I wish more people would have taken the time to play and get to know it well much closer to it's time of launch. Too many listened to what the haters said about it, and this is a big part of why I think Mikami pretty much gave up on these types of games. Now I know he's claimed he never wanted to make this type of game, but I have to think had more players appreciated it, he'd not considered it such a failure.Just beat the first 'The Evil Within', talk about a flawed gem! One of those games where you love some aspects of it but dislike others. Some people love the story but hate the gameplay whilst others love the gameplay but hate the story. I'm gearing towards the latter, but not to the extreme, as I don't 'hate' the story, I just think it could have been better, whilst I did love the gameplay but also can acknowledge that the controls can be clunky at times and perhaps not for everyone.
I'd also wager that this could be Mikami's legacy, as I doubt he'll ever make a game this good ever again, which means it should be an influencial title as there's plenty of elements that future developers of horror titles can borrow from to fit into their own vision. That's the good thing about flawed gems, there's always lots of aspects of them you can borrow from if you're willing to "chew the fat" so to speak.
The game does feel a bit "on the rails" at times and there's no backtracking to speak of, they "fixed" this with TEW2 by trying to make some aspects of it more open world, which I do not think is the proper antidote. The proper way to do this I think is to implement some form of Metroidvania, as in, being able to go back to certain locations anytime you want after acquiring certain items that can unlock previously locked areas. To me, that's the perfect middle ground between linearity and "openworldedness". You'd think Mikami would realize this considering he's the creator of 'Resident Evil', but I guess it wasn't a priority for this game, unfortunately. 'The Evil Within 2' did dabble into some backtracking and unlocks, but not on a sufficient scale as you get the feeling that trying to make it more "Open World" took priority.
Not really much else for me to say here, there is some replay value and also much tougher difficulty options for those who really want a challenge or for those who want to go back and collect the things they've missed or upgrade their weapons and have fun. Those also confused with the story may also want to replay it to help piece it together on their second run, which can be a thing for some people who are interested in lore. All-in-all good job Tango and I hope Capcom borrows elements from this game, specifically the "multiple approach of dispatching enemies" style gameplay.
TEW 1 is unique in that you didn't always know if enemies that went down were dead or not. Some would whack at you with their melee weapons out of the blue, even if you were only approaching them to toss a match and be sure to kill them. This made me realize on Akuma, where you die with any one hit, you have to approach them from the feet if face down, and from the head if face up.
I also liked how you had to be very careful how you snuck up on them to not be seen as they twitch from side to side. And running and hiding from them required you to stop running before you got to where you'd hide, as they could hear where you ran to. I also liked how they scaled not just health of enemies on harder modes, but also how alert and fast they are, and how difficult the traps were.
The wall mines had faster moving needles and very slim target windows on Akumu, so I didn't try to disarm them, but they made excellent weapons luring enemies to them with your sprinting footsteps, then toss a bottle at them. Some enjoyed how tossing bottles at enemy's heads would stun them and leave them open for a frontal sneak kill, but I rarely bothered with that, as it took a lot of precision and timing.
I did love disarming all the other traps though, and those trap parts add up a lot even without the wall mines to make valuable agony bolts. I also enjoyed luring them to narrow bridges, where any pistol shot would make them fall to their death. It's a game that has so many nuances to it, if you got to know it well you could beat it on Akumu with no locker keys or upgrades.
I got to the point where I could run past most of the invisible enemies, but also discovered a cool way of killing them easily with minimal resources. If you run to and wait behind a closed door after alerting them, then wait until they start pounding on it, kicking the door open will knock them down and make them momentarily visible. I also used that trick in one spot just to gain time to outrun a visible enemy.
I got so into it I made a video guide on how to do Akumu without the upgrades, keys, or DLC weapons such as the flame bolts and more powerful shotgun.
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