Bethesda ha confirmado en su blog que The Evil Within (que en un principio estuvo fechado para el 24 de octubre y posteriormente adelanto su salida al 17) tendrá como fecha de salida definitiva el 14 de octubre.
The Evil Within, el nuevo juego de terror de Shinji Mikami, llegará con voces y textos en castellano y estará disponible para PlayStation 3, PlayStation 4, Xbox 360, Xbox One y PC.
Aprovecho este hilo también para dejar algunas de las primeras impresiones que ha tenido un usuario de GAF tras probar el juego durante varias sesiones en el PAX Prime:
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I also ha it in my mind this game was similar feeling to RE4, as looking at it, it does definitely look like RE4. But it both plays and feels very different from RE4, mechanically and atmospherically, and really only resembles RE4 on face value.
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As I got a chance to play the first 10 minutes about 6 different times, two things I can confirm. Firstly, the game is VERY randomized. I played the demo six different times and I had six different set-ups of how everything was laid out. Items laid out in the environment were consistent (if a green gel was lying under the stairs, it was a green gel every time), but breaking boxes got different results each time. Most of the time, there was nothing in a box, but sometimes I'd get more green gel, or ammunition, or trap parts to make agony crossbows with, and even one time I got one of those old grenades with a stick and fuse attached (item description was questioning what an over 100-year old grenade was doing here). The enemies are also randomized. The first time I entered a room, there were five enemies inside who swiftly whooped my ass. The next time, there was just one enemy laying on the ground I could burn. Another two times, there was nothing, and yet another two, I was attacked by Ruvik, the stalker in this mansion area.
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Another thing I noticed is that the puzzles change on what difficulty you play the game on. The demo only had the first two (of four) difficulty levels available, but the puzzle difficulty scaled to the difficulty you were playing on.
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The game seemed designed to be explorable, there were items hidden in a lot of tricky places, making them easy to miss unless you were paying attention.
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The controls I quickly figured out were weird as they're not what I was expecting, but I did begin to adjust to them and uncovered why this is. The game had some interestingly weird mix of tank controls as a modern third person shooters controls. Not like RE5 or RE4, but of you hold forward and turn the camera, Sebastian will go forward until until you move more left or right, and he ha a very tank-like control to him in areas. But the controls aren't actually tank controls, but not quite modern either. It's like a weird hybrid.
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The next thing I noticed is that this game has truly excellent soud design. At least in this area, there's hardly any music, the sound depth and positioning really impressed me, there's a lot of attention an care put into the audio, and added so much. Noises you can hear from behind a door, on the floor above you, as you pass by something, around a corner. It's actually all really well handled.
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The game is also not easy. Mikami had said he thought survival-horror should be challenging, as that adds to the survival element, and wanted to make Evil Within a challenging game, and he was not kidding. Even on Normal difficulty, the game was noticeably a lot harder than the likes of Shadows of the Damned on Hard Mode or Dead Space on normal, and felt like somewhere between Resident Evil 4 on Nornal and Pro on difficulty.
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Ruvik scares me. He literally can appear at any time. I was fighting a few enemies in a room web suddenly in the middle of this Ruvik bursts through the door and suddenly his music and screen effect happened, and I was in a mighty inconvenient location to maneuver past him and the two enemies.
También hace referencia a que los tiempos de carga son bastante largos (alrededor de 30-40 segundos en PS4 y 15-25 segundos en Xbox One) y el juego corre a 30 fps bastante estables en líneas generales (mejor estabilidad en Xbox One aunque con unos visuals no tan pulidos como en PS4). Imagino que estos detalles se optimicen al 100% en ambas versiones antes de la release.
Enlace al post completo y a una de las respuestas donde profundiza aún más en las diferencias que encuentra respecto a RE 4.
In Mikami we trust guys.