The Evil Within gameplay details: weapons, enemies and contr

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Mikami unveils his new survival horror game

Fresh details about Bethesda and Shinji Mikami's The Evil Within have arrived.... read more

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The Evil Within gameplay details: weapons, enemies and contr

Postby illage2 » 22 Apr 2013, 16:20

"The first part of the demo takes place in an asylum, followed by a brief section in a hospital."

Copied that from MGS5/The Phantom Pain did we?
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The Evil Within gameplay details: weapons, enemies and contr

Postby Fr33Kye » 22 Apr 2013, 16:25

You had me at wave of blood. I can't wait for this. The top of my most anticipated list, right next to killer is dead.
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Re: The Evil Within gameplay details: weapons, enemies and c

Postby MrPirtniw » 22 Apr 2013, 16:31

This could go either way to be honest- I really, really hope it turns out to be a great game but for some reason my hype alarm doesn't seem to be going off. I'll probably get it day one as long as they don't reveal any Resi 6 shenanigans- I'll be damned if I let a new horror IP flop- but will it top Silent Hill 2/Fatal Frame 2?

I'm hoping this looks as good as it seems too- http://www.youtube.com/watch?v=4x3oJQ6uUA8
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Re: The Evil Within gameplay details: weapons, enemies and c

Postby incrediblebulk » 22 Apr 2013, 16:38

illage2 wrote:"The first part of the demo takes place in an asylum, followed by a brief section in a hospital."

Copied that from MGS5/The Phantom Pain did we?


because only MGS uses an asylum and hospital in there game. lol pretty much every horror game has a hospital or asylum heck manhunt started you in ansylum. silly rabbit
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Re: The Evil Within gameplay details: weapons, enemies and c

Postby Audest_Oggust » 22 Apr 2013, 18:52

illage2 wrote:"The first part of the demo takes place in an asylum, followed by a brief section in a hospital."

Copied that from MGS5/The Phantom Pain did we?


Oh? Dark Souls begins in an asylum. I assume they stole from that as well? Oh, there's also a mission in GTA IV where you have to go inside a hospital. Those bastards are stealing ideas from everyone!
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Re: The Evil Within gameplay details: weapons, enemies and c

Postby Penguin101 » 22 Apr 2013, 18:58

Wait wait wait, repeating cycles? Not scary... I want to be on my toes all the time!
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Re: The Evil Within gameplay details: weapons, enemies and c

Postby MPH » 23 Apr 2013, 14:03

Fr33Kye wrote:You had me at wave of blood. I can't wait for this. The top of my most anticipated list, right next to killer is dead.


Same. Only the other day I was thinking "There aren't enough waves of blood in games nowadays". I'm glad there will be a wave of blood in this.
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Re: The Evil Within gameplay details: weapons, enemies and c

Postby Jonathan Mckiddy » 24 Apr 2013, 05:49

I'm very jaded now. I got really excited after watching the teaser trailer. and this list dashed my hopes against the rocks. Because I'm filled with a deep sense of self importance. I'm going to go over every bullet point listed in this article and break it down into it's essentials.

Mikami is aiming for "the perfect balance between horror and action" expect lots of jumpscares and lots of guns. Don't expect much more than that.

Aims to have an "air of mystery" instead of thematic twists The location is going to be spooky, but the story is going to be tepid at best.

Main character is called 'Sebastian', he is a detective Hey guys, how do we explain our character being highly proficient in firearms without making him law enforcement or military?

His partner is called Joseph, and the two are joined by a female detective referred to as 'Kid' One of these two people are going to die. and it's going to be the one the devs wanted you to care the most about. Possibly both of them if the devs really try to make you emotionally invested. Also be wary that we might make Kid utterly useless and force you to escort her for a nice chunk of the game.

Viewpoint is from over Sebastian's shoulder There's only so many ways you can place a camera and people seem to have really rebelled against the set camera angle phase of the 90's and early 2000's. We'd have made it first person but then you wouldn't be able to see the level of detail in his character model.

The development team is "paying a lot of attention to the theatrical and cinematic aspects" of the game Cutscenes! Cutscenes as far as the eye can see!

In terms of controls, they want the game to feel scary and cinematic, but the controls shouldn't impact flow or be cumbersome We're pretty much going to copy the control scheme from the more recent resident evil titles, It's just easier on everyone that way.

The Evil Within is developed using a heavily modified version of id Tech 5 which the game's art director calls "Tango-stylized" We made a few minor changes to an already existing game engine so it could accommodate our game better. This shouldn't really impact you because most modern game engines make everything look fantastic, unless we do a really bad job at coding, in which case expect a good portion of PC's not to run this smoothly.

Player movement plays an important part in survival. Sneaking and crouching may be necessary when monsters are nearby. This is only going to be necessary during scripted events. If you want to use it elsewhere, we've kind of accommodated it, but it's going to be a lot easier on your stress levels if you just shoot whatever is lurking around.

The variety of motions and animations change depending on whether enemies are nearby nor not a Controller only has so many buttons available, so we've had to make a good portion of them do double duty. You won't know if we're competent enough to pull this off until you actually buy the game. But hopefully we've learned from prior incidents.

The Evil Within's producer thinks it's much harder to scare people these days, so Sebastian has been created as an everyman. Players are meant to identify with him, which makes it more immersive We're putting this out here as a selling point despite the fact that horror games have been doing this for years. And the only time it's going to affect the character are during dialogue and cutscenes, because we're going to make his personality flat and mysterious to try and appeal to as many people as possible. In game he's still going to be incredibly badass, and way more successful at monster killing than an actual person with minimal combat training would be.

A "Butcher" brandishing a chainsaw chases Sebastian. He can uses things in the environment, such as glass bottles, to distract enemies. This bastard is going to be chasing you around a lot. Because the only way we have left of creating a tense moment after loading you down with a bunch of weapons, is to make a recurring monster that you can't kill, until we let you kill them.

The first part of the demo takes place in an asylum, followed by a brief section in a hospital.The second part skips to an outside area, as Sebastian moves towards an abandoned cottage. We're going to have multiple areas. It's a good way to keep you guessing and add in some visual appeal. We're probably going to divide areas into chapters, and more than likely we're going to make our game a linear experience.

The Evil Within has a minimalist HUD. Items that can be interacted with a denoted with on-screen prompts. On the screen is a small health bar and, when a weapon is drawn, an icon indicating ammo, This is a lot easier to put into the game, and a lot less confusing for players than naturally integrating it into the game Via visual effects and sounds. We could force you to keep track of your health and bullets in a more natural way, but we'd have a hard time convincing the people at the top that people would buy a game like this.

Players will have "appropriate types of weapons with a limited amount of ammunition to get them through" We're going to put in the exact types of weapons one expects to find in a modern day survival horror game, and we're going to leave just enough ammo lying around so that only the really wasteful people ever run out.

The standard enemies in The Evil Within are zombie-like, shambling types. this next part should be really obvious to anyone who paid attention to the rest of the list, but the dev team has spent way too much time working on resident evil games.

Progression through the cottage is linear, but it is promised the game will open up. The Evil Within is a mixture of "narrow, confined spaces and larger, wide open spaces" every so often we'll throw in a big area to give some visual appeal and to try and break up some of the linearity of the game. Expect to find a lot of ammo in these areas. and more than a few enemies.

The areas are designed to make players feel claustrophobic, then provide relief through open areas. The cycle is repeated over the course of the game, with enemies appearing in unexpected ways and places. We're going to be using a lot of jump scares. Repeatedly. and we're going to make the majority of the open spaces relatively jump scare free until we've lulled you into a false sense of security.

In the demo, an enemy wave that moves very much like Resident Evil 4's Ganados are defeated with a mine trap. Sebastian lays the mine by a door, the rest are dispatched with a handguns. The enemies attempt to break in through the window. We're going to try and recreate the cabin assault from resident evil four. Because it was one of the most enjoyable, tense points in that game. Expect us to either use it once then move on to other interesting set pieces, or use it until it becomes nothing more than a frustrating way of screwing you out of your ammo before a tough boss fight. Depends on your opinion of us at this point.

At one point the environment shifts, changing its layout. Before Sebastian can get his bearings, a wave of blood crashes down the corridor, similar to the elevator scene in The Shining.This is going to be a scripted event, we're going to do it right when you've almost accomplished something. It's going to p**s you off heavily. It will never happen unless we want it to for the sake of story.

Sebastian wakes up at the asylum. The inspiration for the shifting environments was cited as The Winchester House Not going to pull this apart. Just going to give some supplemental information for people who don't want to google it. This house was supposedly owned by the widow of the treasurer for Winchester firearms. She was constantly having construction done on it until she died, to the tune of 75 million in modern american currency. Supposedly it's haunted by the ghosts of everyone ever killed with a winchester rifle.Neat

Another enemy shown in the demo is described as "a giant, multi-legged, multi-armed wraith". It emerges from a fountain of blood and moves quickly towards Sebastian. This is one of our many unofficial bosses. She'll wreck your s**t in the early game. But eventually she'll just become another generic enemy that you just blow away the moment you encounter her. We'll use this as a means of conveying how your character has grown since the early segments of the game. Or your character's arsenal at least.

Mikami ends the demo by saying "If players say 'I haven't played a game this scary in a while,' that would make me the happiest." He's going to be a very sad panda when the reviews come out.
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Re: The Evil Within gameplay details: weapons, enemies and c

Postby funkymonkey18 » 14 Jun 2013, 02:42

Jonathan Mckiddy wrote:I'm very jaded now. I got really excited after watching the teaser trailer. and this list dashed my hopes against the rocks. Because I'm filled with a deep sense of self importance. I'm going to go over every bullet point listed in this article and break it down into it's essentials.

Mikami is aiming for "the perfect balance between horror and action" expect lots of jumpscares and lots of guns. Don't expect much more than that.

Aims to have an "air of mystery" instead of thematic twists The location is going to be spooky, but the story is going to be tepid at best.

Main character is called 'Sebastian', he is a detective Hey guys, how do we explain our character being highly proficient in firearms without making him law enforcement or military?

His partner is called Joseph, and the two are joined by a female detective referred to as 'Kid' One of these two people are going to die. and it's going to be the one the devs wanted you to care the most about. Possibly both of them if the devs really try to make you emotionally invested. Also be wary that we might make Kid utterly useless and force you to escort her for a nice chunk of the game.

Viewpoint is from over Sebastian's shoulder There's only so many ways you can place a camera and people seem to have really rebelled against the set camera angle phase of the 90's and early 2000's. We'd have made it first person but then you wouldn't be able to see the level of detail in his character model.

The development team is "paying a lot of attention to the theatrical and cinematic aspects" of the game Cutscenes! Cutscenes as far as the eye can see!

In terms of controls, they want the game to feel scary and cinematic, but the controls shouldn't impact flow or be cumbersome We're pretty much going to copy the control scheme from the more recent resident evil titles, It's just easier on everyone that way.

The Evil Within is developed using a heavily modified version of id Tech 5 which the game's art director calls "Tango-stylized" We made a few minor changes to an already existing game engine so it could accommodate our game better. This shouldn't really impact you because most modern game engines make everything look fantastic, unless we do a really bad job at coding, in which case expect a good portion of PC's not to run this smoothly.

Player movement plays an important part in survival. Sneaking and crouching may be necessary when monsters are nearby. This is only going to be necessary during scripted events. If you want to use it elsewhere, we've kind of accommodated it, but it's going to be a lot easier on your stress levels if you just shoot whatever is lurking around.

The variety of motions and animations change depending on whether enemies are nearby nor not a Controller only has so many buttons available, so we've had to make a good portion of them do double duty. You won't know if we're competent enough to pull this off until you actually buy the game. But hopefully we've learned from prior incidents.

The Evil Within's producer thinks it's much harder to scare people these days, so Sebastian has been created as an everyman. Players are meant to identify with him, which makes it more immersive We're putting this out here as a selling point despite the fact that horror games have been doing this for years. And the only time it's going to affect the character are during dialogue and cutscenes, because we're going to make his personality flat and mysterious to try and appeal to as many people as possible. In game he's still going to be incredibly badass, and way more successful at monster killing than an actual person with minimal combat training would be.

A "Butcher" brandishing a chainsaw chases Sebastian. He can uses things in the environment, such as glass bottles, to distract enemies. This bastard is going to be chasing you around a lot. Because the only way we have left of creating a tense moment after loading you down with a bunch of weapons, is to make a recurring monster that you can't kill, until we let you kill them.

The first part of the demo takes place in an asylum, followed by a brief section in a hospital.The second part skips to an outside area, as Sebastian moves towards an abandoned cottage. We're going to have multiple areas. It's a good way to keep you guessing and add in some visual appeal. We're probably going to divide areas into chapters, and more than likely we're going to make our game a linear experience.

The Evil Within has a minimalist HUD. Items that can be interacted with a denoted with on-screen prompts. On the screen is a small health bar and, when a weapon is drawn, an icon indicating ammo, This is a lot easier to put into the game, and a lot less confusing for players than naturally integrating it into the game Via visual effects and sounds. We could force you to keep track of your health and bullets in a more natural way, but we'd have a hard time convincing the people at the top that people would buy a game like this.

Players will have "appropriate types of weapons with a limited amount of ammunition to get them through" We're going to put in the exact types of weapons one expects to find in a modern day survival horror game, and we're going to leave just enough ammo lying around so that only the really wasteful people ever run out.

The standard enemies in The Evil Within are zombie-like, shambling types. this next part should be really obvious to anyone who paid attention to the rest of the list, but the dev team has spent way too much time working on resident evil games.

Progression through the cottage is linear, but it is promised the game will open up. The Evil Within is a mixture of "narrow, confined spaces and larger, wide open spaces" every so often we'll throw in a big area to give some visual appeal and to try and break up some of the linearity of the game. Expect to find a lot of ammo in these areas. and more than a few enemies.

The areas are designed to make players feel claustrophobic, then provide relief through open areas. The cycle is repeated over the course of the game, with enemies appearing in unexpected ways and places. We're going to be using a lot of jump scares. Repeatedly. and we're going to make the majority of the open spaces relatively jump scare free until we've lulled you into a false sense of security.

In the demo, an enemy wave that moves very much like Resident Evil 4's Ganados are defeated with a mine trap. Sebastian lays the mine by a door, the rest are dispatched with a handguns. The enemies attempt to break in through the window. We're going to try and recreate the cabin assault from resident evil four. Because it was one of the most enjoyable, tense points in that game. Expect us to either use it once then move on to other interesting set pieces, or use it until it becomes nothing more than a frustrating way of screwing you out of your ammo before a tough boss fight. Depends on your opinion of us at this point.

At one point the environment shifts, changing its layout. Before Sebastian can get his bearings, a wave of blood crashes down the corridor, similar to the elevator scene in The Shining.This is going to be a scripted event, we're going to do it right when you've almost accomplished something. It's going to p**s you off heavily. It will never happen unless we want it to for the sake of story.

Sebastian wakes up at the asylum. The inspiration for the shifting environments was cited as The Winchester House Not going to pull this apart. Just going to give some supplemental information for people who don't want to google it. This house was supposedly owned by the widow of the treasurer for Winchester firearms. She was constantly having construction done on it until she died, to the tune of 75 million in modern american currency. Supposedly it's haunted by the ghosts of everyone ever killed with a winchester rifle.Neat

Another enemy shown in the demo is described as "a giant, multi-legged, multi-armed wraith". It emerges from a fountain of blood and moves quickly towards Sebastian. This is one of our many unofficial bosses. She'll wreck your s**t in the early game. But eventually she'll just become another generic enemy that you just blow away the moment you encounter her. We'll use this as a means of conveying how your character has grown since the early segments of the game. Or your character's arsenal at least.

Mikami ends the demo by saying "If players say 'I haven't played a game this scary in a while,' that would make me the happiest." He's going to be a very sad panda when the reviews come out.


You could have just said "I'm cynical, jaded and will happily write something off before giving it a chance". Would've saved you a LOT of time!
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