Review The Evil Whin 2 with poetry her mother
I am embraced by the nightmare of death, vision of the soul with the body is corroded. Ethyl and nicotine are delighted, but the old wounds do not heal, but they have. From time to time, in the morning, falling asleep, I rush in a dream In the fast. Once in the city of death, the dead dream, I hear the silence and see the void, but it briefly lulls my mind. I saw that the city was killing: darkness everywhere – Something went wrong. I’m running, where without knowing, along the streets, persecuted resonant moan. In a world where there is no place for paradise, only death on the abscess of a stench. Having passed the nightmare of lavcraft landscapes, fighting here and there with the rotting guards, I get For the curtains representations to where there is no hope of salvation. Wandering along narrow corridors of darkness, I go with a crimson path. And in expectation, that Sadako will appear, is ready to part with his head. Having mastered a little in the situation, finding allies and stopping running. I knew I was here On the hunt. Now I realized that it is not for me to die here. In gloomy walls art monitors,Thirst Created in a maniac played. What kind of attraction with a photographic amateur? What nature created it? You don’t hide a grin on your face. Everyone who did not run away – you kill for the sake of “art”. No one has opposed you to this day, but know, you will die on your day premieres You. Holy abode – refuge new evil, What sinners lures in speeches. This monastery is a gloomy prison, where the fire reborn everyone who disagree. All Initially hidden will be born, I am sent a chance to get rid of the fate of the sad. All monsters of this side will receive my answer and it will become a song of funeral. Through the corridors where the dead bodies rule, I went through reunion with a friend, but I met a bastard that burns everything to the ground, exuding the infection, and he will settle down with a cold corpse. And then everything calmed down, but suddenly above Brutal abyss And the bloody again my spirit hesitates the flash of the sad. The memory that I killed my child. Above the Babylonian tower, the terrible “lighthouse” stands, is embraced by a flame, stronghold Maniac. Here, darkness is the Lord of the original, no one will escape the fate of the sad. IN burning sacrificial altar I plunged with my head and all in order to part with my wine. Having dealt with the fissues of forgotten days, now I have a battle with the creature of the wise. Black sky, cold meeting, it seems, I’m prey again. Dead trees, like my dead lyre, probably came The end of this world. And here I am in purgatory, where there are no monsters, no darkness, there is only I am covered by shame. And I run, despite the signs to where we were last together. And, finding it exit, I am running to the way out, destroying the crown along the path of scientific creation. In the hope that the last time I will lay down the weapon, but we all know that this is not the end.
The only way out is in
The fact that the developers carried out work on the mistakes of the first part is shown before the start of the game – in the menu for choosing management. Type A – control from the gamepad on the human layout. Type B – control from the gamepad for those who have just passed the first part and are used to the buttons scheme that was in it. Type C – for the boyars with clamp, that is, for me. The difference in the first two shows that Tango GameWorks listened to the players who said that management in the first The Evil Within, To put it mildly, Sucking Not good.
Further, we are faced with a screen of complexity: walk, survival And nightmare Marking that it is recommended for players who arranged the level of complexity in the first part. And I remind you that the standard level of complexity in the previous game was not a nightmare, but just survival. Without thinking twice, I chose a nightmare because the complexity of The Evil Within was due to the fact that it is mechanically inferior. And just this created difficulty: countless problems with the camera and control created in this game Chellenge, and not complex battles with the enemy, resource management and everything else that is inherent in the genre Survival Horror.
Next, we see changes in the most important hero: Sebastian no longer plays out an unemotional bag according to the covenants of Kristen Stewart. In the first scene of the first chapter, he gives more expression than for the entire first The Evil Within. The only thing is in domestic voice acting a categorical drawback of matyukov, so choose English.
Also, from Intro, we can conclude that the level of narration is raised to the invisible hitherto for the Japanese bar, which is also confirmed in the future. We can understand absolutely everything that happens. The plot is served more consistently. Now, in addition to notes, we have a di-lo-th-th, in which we can at least understand something, and if we can’t, then this is because the character we are talking about does not want us to know something because there is no time to explain … ”or“ you really want to listen to a bunch of scientific terms? Quis Custodiet Ipsos Custodes?”. And also one of the most important things for transmitting the plot appeared – the exposition. Now Sebastian reacts to the details of the environment. You can fully see this in the Stemovsky analogue of the police station, which is a hub in the game. Exploring the locations, we can stumble on resonance points and either find useful objects, such as cartridges or pouches, or stumble upon the phantoms of the dead inhabitants of Union, which will tell us the last minutes of their lives, which contributes to the immersion of the game in the world.
Management, as expected, was independentcasinosites.co.uk also fixed. Now Castelanos does not stop 5 seconds after a sprint of 3 seconds. The camera looks centered, regardless of where we turn the protagonist, unlike the first part, where the camera tried to “guess”, because of which shoulder she watch. Although sometimes there are problems with “sticking” to shelter, but this is a matter of habit. After 2-3 hours of dense stealth you will stop noticing such flaws.
The game is well optimized: the lags were not observed, the picture does not shake the eye, although you can’t call it really beautiful. It could save her design of opponents and encirclement, but, unfortunately, one of the few good things of his predecessor does not burden the sequel. I am sincerely convinced that in the first game you can love for the clicked, but at the same time interesting mythology. For a well -registered villain who distracts the player’s attention, for crazy surrealism and psychedelic and for a diverse design of monsters and locations.
The sequel falls through all these points. There was little one in the general story, but a bunch of questions that would remain unanswered, since the DLC, which would cover the plot holes, did not give out due to bad sales of the game. The story arch with Joseph remained incomplete. Why is Tatyana, who was a product of Leslie’s consciousness, which is not even at the second part in the game? Either Sebastian himself removed from consciousness the image familiar to us and him, or it is just a fan service. Or why did the head of the most powerful company on the planet set himself the same chip as all its subordinates, who can easily kill him, without even taking care of two -stage authentication? And there is a lot like that.
The villains do not pull the blanket on themselves here. They are equally ordinary, but this is a plus, now Sebastian, as I wrote above, is shown here not just as a static object, it became interesting to observe it, they made a sane major hero from it.
From the former psychedelic madness, only a lens over the city and rather short levels in the “lighthouse” remained, into which we find ourselves by the will of the plot or side tasks.
But what really can not be forgiven is the impoverished art design of enemies. They became smarter, but how they look – hack. Standard zombies in 2-3 variations, old zombies, acidic polyphone zombies, a hackneyed image of a flamethrower in a cloak and mask, and a sadako image used for a hundredth time. Apparently, care Ikumi Nakamura (Ikumi nakamura) from Tango Gameworks still influenced the quality of the final product. You just have to see what the developers were inspired and everything will stand in circles. Although I am convinced that you can draw from everything, but how you change it, what you bring new is another question. Do not understand me wrong, a person who played a little game of such a genre does not even pay attention to it, but I do not understand how the “veterans” of Survival Horror does not have a feeling “never happened and now again”.
But! The Evil Within 2 does quite a lot of things successfully. This, as I already wrote, is a modified control, submitting a plot, add here a rather pleasant town for research, simple craft and the need for stealth. Resource management now also makes sense, at least in order not to climb into the inventory in the middle of the battle, according to the covenants of Skyrim and do not crash cartridges on the go, thereby breaking the entire atmosphere. It is better to save resources a little, use bottles that can now be transferred in the inventory. They often come in handy for distraction or the camp of opponents, then to kill them with a knife, and then get to the workbench and in a “calm” environment to scrap the cartridges. Or to start abuse one of the skills that allow you to invisibly kill around the corner. Regarding the pumping: it, in general, remained from the first part, the only change – the stupidity of pumping the amount of matches transferred was removed, now they are not at the mention of weapons now are now responsible for the details, and not the gel.
Naturally, it is impossible to transfer all this to the first part, but they could transfer everything successful from the first part to the second that would make the game one hundred goals higher than any modern horror. Even higher Resident Evil 7, which came out in the same 2017 and completely overshadowed, in my opinion, the brainchild Shinji Mikami (Shinji mikami), which you yourself know what has to do with the series.
The first part had its own charm, it was aesthetic. For the second game there is another suitable epithet – licked, as licked as cat eggs Kidman (or she has a cat?). It is of high quality. She works, but very careful. This affects everything, including the gameplay, which is absolutely standard here: we are looking for resources, crafts of partners, try to exterminate the undead with stealth, if it does not work, then bullets are used, fix it and repeat and repeat. Something very familiar is clearly felt in this approach. May the prophet of a swan forgive me, but I will say that it reminds me The Last of Us, In contrast, in the product Tango Gameworks does not have such a variety of situations and maneuvers to achieve the goal, as in the game of their colleagues from Naughty Dog.
In conclusion, I would like to say that the first game was definitely made through one place, but its potential was very large. I can understand why many liked it, although she was clumsy from the point of view of a mechanic, but had its own psychedelic atmosphere and charismatic anthononist. There was a feeling that if they realized what exactly they wanted to do and would develop it, then they would have happened to them. She did a lot of innovatively, the second part does everything in an applied one, as in the textbook. She fixed many problems, got rid of, first of all, from technical flaws, but lost her uniqueness and what the first part caught. It was an interesting move, but the open world, although it is not felt by such, since the “network” is quite inconvenient for moving and is needed for the most part for plot crossings, and not for a simple study. As a result, we get a licked, standard action with horror elements, and high grades of critics and players are associated with a banal nonsense.
I want to apologize for the constant comparisons of The Evil Within 2 with the first part I, in fact, reviewed two games, although I wanted to tell it about the sequel, but in this case, it seems to me, it was not to be avoided.