Donnerstag, 21. September 2017

How The Evil Within 2 tries to be an open world b-movie

evil-within-2-dead

Let me qualify that title statement, for fear it merely conjures images of a game in which you’re supposed to be endlessly surprised to find more zombies lurking behind the next hedgerow. A good (or, indeed, bad) b-movie is not someone sprinting aimlessly around and being constantly jumped by monsters, but rather it’s scene-by-scene situational. What fresh horror awaits in the basement, what tricksy traps and obstacles must be overcome to make it out this house alive, and oh no what just happened to that helpful man in the sensible pullover?

In an hour spent playing Bethesda’s upcoming survival horror sequel The Evil Within 2 [official site], I found a game that was striving to be a cat’s cradle of micro b-movies, spun across a freely-explorable, monster-blighted town. I also found a game that was trying so hard to be scary that my only true fear is that it isn’t scary at all.

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