Tango talks The Evil Within: it's like Resident Evil, but genuinely scary

Xecuter

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The Evil Within will reportedly be Shinji Mikami's last project as a director, so it's only right that he's returning to where it all began for him, attempting to once again reinvent the genre he helped define. At a recent preview event, producer Masato Kimura spoke to the assembled press on the game's influences, its aims, and its particular brand of psychological horror. Asked by VentureBeat whether the Resident Evil games are an influence for The Evil Within, Kimura replied: "Of course, this is Mikami's game, but we're trying to make a scary game. In that sense, maybe it may resemble some of the - you might feel some sense of a connection to Resident Evil."But we're not really trying to be influenced by the Resident Evil games," he added. "What we think about is how the player might feel. That's how we came up with all those elements in the game."

Asked about the presentation, specifically the over the shoulder third person viewpoint and stationary shooting, Kimura continued: "You're probably thinking of Resident Evil 4, right? Maybe that's because Mikami put forth a lot of effort to come up with that when he was working on the Resident Evil series.
"This isn't the camera setting we'll use all the time, too. In a different situation, we'll use a different camera. If we find a more potentially scary camera setting, or in a place where it might be more fun, or if we think it'll help you fight against the enemies and come up with a good sense of achievement, we may use a different kind of camera."

Comparisons to the Resident Evil series are somewhat inevitable, but as CVG notes in its video preview, there are none of the camp elements that serve as light relief from the horror in Resident Evil. The Evil Within's gameplay more closely resembles Silent Hill's approach of putting players through relentless, almost unbearable tension and sequences that they cannot hope to overcome.
There are no Chris Redfield characters with seemingly inexhaustable ammo supplies, and in a scene during the recent demo where the terrifying butcher character cuts your leg, you're limping and vulnerable - hardly a hero worthy of the unstoppable S.T.A.R.S.
There will be blood and gore by the bucketful, sure, but The Evil Within is also a game that likes to get inside your head. In the recent demo, doors that the protagonist approached would disappear and then reappear further away, adding to a pervading sense of helplessness and creating a surreal kind of dread.
As Kimura told VentureBeat, "One kind of fear we're trying to create is the sense that it's scary because you don't understand what's happening. We're trying to synchronize what Sebastian's feeling and what the player is feeling. Whenever Sebastian feels that this is strange, that he doesn't understand what's happening, we want the player to feel that same kind of uncertainty. That sense of mystery is a key to this game."

Kimura echoed these sentiments when speaking to Shack News. "It's complicated," he asserted. "The game takes place in many locations that will make sense as you go through the game. Where you are and how you got there is part of the mystery."
Source: OXM
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  1. [SUP]^[/SUP] Source: OXM (www.oxm.co.uk)
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