Updated: 01/05/2013
Bethesda has officially announced The Evil Within, the first game from Resident Evil creator Shinji Mikami’s studio Tango Gameworks. The Evil Within is a survival horror title due to arrive on Xbox 360, PlayStation 3, PC and next-generation consoles in 2014.
here is the trailer: http://www.youtube.com/watch?v=1EaxwKn9xNs
here is the official website for the developer of the game http://tangogameworks.com/
Screenshots:
http://assets2.ignimgs.com/2013/04/19/conceptboxmanjpg-5e9932_1024w.jpg
http://i.imgur.com/wCEJ4hC.jpg
http://i.imgur.com/8BwBQOX.jpg
http://i.imgur.com/EpzuUHa.jpg
http://i.imgur.com/4mrjRro.jpg
http://i.imgur.com/MQ38Upr.jpg
http://i.imgur.com/rTj2dq8.jpg
http://i.imgur.com/wKfWP2P.jpg
http://i.imgur.com/doNKHci.jpg
http://i.imgur.com/zyEaAjk.jpg
http://i.imgur.com/WkeEM3n.jpg
facebook background:
http://i.imgur.com/g2D4bWl.jpg
some screens look like they are partly art or maybe my eyes are just stupid
looks like a more creepy Resident Evil (which is awesome!)
UPDATE 4: New info about the gameplay!
- ‘The Evil Within‘ is called ‘Psycho Break‘ in Japan because it’s easier for the Japanese to pronounce. He also went on to say why he chose the two words ‘psycho’ and ‘break’. He chose the first word ‘psycho’ because of the connection that word has to all of the psychological elements to the game. The reasoning behind the word ‘break’ is because the protagonist is overcoming horrible things, he is breaking through. Shinji didn’t give a reason for how the ‘the Evil Within’ name was formed but I think the name itself is a good explanation.
- Detective Sebastian Castellanos is a strong character, his personality will be strong enough to deal with everything that is going on around him. Shinji doesn’t want to have that type of character that is going to be traumatized and suffer psychological damage. Shinji also went on to say that in regard to horror films, he is not a big fan of these characters that scream, runaway and lose their minds. He said that when he sees these types of characters, he thinks “just die already!”. He doesn’t want to have any of these types of characters in his game.
- The reporter made a joke about Julie [Sebastian's partner] being like this and Shinji said no way would she be like that, it would just disturb the rhythm of the game – we have seen too many characters like this before.
- Sebastian will go into an alerted state when there are enemies nearby. On his own he will go down into a crouch-like position. When Sebastian is alone again, he will go back into his normal stance.
- The lighting in the game is a crucial element. The reporter was asking him to talk more about it and talk about the use of the lantern but Shinji said he doesn′t want to reveal any information about that yet. The reporter said jokingly ‘I′m betting the lantern will go out during a bad time?’ Shinji laughed and nodded his head.
- At the end of the interview the reporter asked: Can you promise us that this game will make us pee our pants? Shinji′s response: Yes!
Additional Details:
- There′s practically no interface. Word labels for objects fade in and out when you get close to them.
- There are not many sound effects and not much music. – Shinji did say that in regards to sound, it will be used to signal events and information. He also said how there will be enemies that we won′t be able to see but we will be able to hear them (I think this is like when you hear the Tank in Left 4 Dead but you don′t know where it is).
- There is not much colour in this game
- One of the traps you can use is a Nail Bomb. The reporter said that you can set them behind doors and underneath windows.
- The game has a circular style menu for the inventory and weapons. You can also quick select items that have been assigned to the d-pad on the controller.
- The camera will focus in a little bit over the shoulder when you are aiming with your gun.
- The game is designed to be in cinematic widescreen and so, when you have the game set in normal 16:9 ratio, black bars will appear on the screen.
UPDATE 3: New screenshots!
http://www.relyonhorror.com/wp-content/uploads/2013/04/n83Znkh-e1367201636745.jpg
http://www.relyonhorror.com/wp-content/uploads/2013/04/f4RckdW-e1367201685444.jpg
http://www.relyonhorror.com/wp-content/uploads/2013/04/PlMNCqA-e1367201610719.jpg
http://www.relyonhorror.com/wp-content/uploads/2013/04/NF47fPk-e1367201562591.jpg
Appearently the name of the character we are going to play is Joseph Oda
source: http://www.relyonhorror.com/latest-news/more-the-evil-within-images-surface/
UPDATE 2: IGN Interview, First Look at the game
http://www.ign.com/articles/2013/04/22/the-evil-within-first-look?abthid=5175427de0cbbcba3a000005
Key Details:
From the Interview:
About the tone:
-Mikami loves horror, but survival-horror has been drifting away from what makes it survival-horror, and he wants to bring it back.
-Wants a 'perfect blend' of horror and action. Thinks the balance is important as they are two halves to the survival and the horror. Mikami defines survival-horror as a game being scary, and giving players a rush.
-Want Players to pick up the game, and genuinely think, "I haven't played something this scary in ages!"
-Needs to have psychological horror and make players not want to do things.
-The game is more visually eccentric, unconventional and intriguing characters.
About the story:
-Three detectives show up to the scene of a mass murder at an asylum. The detectives arrive a bit later than the police, which are already on the scene but not to be seen. Inside the asylum is a bunch of dead bodies.
-The player gets knocked unconscious and awakens in a slightly different location, and so it starts with, "Where the hell am I?"
-Story is less focused on twists and turns, and more on mystery.
About the enemies:
-Regular 'zombie-type characters' present.
-Enemies should be strange and hard to determine how they might come at you or attack by looking at them, making you uncertain, uneasy.
About the gameplay:
-Mikami mentions you'll be using (among other things) guns, knives, and axes, but another weapon mechanic they put in was traps.
-Don't want anything like super-powers or heavy weapons like machine guns.
-Working hard on some sort of 'emotional' system in gameplay
-Want to make a lot of different locations, scenarios, and situations for the player that is constantly changing.
more artwork and other stuff:
http://imageshack.us/a/img19/3944/zweiconcept1.png
http://img94.imageshack.us/img94/8816/zweiconcept3.png
http://img6.imageshack.us/img6/7936/zweiconcept4.png
http://img834.imageshack.us/img834/6392/zweiconcept5.png
http://imageshack.us/a/img32/3213/zweiconcept2.png
UPDATE 1:
source:
http://www.neogaf.com/forum/showthread.php?t=543141
So been working on the Japanese press release with a Japanese friend. The details pulled from it:
-Uses ID Tech 5, they say they are taking the engine a step further than it has ever been used and are utilizing a state-of-the-art lighting engine and a much more powered-up version of the engine than any game to date has used.
-Our main characters name is Sebastian, who is on the run from the cops. However, they end up in a place where he watches the cops get slaughtered one by one, and then gets knocked unconscious. When he awakens, he finds himself in a a sector of a facility, trapped in closed-corridors and defenseless against a giant (safe-headed?) monster that wanders these halls... [Note: "When (Keiji 刑事=) police Officer Sebastian and his partner hurry to the scene of a series of terrible murders, a great power wrapped up in mystery awaited them. The other policemen are killed one after the other"]
-Game is said to be trying to strike a balance between horror and action, and to but in the sense that one should be desperately struggling to survive and facing scenarios of unimaginable horror. They say they want to redefine horror, and seem to be going for a more difficult and intense experience.
-The game promises to have limited resources and be full of puzzles and traps. They want to fill the player with anguish, tension, and anxiety and send them off the deep end.
-They make a focus that enemies can easily kill the player, you'll have to be cunning and evasive to survive in these harsh conditions.
-This is a bit foggy, but it seems the player can experience random distortions that can happen in any area at any time, which changes anything from enemies, doors, walls, objects, or the like into terrifying nightmares that our character sees. These are random and change in real-time as well, it seems.
-They finish off saying that they want the game to start strong and continue with a growing feel of insecurity to grow as the game goes on. They also mention the game will have an in-depth world, and you're being hunted by something mysterious and dark.
HYPE TRAIN EVERYONE ON BOARD NAOH!!!