At some point, something happened and I stopped liking roller coasters.
This was news to me. I used to love them as a kid. I was the first one running back down and around to the back of the line to ride them again. Now my stomach lurches and my neck feels uncomfortable and Iām breathing through the loops and lunges. Did I get old? What happened?
I feel the same way about horror games now. I love them, but Iām not sure I can handle them anymore.
I love to be scaredāgenuinely scared. I like carefully navigating creepy mansions and solving puzzles as quickly as I can before whatever that voice is in the background catches up to me. Thatās the second half of the roughly hour and a half of what I spent with The Evil Within about two weeks ago.
In a conference room in the lower levels of a hotel in Los Angeles two weeks ago, Bethesda set up rows of PCs for a group of journalists to play two chapters of The Evil Withināchapters 4 and 8. The lights were off, black curtains were draped around each station, and a fan was blowing right beside where I chose to sit. It was meant to keep temperatures down in a room full of PCs and players, but I was shivering a bit. Itād also rustle my hair every so often, which would get caught on passersby trying to get through behind meāand if you have long hair, you know how creepy that can feel. Once someone accidentally kicked me under the table. Another time one of the developers tapped me on the shoulder to try to scare me. There was a āpanic buttonā on each demo stationās tableābut, really, it was just a light (though I never pressed it). Bethesda certainly set the scene, and my own neuroses didnāt help.
Chapter 8 of The Evil Within is centered on one big brain puzzleāalmost literally so. Playing as a detective character named Sebastian, you walk through the doors of a mansion and find two characters that you were once escorting back in chapter 4. They run through a second set of heavy metal doors that lock shut behind them. Sebastian sighs, and I start to search every corner for resources. Iām looking for pistol and shotgun bullets, med kits, equipment thatāll help me craft arrows for my crossbow, and even the green goo that you use to level Sebastian up (even though that part of the game was turned off for this demoāIām a collector, what can I say).
Once Iāve thoroughly analyzed every crevice, I move on to the doors that arenāt locked tight. I choose to creep through some, the doors creaking as I slowly open them, camera angle frustratingly obscured by Sebastianās back. Creeping through doors might be more advantageous to not getting noticed, but the anticipation and obfuscation of the room as youāre doing so gets to me every time. What am I going to see there? Will whatever is inside see me first? Will I have time to react? Do I have enough bullets? Is my pistol even equipped?? I lean left and right trying to get a better view around Sebastian, even though I know this is useless. Like leaning when playing a racing gameāit does not actually move your car in that direction, just so you know.
So I started busting through doors instead, especially when I can hear that thereās something breathing heavily behind it. Eventually I make my way into what looks like a library.
At any point during The Evil Within you know that thereās a presence looming. Ruvik is the main villain of The Evil Within, and heās impossible to even damage. The only thing to do is hope your mind doesnāt wander into insanity too much while you desperately try to run away from him. Oh, except he can teleport, so sometimes that doesnāt even matter. But at any given point in The Evil Within, Ruvik can decide to appear, and so thereās a constant fear that one step too far into a hallway or room or out some doors will trigger that event that sets off another confrontation. Iām under constant pressure just waiting for him to show up when I least expect it, heart alternating between soft, consistent thuds and rapid alerts screaming at me that Iām in danger.
Walking into that library, sure enough Ruvik appears. Great. Of course he does.
I was in the middle of trying to sneak around a crazed woman brandishing a knife, but who hadnāt seen me yet. Sneaking behind enemies is already a risk, and this one is pacing in circles so Iāll have to time this right. But Ruvik throws me completely off course.
His appearance set me running around the library like a madman and in doing so, of course, I catch her attention. By the time my screen settled from the Ruvik encounter and my focus started to come back, all I see is this woman lunging at me, looking like sheās just taken a leisurely stroll through the sewer, knife coming at my face. I survive the attack, my reserves of ammunition hurting pretty bad. I may have lay one too many bullets in her.
I see a ladder and walk upstairs to the second level. Like a cat, I think maybe itās safer one flight up where I can observe from a distance. But, no, thereās another monster-human here. This time, having just had a little practice and adrenaline still flowing from the Ruvik encounter, I manage to fend him off. While Iām lighting him on fireāthe only way to be sure that these things are dead is to blow their heads off with a shotgun or set them on fire with your (limited) matchesāI notice a few more enemies walk into the library back on the first level.
All of that noise I made must have attracted them. At first Iām nervous. I donāt have much of my pistol or shotgun ammunition left, but fortunately these guys havenāt quite noticed me yet. Seems that second floor safety thing was a good call after all. So I track a projection of the direction theyāre walking in and use my crossbow to plant a few traps. They walk over them and explode on the spot. I go back downstairs, feeling pretty good about probably not having to face another encounter for at least a few minutes. As a regular gamer, you learn the ebb and flow of enemy encounters, even if horror games are somewhat less predictable. I sneak around one of the mansionās own traps, complete a quick mini-game while I hack the trap, and gather the bits of metal and whatever else from it that I can later use to craft more of my own traps and arrows.
When I finally make it to the end of this wing of the mansion, I crawl into a room and approach the desk inside it. Thereās a human brain sitting right on top, poked and prodded by what look like nails. Not trusting the silence, I take a few seconds to move around and make sure Iām not setting off any enemy encounters. I feel like Iāve got the all-clear, so I take a breath and focus on the brain.
As I examine it, I play a doctorās audio notes. āI need resources, Jimenez,ā it says. Something about breaking peopleās minds seems to have granted the doctor access to a different realm, the same creature-filled one Sebastian ended up in. The notes give me a hint as to where to stab with a needle next. Iām not studying the map of the brain too well while listening to these hints because Iām paranoid someone will show up any second now. I must be taking too long, right? Thereās a timer and Ruvik is probably coming for me. Someone is going to pop up behind me. If I mess up, Iāll probably get a spike through my back. Something something something is going to happen. So I stab the brain a few times, futilely, injuring Sebastian in the process. Iām wondering why heād be connected, physically, to this brain, but I die before I can think about it too much. Because Iāve stabbed this brain to oblivion way too hastily.
Game loads back up, and I have to do that whole sequence again. I mean that whole sequence. I mean back at the front of the mansion, going through all the doors again, facing all those enemies behind them again, getting back through that library and back into the room with the desk. When I realize that the game checkpoints after you complete the brain puzzle, my stomach drops. āI have to do all that again?ā I lamented. I could barely make it through the first time!
But sure enough I make my way back again, at least armed with some previous knowledge of where things are and when encounters with Ruvik happen. Iām back at the brain and a little more calm, a little more ready to be the good gamer and play nice with the tools Iāve been given. I carefully examine the brain map, and know exactly where to stab with the needle. I was so determined that I almost forgot I was stabbing a brain with a needle. What a thing to be asked to doābut, desperate times and what not.
When I do, a tube of blood fills up and later, back at the locked door, one of three chambers of blood fill up, too. I have a second brain and a vault with a key code to break through before that door will open. Iām getting antsy and looking around to see only a few journalists are left still playing. āIām the worst at this,ā I thought. But I trudge through. I may have a weak stomach, but Iām not a quitter! Plus, as I found out later, not everyone that left early finished the demo like I did. So, take that, or something.
Chapter 8ās puzzles and controlled sequencesālike running from an oncoming wave of blood or trying to untangle a wire from your leg before youāre crushed to deathāwere an entirely different experience from the earlier chapter of the game I played.
Chapter 4 was focused more on combat. There were instances where I was running from the very creepy four-armed Lauraāwho appears to be Ruvikās sisterābut combat dominated the tone of chapter 4. Within just a few seconds of starting the demo, I was face-to-face with this doctor gone mad:
I unloaded a few rounds in him, realized heād barely flinched, and ran upstairs to regroup. I searched a few rooms and scrambled back to the stairs to see if heād followed me. Nothing. Whereād he go? Did the game hiccup? So I shrugged and went back outside to wander around a shed. Finding no way to enter the locked shed I turned around, intent on exploring the other huts and houses around the rainy map. Just as I turned around, thinking Iām safe, the good doctor is two inches from my face and about to dice my head off before I instinctively pushed him off and shot him a few more times until he died. One too many slugs in him, too.
Fast forward beyond a few trippy scenes of running aimlessly after encountering Ruvik for the first timeāthe corridor changing scenes and directions as I ranāand Iām somehow teleported, diving into a pool of thick blood. I saw the areas where the blood clumped up and I could practically smell it. As I made my way around the body dumps, I climbed out of the pool of blood and reorganized my thoughts. My stomach was churning. I assessed the area, noted where there are traps, disassembled them, noted the cans of propane strewn about. āI guess Iām about to be in a big fight,ā my gamer-trained brain chimed in.
Soon enough I was trying to get through the door at the other end of this morgue/sewer-looking area when Ruvik surprised me. When heās gone I saw that the bodies floating around in the blood pool had been reanimated and were now hightailing it over to me.
None of these undead things are too fast, but my brain tricked me into a panic anyway and I wasted bullets and traps and freaked out way too much.
So, I died.
And then I tried again, this time setting up traps in advance and kicking the propane tanks to appropriate doorways. I practiced swapping between weapons in my weapon wheelābecause accessing it doesnāt freeze time, it just slows it down. I approached the door again to set Ruvik off, completely nervous but prepared.
I didnāt die this time.
When I was younger I used to pride myself on my tough stomach. Iād watch Ichi the Killer all the way through like it was no big deal. But something changed somewhere along the way and Iāve lost my ability to withstand certain levels of gore and tension. Iāve lost my stomach for roller coasters, and I really donāt know how much more The Evil Within I can play.
I left the demo station and walked through the hotel to the outdoor area where Bethesda was hosting journalists for some idle chatting and drinks. It took me a few minutes to navigate my way there, but I was still shaking ever so slightly the entire time.
The Evil Within releases on October 21 of this year for PC, PS3, PS4, Xbox 360, Xbox One. It was originally slated for late August.
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