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The Evil Within 1 hour stream footage - PS4

I'm picking this up on release, but do we know yet if the game is checkpoint-driven? The game's got dedicated save rooms, right? I'm guessing though that the game doesn't kick you back to your last hard save if you die? Probably more like RE4 in terms of checkpoints? Hoping there are difficulties/modes that only recognize hard saves and such.
 
The only things that really bother me are:

1) The loading times. i'm really hoping they will get this ironed out, because in a game where you die a lot, sitting around through like 30 seconds of loading each time is pretty terrible.

2) Please let me turn off that terrible blood spatter that gets on the screen. It just looks so cheap, and covers the screen constantly.
 
I'm picking this up on release, but do we know yet if the game is checkpoint-driven? The game's got dedicated save rooms, right? I'm guessing though that the game doesn't kick you back to your last hard save if you die? Probably more like RE4 in terms of checkpoints? Hoping there are difficulties/modes that only recognize hard saves and such.

That's exactly how it works. Also there is a mode that increases the challenge even more after completing it.
 
Every time I watch a video of this game I'm happy with what I'm seeing. Then I come to neogaf and half of the people are talking about how bad/janky it is. It's weird.
 
Probably going to wait for reviews on this. I enjoy the B Horror Movie setting and Resident Evil, but I'm still not sold on it yet. Hopefully we will see some new areas prior to release. I feel like all of the walkthroughs are of the same areas.
 
That's exactly how it works. Also there is a mode that increases the challenge even more after completing it.

Ah, I figured. I've been avoiding most footage on the game, so I wasn't too sure. Hopefully, that added "challenge" is in the form of varied enemy placement and other restrictions (like the removal of checkpoints) and not garbage artificial difficulty "adjustments" like increased damage taken/enemies requiring more damage dealt to them, etc.. (like in Shadow of the Damned...barf). I'm sure it's the former being a Mikami game and everything, but you never know these days...
 
Every time I watch a video of this game I'm happy with what I'm seeing. Then I come to neogaf and half of the people are talking about how bad/janky it is. It's weird.

It's to be expected, It will be quite the hit when it drops, hard as balls too which I'm opkay with in this type of game..

I'm also loving the peon enemy designs, seeing someone with half a head come at you is one of the most jarring things I've witnessed in a while, those things are durable as heck too..

I may play a trap and bow Sebastion, saving guns for bosses and the like.
 
Pleased with what i saw so far, graphical fidelity doesn't bother me much in this case since the ambience and enviroments are well realized.

The game seems too easy and there's the inmersion braking one man behaves like an army arsenal storage. Force players to make the desicion of what weapons to carry, this should be a survival game, not yet another 3rd person shooter for an already crowded market.

Speaking of graphics, while the IQ and technical prophiciency are not setting new benchmarks there's an impressive amount of detail in the enviroments.
 
I feel conflicted on this one. On one hand, the minute to minute gameplay looks kinda bad. The AI not reacting at all to the bottle being thrown right at them was weird. Like why even try that? Also, the combat looks a bit loose, more like Shadows of the Damned than RE4.

But it's also Mikami and I think he's earned my trust.

I wonder if I should get this or Aliens or both. They're both single player horror games which I want more of, so I feel like I should get them out of loyalty.
 
The biggest thing I'm taking away from it is it seems very atmospheric. The item management reminds me of something akin to Last of Us and loving the enemy designs and puzzle like aspects.

The stealth gameplay seems very similar to TLOU, I lol'ed so hard when he was crouching behind table with a bottle in his hand.
 
I feel conflicted on this one. On one hand, the minute to minute gameplay looks kinda bad. The AI not reacting at all to the bottle being thrown right at them was weird. Like why even try that? Also, the combat looks a bit loose, more like Shadows of the Damned than RE4.

But it's also Mikami and I think he's earned my trust.

I wonder if I should get this or Aliens or both. They're both single player horror games which I want more of, so I feel like I should get them out of loyalty.

I can't help but feel like he's just drawing on a lot of ideas from a bunch of different horror games and throwing them in this one. We've got crafting, stealth kills and throwable distractions, similar to The Last of Us. Then there's hiding under cots and in closets like in Haunting Ground. Is there even a need for this mechanic in the game? And then there's the ghost that seems to pop up randomly and is unkillable, like so many horror games in the last couple years.

Still, I loved Resident Evil 4, so I'm hopeful that this will turn out great.

EDIT: Btw, I'm not saying that he is copying The Last of Us or Haunting Ground or any other game. Just that some of the mechanics seem so disjointed, and seem to have little to no real gameplay purpose.
 
Whats up with all the P.T talk everywhere and how can a mini game that takes place in a hallway ruin the hype for TEW?

Yes i guess a Silent Hill game led by a talented dev as Kojima puts it automatically at the top of most hyped horror games (and games in general) but we have not seen any gameplay yet, it just barely got announced and there are no details besides the big names that leads it+ it doesn't compete with TEW as it is coming out at the very best next year, so how it can be relevant to TEW's success?

Cause we got play PT and it is one of the scariest "games" ever. The comparison makes no sense at this moment though. That said the PT excitement if huge to those who played it cause again we PLAYED it and that will always be more effective marketing than videos and previews.

That said this is Mikami and I am there day 1.
 
I'm really digging the setting and gameplay, but I have no idea why the animations are so exaggerated. Kind of pulls me out of the experience. Parts of the UI could also use some more work.

Anyway, game could have immense variety with its mix of gunplay, stealth, and traps. Hopefully Mikami delivers. Brain puzzle is neat and similar to RE4's puzzles where the act of physically solving it isn't tedious (I'm looking at you, Last of Us ladder/plank/pallet puzzles).
 
Maybe this game should have been delayed until next year? =/

I'm propably buying this game because I like atmospheric games and it's Mikami, but I agree that this game has it's fair share of polishment to do, and I don't think they can polish all of it in time for release.
 
I'm propably buying this game because I like atmospheric games and it's Mikami, but I agree that this game has it's fair share of polishment to do, and I don't think they can polish all of it in time for release.

Yeah, this is actually one of my most anticipated games (flaws aside). I love Mikami's work, and really want to play this game. But I almost would rather the game got delayed at this point so it could be more polished. =/

That said, I say that as a fan (not considering dev cost etc.) So I don't know how realistic that is. I guess it isn't at this point since it's coming out.
 
Why does this game feel like such a mess.

RE6 FOV
Long load times after retry
Letterboxed
Low framerate
RE4 era AI

It does look like a mess. But I also think this game has its charm. It seems like a nice throwback title only Japanese studios can make. I could also enjoy SotD though that one was heavily flawed.
 
Yeah, this is actually one of my most anticipated games (flaws aside). I love Mikami's work, and really want to play this game. But I almost would rather the game got delayed at this point so it could be more polished. =/

That said, I say that as a fan (not considering dev cost etc.) So I don't know how realistic that is. I guess it isn't at this point since it's coming out.

I kind of agree with you. For me, personally they might as well delay this. Aside from tlou:r and metro:redux, everything I wanted this year got delayed until 2015 so what's one more really :D?
 
I can't help but feel like he's just drawing on a lot of ideas from a bunch of different horror games and throwing them in this one. We've got crafting, stealth kills and throwable distractions, similar to The Last of Us. Then there's hiding under cots and in closets like in Haunting Ground. Is there even a need for this mechanic in the game? And then there's the ghost that seems to pop up randomly and is unkillable, like so many horror games in the last couple years.

Still, I loved Resident Evil 4, so I'm hopeful that this will turn out great.

EDIT: Btw, I'm not saying that he is copying The Last of Us or Haunting Ground or any other game. Just that some of the mechanics seem so disjointed, and seem to have little to no real gameplay purpose.
What get's me every time the comparison is made is that TLoU has a grand total of ZERO original elements to call it's own. More over, most of 3rd person shotters/action/horror games are heavily influenced by Resident Evil 4 and Devil May Cry. Stuff with Mikami's involvement.

Yet, here we are citing the Last of Us in an Evil Within thread.

On topic:
Would really like to see how much impact the stealth elements and hiding places have in the game. Hines walkthrough while entertaining was way to cluncky to get any ideas on how these types of mechanics could affect gameplay.
 
I know this has already been stated, but some of the gameplay mechanics seem to be similar to TLoU. That certainly isn't a bad thing, and I don't know if the devs have purposefully borrowed these mechanics or coincidentally done so; either way, I'm down with it.

Also, this gameplay footage is substantially better looking than the previous footage I've seen, specifically the visuals. The last time I saw footage it was either on the 360 or One. I'm guessing the former since the visuals in this footage are of much higher quality.
 
What get's me every time the comparison is made is that TLoU has a grand total of ZERO original elements to call it's own. More over, most of 3rd person shotters/action/horror games are heavily influenced by Resident Evil 4 and Devil May Cry. Stuff with Mikami's involvement.

Yet, here we are citing the Last of Us in an Evil Within thread.

On topic:
Would really like to see how much impact the stealth elements and hiding places have in the game. Hines walkthrough while entertaining was way to cluncky to get any ideas on how these types of mechanics could affect gameplay.

What gets me every time when anyone brings up The Last of Us is that people invariably ask what it did new, even if the discussion isn't about that.

In The Last of Us, each of those mechanics made sense. When you throw a bottle or brick in TLOU, the enemy reacts. He throws a bottle right next to one of the enemies and there is no reaction. In Haunting Ground, you have to hide, you have no real options for combat other than distracting and delaying enemies. In this video he randomly hides under the cot then gets out. There's no discernible reason for that mechanic. You even acknowledge that it isn't readily apparent how these mechanics will serve gameplay purposes.

Maybe things will be clarified later, and maybe the AI and gameplay mechanics will be tweaked. But for right now, and from what videos I've seen, it seems like the game just has a bunch of mechanics thrown in. I'm still excited for the game, but these videos so far don't seem all that great.
 
I just hope one single thing.

It needs to stay focused and not create a useless, repetitive, bloated world like in many parts of Alan Wake.

find the middle point between corridor horror á la RE:revelations and "open world" AW
 
What gets me every time when anyone brings up The Last of Us is that people invariably ask what it did new, even if the discussion isn't about that.

In The Last of Us, each of those mechanics made sense. When you throw a bottle or brick in TLOU, the enemy reacts. He throws a bottle right next to one of the enemies and there is no reaction. In Haunting Ground, you have to hide, you have no real options for combat other than distracting and delaying enemies. In this video he randomly hides under the cot then gets out. There's no discernible reason for that mechanic. You even acknowledge that it isn't readily apparent how these mechanics will serve gameplay purposes.

Maybe things will be clarified later, and maybe the AI and gameplay mechanics will be tweaked. But for right now, and from what videos I've seen, it seems like the game just has a bunch of mechanics thrown in. I'm still excited for the game, but these videos so far don't seem all that great.

The hiding mechanic should be useful when Ruvik appears. He's dynamic, so the mileage of that mechanic may vary based on luck.

I believe that specific enemy didn't react to the bottle because it was busy eating the corpse.
 
The hiding mechanic should be useful when Ruvik appears. He's dynamic, so the mileage of that mechanic may vary based on luck.

I believe that specific enemy didn't react to the bottle because it was busy eating the corpse.

Yes, those are possibilities. Look, I know that this wasn't a marketing video. It was just Pete Hines playing the game. It wasn't orchestrated or a vertical slice. But we haven't really seen anything that shows what these mechanics are for. Show me how you can hide from Ruvik. Show me how you can use bottles to distract or maybe even stun enemies. Don't just tell me that I can throw bottles, and that I can hide under cots. Show me why I should care that I can do those things.
 
Game looks interesting. Atmosphere is nice and enemies actually seem dangerous. Can't help but hate the "cinematic" black bars though. Those random ghost attacks seem annoying also.
 
Visually I think the game looks good. The texture work is done well enough that details come through and there isn't any blurry mess on the walls.

My issue comes from the game-play. It just looks really bad. It looks like a game that was made years ago and got a fresh coat of paint. It just looks like it plays very sloppy and not refined at all. Combat seems to be just awful once an enemy gets too close, he can't hit anything within arms reach.

They need to also fire whoever designed the menus, some of the worse I have seen in a game in years.
 
I tried watching the video, but I can't seem to get it to run without lagging (I don't mean this as a framerate joke, even when the people are talking in the beginning, it's very jumpy). Too bad, I would like to see what people are talking about in regards to the framerate and see some footage. I tried to watched some of the other recent videos, but the YT personalities playing them were not to my style.

Is this supposed to be a horror game?

Hm, yeah, a game entitled The Evil WIthin, with zombie-esque creatures and a puzzle involving an exposed brain. It is quite the puzzle.
 
Looks like it could be decent, but the hype Mikami warranted, doesn't seem to be matched by the actual game.
We'll see how it turns out.
 
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