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Developer: | Tango Gameworks |
Publisher: | Bethesda Softworks |
Director: | Shinji Mikami |
Producer: | Masato Kimura |
Artist: | Naoki Katakai |
Release: | 2014 |
Genre: | Survival Horror, Third-Person Shooter |
Platforms: | PC, PlayStation 3, PlayStation 4, Xbox 360, Xbox One |
| Shinji Mikami, the father of survival horror, is back to direct The Evil Within – a game embodying the meaning of pure survival horror. Highly-crafted environments, horrifying anxiety, and an intricate story weave together to create an immersive world that will bring players to the height of tension. Best known as the father of the survival horror genre and creator of the Resident Evil series, Mikami is a 20-year veteran of the industry who has developed numerous award-winning titles. |
We're incredibly proud to announce The Evil Within. My team and I are committed to creating an exciting new franchise, providing fans the perfect blend of horror and action.
The gameplay you see in the survival-horror genre has changed with the times, and I think right now it leads more towards action than it did before. So we're trying to avoid that. To be honest, it's hard to make survival horror work as a game. Should you emphasize the entertainment aspect and focus on the fun of killing enemies? Or should you try to aim for more of a creeping sort of terror? It's hard to strike a balance, but with this game, we're trying to place our weight primarily on the horror aspects.
Being a completely original project, it's a difficult process, but a really gratifying one. I love dealing with the problems that crop up every day, and I'm working hard on the story, too. Previously, I always put more weight on the game aspect when working on stories. I'd take a pretty simple approach to building a scenario — maybe there'd be a character who got involved in the story, but really, he's only there so he can give you an item you need; that kind of approach. With this game, the game and the story are much more closely weaved together. The gameplay isn't prioritized above the story here, and we're trying to make this the the best sort of survival-horror entertainment it can be. I'd like to have it so the player can't skip past the storytelling event scenes, so I'm thinking of ways to deeply weave the story into the game so it doesn't affect the tempo.
When Detective Sebastian and his partner rush to the scene of a gruesome mass murder, a mysterious, powerful force is lying in wait for them. Witnessing the killing of fellow police officers one after another, Sebastian is then attacked and loses consciousness. Waking up in a land where monsters are wandering about, Sebastian has to fight his way through a world of death and its close friend madness in order to understand what’s going on. Sebastian has to face his fears in order to survive on a journey to discover what lies in the shadows of that mysterious force.
- A Return to Pure Survival Horror: From the father of the survival horror genre, Shinji Mikami. He appears once again as the director of this game, one which makes your blood run cold, but heats you right back up. Players must survive on limited resources, experiencing that supreme match of action and horror, that indescribable terror. To survive in an afflicted world, your anxiety and nerves will be pushed to the edge.
- Brutal Traps and Enemies with Puzzles: While struggling to survive, you’ll have to face indescribable terror, cruel traps, and sly mechanisms. Players can die in a trap all too easily, however, at times they can turn them against enemies.
- In an Unstable World, Not All Horrors are in Plain Sight: The player is driven into a corner as the world distorts and warps according to mysterious and evil horrors. The scenery: hallways, walls, doors, rooms, buildings, and even nature, all transforming in real time based on the player’s actions. And the threats keep coming from all directions.
- A Supernova of Horror: By setting one foot in this world weaved from lush backdrops, characters with personality, and a polished story, players will be sucked in, willing or unwilling, tension and anxiety rapidly mounting. When that fear is smashed and conquered, you can experience the bliss that can only be found in The Evil Within.
Previews
Eurogamer - Polygon - Kotaku - OXM - Videogamer - CVG - Venturebeat - VG247 - ShackNews - NowGamer - GameZone - Destructoid
Shinji Mikami is returning to where he began, at the roots of survival horror.Mikami is a master at directing environments that can feel as threatening as the creatures that inhabit them, and The Evil Within looks set to continue this trend. The environs themselves are flat out dirty: claustrophobic little murder boxes with odd dimensions and changing rules of space (one corridor elongates as you head towards the door, another changes appearance entirely). Producer Jason Bergman stated that there will be times when you have five enemies to face and only two bullets: during the demonstration he was overwhelmed more than once.The overall design structure of the The Evil Within reminded me a lot of Resident Evil 4's. Mix in the nightmarish creatures that would be right at home in the Silent Hill series with the set pieces from the Saw franchise and you have yourself a nightmarish cocktail of pure terror.The screen turns black, and some time has passed. Sebastian regains consciousness, finding himself hung upside down by his legs like a piece of meat in a butcher shop. There are several other corpses hanging all around you in this room, and as you struggle to understand your surroundings you can hear a chopping sound followed by the pathetic, low screams of a man who knows it's all over.The evil beast pursues you. You hide in a locker. For some reason, despite the big blood trail you’re leaving behind you, the beast walks by as you look in fear out of the vent slits of the locker. He moves on to the next room, and you sneak out. You still don’t have a real weapon that will work against this giant. And you have no idea what is going on. That lack of context makes The Evil Within feel scarier. You don’t know what you’re supposed to do, other than escape and survive. The story unfolds slowly.But just when we think we're safe, we hear a chainsaw revving up. We feel the same dread as we did when Dr. Salvador first appeared in Resident Evil 4. The butcher has heard us, and he appears suddenly in the doorway, swinging at us. The chainsaw carves a gash in Sebastian's leg, and we have to limp to a door ahead to escape.
Erwartungen
Gameplay sah sehr gut aus und Previews bestätigen den Eindruck, bin sehr gespannt. Mikami.
Schlaft gut..
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