The Evil Within: The Assignment

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Revision as of 02:33, 17 October 2025 by Wikiadmin (talk | contribs) (Created page with "For me it was better than the base game because it focused on terror alone. With a focus on stealth and not on action, now we have a real horror game. Ch 1 made me remember Alan Wake and Control. Control due to the brutalist architecture and a female main char tapping her shoes on a desert building. The mysterious man reminded me of Trench in Control. The scenes where the mysterious man shows up on TVs reminded me of the TVs in Alan Wake. The flashlight seems to have bee...")
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For me it was better than the base game because it focused on terror alone. With a focus on stealth and not on action, now we have a real horror game. Ch 1 made me remember Alan Wake and Control. Control due to the brutalist architecture and a female main char tapping her shoes on a desert building. The mysterious man reminded me of Trench in Control. The scenes where the mysterious man shows up on TVs reminded me of the TVs in Alan Wake. The flashlight seems to have been borrowed from Alan Wake, because they borrowed the same concept of using light to reveal hidden secrets or passages. In Alan Wake's DLC there is this concept of using the flashlight on floating text to make something happen. In addition, the same idea of invisible signs on walls that the flashlight make visible. The puzzles in The Evil Within's DLC were much better than in the base game, despite some of them retaining the obvious answer which is given to you. That puzzle that plays with shadows and perspective is very creative.

Without guns you really have to play stealth. There are some good design in regards to distracting zombies or finding ways to sneak past the enemies unnoticed. The script writing of the DLC brings more tension, scary moments, doors opening without anybody passing by and other elements that made the DLC really terrifying. The main game is much more action oriented. That monster with a spotlight on his head is much more terrifying that the zombie with a chainsaw in the main game, because you don't have weapons and your only choice is to run and hide. The invisible monster is much more scary in the DLC and this is due to the different mechanics. Now the flashlight makes it visible and without guns your only way to take him down is to use stealth kills. With the removal of all booby traps and upgrades, the DLC showed how the main game suffered from an identity crisis.

The DLC mitigates some of the issues found in the base game, such as opening wardrobes and drawers. The booby traps work better in the DLC because you just have to attract the enemies' attention without having to manually activate the trap. The fact the environments are more indoors and without debris on the ground also makes collision easier.

The QTEs to kill zombies must have some engine issue because when you fend off a zombie who have just grabbed you, they often end up with their backs facing you and at that moment there is no QTE to kill them. Sometimes you are right next to a zombie and they don't notice you and you also can't kill them because you don't have any weapons or the gun just hit them so up close.

Goofs (who wrote this??)

There are boxes to break as in the main game. However, in the DLC we don't have upgrades or items to pick up. Why place boxes then?

In ch 2 there is scene in the sewers where the water begins to boil. I thought that it was a sign of some underwater monster. I didn't expect the floor to break open and the char to fall down. The char falls down next to a pistol with infinite ammo. Oh eally? After you defeat the wave of monsters the ammo is depleted and you can't fire till the end. In the end she points the gun at the villain's face even though she didn't found any ammo up to that point in the story. WTF????????????????