I've finally finished The Evil Within 2. I was so thrilled when I saw the game's announcement trailer earlier in the year. It's been three years since the first game and I had no idea a sequel was in the works. It was up in the air if we were even going to have a sequel due to the poor sales of the first game. Sales figures mind you, that don't reflect the product: horror games are a hard sell anyway, it's a niche genre, people as a general consensus would rather watch horror than interact with it.
So, it was fantastic to see that Bethesda had commissioned a sequel and that it was to release in this very year! Very unheard of, a release trailer for a game coming out that year. No need for the hype train, I was sold as soon as you showed me.
Please note this article does include some major spoilers for the game and it's story.


Before I delve deeper into the story side of things however, I rather start at the very essence of any videogame - the mechanics. On the surface things look largely the same but there are lots of little tweaks, additions and removals that have fundermentally changed the game and make it different from the first. The single greatest overhaul is stealth, to be honest generally for the better as stealth is much more important this time around. TEW1 had obligatory stealth sections that were not well received for good reason, TEW2 also has these sections only they're not as glaringly obtuse as before and when you consider that stealth actually makes up the majority of this game they had no choice but to improve it.

First and foremost the "eye" that appears at the top of screen operates in a sensible manner. Before, in TEW1 the eye would appear "searching" if you were near enemies and would change into the glaring eye if spotted. TEW2 only shows the "searching" eye when enemies are aware of you. It's immediately an extra layer, there's a big difference between spotted and not spotted and TEW2 bridges the two with a mechanic that should not have been absent from the first game.
It's important to implement this as it naturally affords the player an opportunity to flee before being completely overwhelmed. Like most stealth games once you're spotted every enemy in the vicinity can pin point you exact location so having this leeway really helps balance things out. The first game didn't have this and sometimes gauging enemy sight lines and what should and should not constitute as spotted, was vague and that was the basis of peoples frustrations with the first game's stealth.

In TEW2, when Sebastian is in cover, he is also harder for enemies to spot, in that parts of him can be visible out of the cover but enemies don't detect him, and you can quick move from cover to cover with additional invisible frames. You can even upgrade Sebastian's abilities so that he can stealth kill an enemy from cover which is pretty handy as the developers have been a little bit devious this time around; most enemy patrol routes are away from cover and some enemies always look at the direction Sebastian is coming from irrespective of how alert they are. It's underhanded, I don't like it and it's a cheap method of increasing the difficulty of the game.
Ammo is the next gameplay overhaul, in that there is less collecting it and more crafting it. I saw a lot of comments that people foundTEW1 really stingy in the ammo department and a fair few people were restarting the entire game on easy just to get by sections they otherwise couldn't finish for lack of ammo. That's pretty damning I'll agree, but I have to say that wasn't my personal experience. Regardless, TEW2 has implemented the crafting system which is supposed to help the player stop hitting this road block whilst also not dolling out tons of ammo. But the cost of doing so away from a workbench is pretty extortionate, especially when you consider that the weapon balancing is all over the shop here.
I personally don't think the crafting system is very good here, it does work in the open world portions of the game but the actual majority of the game is linear. Being force to have to constantly go through a mirror to get to a workbench to make ammo is an inconvenience and a time waste. They could just of easily not included the mirror in the linear portions and instead trickled ammo to the player. You can still craft away from the mirror for that ridiculous cost, but if you are that stuck then it's at least there.

In comparison to the Haunted, I preferred them over the Lost. The Haunted were genuinely creepy, even when you had enough ammo to contend with them. They took a punch, some had creepy masks, they utilised all manner of weapons and if you wasn't quick enough with the matches to burn them, they'd get right back up again. They actually evolved through the game as well, gradually becoming more powerful and smarter under Ruvik's influence, using machine guns and explosives.



they're both bullet sponges which makes that option out of the question (unless you want to be ammo poor for the rest of the game) and both take around three stealth kills on normal difficulty. Which is not so straight forward as to compensate for their poor AI the Flamethrower disciples will auto-detect Sebastian when he is not in cover and when they are not doing around two frames of their flame spray animation. So you can muck about for hours trying to stealthily kill them or if you had the foresight to upgrade the warden crossbow's smoke bolts, you can repeatedly stealth attack them in a smoke cloud in relative safety and it's much quicker. Again, you have to cheese them to get anywhere near an even playing field. The bosses just aren't as creepy or interesting as TEW1's to be honest, and perhaps the developers felt this also as they included them for stand-in bosses for Theodore (what a cop out! We should have been the ones to deal with him!).
Even the final boss, Myra herself isn't that interesting to battle. It is hard to make a boss in a shooting game that is 'strategical' but you can at least make it cinematic as they did with Ruvik in TEW. Myra, whilst she looks absolutely amazing, amounts to little more than target practise. Shoot the glowing parts to do damage, it's like a carbon copy of Dead Space 1's Hive Mind boss, she even grabs Sebastian prompting a short timed section to shoot yourself free just like the aforementioned boss!
I don't see why they couldn't have made it more interesting?

And lastly, what did I make of the story? Well, once the credits had rolled I didn't sit back and think "wow". I was left a little disappointed to be honest, people will probably disagree with me but hear me out. TEW1 had a great story, purposefully misdirecting and loose with discerning what is in fact real and what isn't. I enjoyed being hurtled along with Sebastian in the warped mind of a vengeful psychopath. What people saw as plotholes and inconsistences I saw as mystery. Sometimes knowing everything is a bad thing, the mystery is what makes things exciting and scary. TEW 2 has no mystery, therefore it's not exciting. The plot twists, or rather turns are so predictable you find yourself just going through the story motions. The most interesting and enigmatic character is killed off just over half way leaving us with a conventional villain who isn't half as compelling and that's partly due to the fact that as soon as Theodore appears we are told entirely what his plan is the reasoning for doing so amounts to "because I am a psychopath so I can". Either wrap your villain in mystery or do the effort and develop them in a way that makes them a compelling figure. Personally I like my villains a little more enigmatic, as again a lack of understanding goes hand in hand with fear.

One of the biggest issues I have with Mobius is their grand plan. If I'm understanding the story correctly, Mobius are going to have everyone in the entire world connected to the STEM where they will live in a picturesque town that's essentially perfect. Job stability, security and all that good stuff. So what's so evil about this? Outside of "they wan't to control us" they actually don't have any evil reason to be doing what they're doing and why would you even hide in the shadows with this sort of technology? People would probably cue up for the opportunity to be a part of a virtual world where life is made perfect.

Also the Haunted were the way they were because firstly, they were mental patients and as such were easily influenced and thus corrupted by the STEM user Ruvik, not because they were being chased by the Anima within STEM so although it's an interesting development it also comes out of a nowhere and is push fit into the Evil Within's overall story.
TEW 2 tries to clarify a lot but just creates bigger plot holes and inconsistances than the original game, but also leaves us with no real mystery. Unless you consider the end credits scene of STEM booting up again, for whatever reason it does and obviously, despite having virtually no one connected to it anymore, I imagine for the next game it will be able to wireless link people to itself, because let's face it. You haven't got any suspension of disbelief if the third game sees wafts of people heading to the abandoned Mobius facility to plug themselves in.

It's like an Evil Within game for people who didn't like the first Evil Within game. The highlight of the whole thing ends with Stefano's death. Replaying chapter 3 shows me another game, a more interesting game. One that could work if only it was all about survival and a zombie outbreak.
I have no urge to replay TEW2 and for me that's the measure of a truly gripping game experience, is when it's so good. as soon as it's over you want to jump right back in. We may never see another Evil Within game, which is a shame. I think at another time, people would be more receptive to a game similar to the first, which did have it's downsides. It is in no way perfect, the stealth in TEW1 is horrible there is no denying that. But being thrown around a virtual world like an aimless lemming was far more interesting and immersive than plodding through the derivative environs of the second game: Half zombie town, half Doom world and some horror laboratory thrown in for good measure.
Ultimately, I'm interested to see how the reception of the second game will influence the possible third but it would be a shame to see the series end, I think it just needs to find it's feet and then we could have ourselves a truly memorable horror franchise.
I hoped you enjoyed reading this article and if you did please leave a +1 and follow for more game analysis, opinions and nostalgia trips.
Hope you've had a great weekend!
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