequels focus & direction

Mifec

Member
-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.

The bold part is especially important.

They tried to do this in Watchdogs 2, make everything viable without making any of them much harder than the other and the game's difficulty became a joke cuz of it. Glad Tango are willing to not make it the same.
 

BadWolf

Member
Yeah, I'm liking the sound of this. I was initially worried about more of the same, but this sounds badass.

It's interesting that Capcom's idea of horror is to limit the player more but Mikami's is to give the player more freedom in the world and combat while still focusing heavily on horror and story.
 

kamineko

Does his best thinking in the flying car
Everything I've heard sounds really good.

Thanks for the info as always, DG
 
First game came close to 5M. It was a little over 4M on consoles and about 600K on PC.

Ok, that's really, really impressive. Had no idea. That would show that there's very real hunger for action horror out there, I'm surprised. With RE pretty much abandoning that path there might be an even bigger opportunity here. Like I said, I didn't think the first game was any great shakes, but if a flawed effort had that kind of result this sequel could really be something. There's heavier competition in general this time around, but best of luck to them.
 

UrbanRats

Member
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.

I think it did it in more interesting ways.
I don't think extrapolation vs exposition is a one way battle (much like the mantra "show don't tell", doesn't always apply), and i think the scenes in the DLC did a lot more to pique my interest in the whole lore of the game, than the base game did.

One of the problems of the main game is how you jumped from one scene to the other, with very little connective tissue (even if everything can be more or less related back to
elements of Ruben's life and childhood
) but it did feel disjointed to me.

I hate walk & talk sections as much as the next guy, but stuff like
all the faces being blurred out
, or seeing Kidman
talking with Mobius, when you previously assumed she was talking with Sebastian
, and all that kind of scenes, did a lot to give the whole game world some flavor, in my opinion, instead of it just being Clive Barker's Silent Hill.
 

Dusk Golem

A 21st Century Rockefeller
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.
 

BadWolf

Member
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.

Man this is sounding better and better.
 

Neiteio

Member
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 wonder if the city of Union will have similar complexity and interconnectedness to the Spencer Estate
 
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.

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.
 

-MD-

Member
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.

This is the best thing I've read in quite some time.
 

DVCY201

Member
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
 

-MD-

Member
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

I believe he said he thought he'd be too busy with his new company to be able to direct a game but that didn't end up being the case.

Edit:

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.
 
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.

Absolutely amazing info!
 

UrbanRats

Member
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.
 

Dusk Golem

A 21st Century Rockefeller
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.

Reality shifting is still part of TEW2, but it has been commented it's not quite as drastic as it was in the first game, and I believe part of that has to do that there's a more 'central' location at the heart of things.
 

BadWolf

Member
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.

There is a hub world and main/side quests so there could be some backtracking involved through the same areas under different conditions or while progressively opening up each area more and more every time you visit it.
 

Dusk Golem

A 21st Century Rockefeller
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.

620538e7f52d9135ea2018aae60592a5.png
e5ddbaa0aee7997b1da6203fdcb91bf8.png
c2151f21993fbc64f172287d2bc97a74.png


Going to post all the new screens in the screen topic and post the write-up here shortly.
 

Dusk Golem

A 21st Century Rockefeller
A fantastic write-up was written by Resident Evie here: http://resident-evie.tumblr.com/post/164048277872/famitsu-tew-interview

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 here’s 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 we’ll see a new side of him as he tries to save Lily. Mikami says it’s not open world but from the start you’ll 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 there’s so much freedom put into each stage. Johanas says that stealth can be used at the player’s 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 didn’t 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 what’s the connection to TEW. Johanas says there are parts which are connected, but everything will be explained properly so newbies won’t be lost. Mikami says that honestly TEW’s story had confusing parts, and they’ve 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 there’s 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 there’s no chapters this time and they avoided loading screens (but you’ll 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, you’ll 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 that’s a Tango Gameworks rule. The interviewer says “what an interesting rule”. Mikami says that if he suggests something to Johanas and he says “Hmm, that’s not bad”, then that’s not good for the game. Mikami says to avoid wasting the team’s time on “not bad” ideas, they pose a variety of ideas and see which ones rise to the top in everyone’s 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 won’t get anything from buttering me up.”

Johanas says that from his viewpoint as a director it’s 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 it’s 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 you’ll always know what the story is and how it and the characters relate to the world they’re 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 “There’s 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 don’t worry (lol).” Johanas says “We’re going really hard right now it’s 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 didn’t have this in TEW so I think you’ll 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 heart’s 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! That’s 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, I’m hungry so I’m gonna get some food

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.
 

BadWolf

Member

That sounds like a very interesting (and fresh?) approach to the horror genre.

Instead of making something that kind of puts people off or makes them uncomfortable with areas that they don't want to be in, it sounds like they are focusing as much as possible on people having fun first both in the traversal and combat and laying on a good story to support it all.

Them constantly mentioning how good the story is also very hype to hear.
 
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.

Old Silent Hill did combine just that already.
 

Gbraga

Member
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.
 

UrbanRats

Member
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.
Sounds great, i'm happy they were more ambitious than just trying to do more of the same (i wouldn't have minded tho).

Old Silent Hill did combine just that already.
Well yeah, but silent Hill didn't really play with jumping around spaces, as extremely as TEW.
In TEW you start jumping around all over the place from the first minute.

In Silent Hill a door lead you to a geographically inconsistent room, but it was mostly in the climax, and still not as abrupt.

Still, as y'all said they're toning that aspect down, so that probably explains it.
 

Neiteio

Member
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.
 

Mifec

Member
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.

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.
 
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.

All of this sounds excellent. We're getting a lot of great information and I'll play it regardless, but can we get an engine confirmation already?
 

Neiteio

Member
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.
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 (
blinded Ignis, missing Prompto
) and culminate in something both dark and touching. It was a great structure. Its one major misstep is not doing enough to develop Luna as a character, but that's neither here nor there.

Also, as someone who was playing FFVII for the first time parallel to FFXV, I could hardly understand what was going on in FFVII and don't think it's any sort of greatness over FFXV.
 

Danjin44

The nicest person on this forum
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!!?
 

Neiteio

Member
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!!?
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.
 
Let's not get into a dick measuring war over FF games.

Anyhow, pretty excited for this game. I'll probably try part one since boost mode on pro corrects a lot of issues.
 

Danjin44

The nicest person on this forum
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.

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.
 

Neiteio

Member
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.
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.
 
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