Review: the evil within 2

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While The Evil Within 2 doesn’t reinvent the survival-horror wheel, it’s a fairly enjoyable experience. Tango Gameworks developed it và The Elder Scrolls V: Skyrlặng publisher Bethesdomain authority is distributing it. It picks up three years after the events of 2014’s The Evil Within and plunges (now retired) detective Sebastian Castellanos inlớn yet another virtual nightmare. This time, he’s searching for his daughter Lily, who was kidnapped & installed as the core.

As in the first game, STEM is the culprit. It’s a system that connects thousands of people’s minds using a core mind (in this case, Lily) lớn host them. While hooked up to lớn STEM, everyone can live sầu in a simulated town called Union, which is supposed to lớn be a kind of suburban utopia.


It’s a pretty goofy concept. Pretty much the only people who could think this is a good idea is an evil shadow organization bent on taking over the world — in this case, Mobius, the most ineffective yet simultaneously feared organization. The ultimate goal, of course, is lớn hook everyone in the world up khổng lồ STEM so that Mobius can control them.

After STEM went haywire in the first game because of a psychopath’s mind turning the virtual world upside down, it’s decided khổng lồ try again, this time with a “pure” mind aka a child’s. But at the start of The Evil Within 2, Lily’s gone missing within the virtual world và they’ve asked/coerced/threatened Sebastian inlớn plugging in to Union to track her down và rescue her. His main mission is lớn traverse a world that’s slowly crumbling because it can’t sustain itself without a core mind. If he fails, then everyone who’s connected to lớn the STEM system will die.

Check out our reviews Vault for past game review.

What you’ll like

Side quests

Most of Mobius’s operatives in Union are dead. I guess their head honcho never got around khổng lồ doing a post-mortem on what happened in the previous game at Beacon Hospital or lớn adding a failsafe for this kind of situation. Suffice it to lớn say, by the time Sebastian gets to Union, it’s overrun with gross creatures.

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There’s a semi-open world feel in the first half of the game, and you can choose whether or not lớn simply go after the main quest or khổng lồ investigate how everything went khổng lồ hell (again). As Sebastian shoots, sneaks, and shouts “Lily!” over và over around town, his communicator picks up resonance points, which are signals that usually lead hyên ổn to lớn areas where something traumatic has happened either to lớn an operative sầu or a Union citizen. These residual memories are pretty cool, though they can be a little repetitive. They flesh out the world, give sầu hints about where you can find weapons stashes, & add some flavor khổng lồ the pseudo-zombie infestation.

There are also optional side quests. One early on leads you to lớn retrieve sniper rifle parts. Another gives you a chance lớn save sầu a Union citizen from an untimely death. If you decide to lớn go into lớn the church on a lark, you’ll find a nasty surprise. Though you won’t find anything super shocking on these side quests, it’s nice khổng lồ have sầu the option to explore more if you feel like it.

Fun though flawed combat

*

The environment is only part of the tedium. All the side quests kind of amount khổng lồ the same thing. You don’t really learn that much about Mobius or what they’re doing. I wanted more details about how STEM actually works (though I suspect that’s left vague on purpose) or khổng lồ learn more about why some of these citizens decide to lớn live sầu in Union instead of the real world. However, most of the residual memories are Mobius operatives going “Oh no, what’s that sound?”

The enemies you encounter are also basically all the same. You get your run-of-the-mill zombos, và then you get your zombos on fire. There are a few specialty enemies, lượt thích the knife-wielding Hysteric or the acid-spitting Lament, but it doesn’t really feel like the roster of baddies expands that much throughout the game. Even the bosses don’t feel terribly eventful.

Awkward movement and interaction

Though the combat feels pretty good in general, Sebastian just doesn’t handle very well. Running feels laborious, và he’s a little cumbersome lớn control at times. The camera hovers very close lớn him, and you kết thúc up having lớn maneuver it to lớn get clear visibility, such as when you’re opening a drawer và you want to pick up whatever is inside.

There were also little wonky things that broke immersion. For instance, after I killed something, I could clearly see a vial of green gel lying on the ground. However, the option to lớn pick it up didn’t appear until I moved a foot away from it.

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Aside from how awkward some of the interactions were, there also wasn’t enough of it. There were so many doors that Sebastian just flat-out couldn’t open, which felt weird after the game had mix up an expectation of allowing the player khổng lồ explore the environment. For some reason, he can climb on top of a car, but he can’t scale a chainlinks fence. And I ran inlớn some invisible walls from time to lớn time, which was disappointing.


Chuyên mục: Kiến thức