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Yummylee

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The Consequence is also a great piece of DLC.

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Thar be all the spoilers!
Thar be all the spoilers!

I'm a wee bit late for this one, a whole month even, but chalk my tardiness up to this little indie thing that recently took the gaming world by storm. Bloodbourne, I think? Yet another crack at trying to gamify Jason Bourne with his long lost amnesiac nephew, Bloodifer (Blood for short) Bourne. Also yes, that's right, it's somehow both a licensed release and an indie title.

...In any case, despite the number of qualms I may have with it, Bloodborne has been awfully clingy over the past few weeks and hasn't let me play many other games. That is besides a few flings with its distant nephew, Dark Souls II: Scholar of The First Sin. Even now as I theoretically attempt to talk about the most recent The Evil Within DLC do I then inadvertently lead into a paragraph about Bloodborne! Such is the hold this game has over me, the harlot.

Insight

That people for the longest time were feveriously trying to -- NO STOP IT, STOP IT. NO MEANS NO, BLOODIFER.

THE ASSIGNMENT WAS VERY GOOD

Still a lot of wonderful weirdness to feast your eyes on... as it then feasts its eyes right back on you
Still a lot of wonderful weirdness to feast your eyes on... as it then feasts its eyes right back on you

For as long as it took me to actually get around to The Consequence, I was left feeling rather optimistic and enthusiastic once the original DLC The Assignment wrapped up from its modest runtime. That it actually decided to turn the whole thing on its head and deviously shed you of all your precious firearms in favour of a torch and (occasionally) an empty glass bottle was quite the twist. It emphasised the horror of what is supposedly a survival horror game all the more so, forcing you to instead stay clear of enemy encounters and to try and maneuver about via vents and such. Though the one downside to this wholly new design philosophy was that the actual gameplay mechanics were rather barebones. You could take cover and peek around corners with the best of 'em, but the environments were highly contained and didn't allow for much in the way of experimentation. There was usually only the one method for getting through each encounter.

I found that The Assignment still left an impression all the same thanks to its utterly suffocating atmosphere and how it even managed to elicit the odd fright here and there. Which is in complete contrast to the main game. In any case, I've already talked enough about The Assignment, which makes for another stepping stone to finally getting to the point of all this...

AND SO IS THE CONSEQUENCE

Fear the Old Blood... Also Ceiling Spewing Blood.
Fear the Old Blood... Also Ceiling Spewing Blood.

Continuing with the misadventures of newly appointed Secret Society Agent With a Heart O' Gold Juli Kidman, The Consequences sticks to much of the blueprint established in the prior DLC... to a point. Much like the initial teaser suggested, The Consequence isn't quite as honed in on the mostly-pacifist approach that The Assignment touted. Don't take that as a derogative or anything, as while it falls in a little short in a few key areas, I think The Consequence overall made for a more memorable experience.

Part of that is down to variety. Yes, the game's combat resurfaces its head, but only briefly before said metaphorical head pops like a melon into a gory puddle of face chunks and recedes its remains. The Consequence still features Kidman dearly relying on her torch throughout a fair bit of the DLC, and puzzles and story intrigue function as the focal point for much of the roughly three hour long runtime it took me. The story in particular feels like the core of the whole thing, which is surprising considering how poorly put together the plot of the base game was. That's not to say the story is the most well told or acted, far from it, but in relation to the main game I was significantly more engaged in uncovering the many secrets and having specks of the nonsense in the main game cleared up. Kidman also once again makes for a much better protagonist; Jennifer Carpenter's performance varies from OK to passable, with some forays into ''How in the Hell have you had an acting career for this long?'', but what's important to note is that she at least puts in some modicum of effort, which is more than could be said for Anson Mount. There's also an unintentionally funny audio log involving an interview between Kidman and a Mobius agent, where Carpenter gets the chance to harness her time playing Debra Morgan from Dexter, with every sentence featuring a ''fuck'' in there somewhere.

The Consequence goes to great lengths to try and give Kidman's motivations some consistency. In the main game her role and whether or not she's a villain or not was foggy at best, intentionally so most likely, but her perspective during the DLC helps give her a little depth. She's trying to stop Ruvik from escaping the STEM thing via Leslie, while also eluding her creepy G-Man knockoff superior, but amidst all of the confusion she invariably comes into conflict with Sebastian as everybody is left perplexed as who is what and why and then wait a minute what? That they shown her actually saving Sebastian from the Haunted transformation--when in the main game it looked as if she shot him--was a welcome twist, as was the scene when she plans to shoot Leslie. Knowing that Ruvik's hold on him is growing stronger, she feels it necessary to kill him to stop Ruvik from evolving from his status as an evil Futurama brain into an I Am Sam reject. That much was obvious to begin with in the main game mind, though her many attempts in thwarting Ruvik's control and her safeguarding of Leslie before hand gave her decision a little more weight.

You want STARS, I'll give you STARS...
You want STARS, I'll give you STARS...

Many of the game's audio logs also help expand on other such character motivations and backgrounds, particularly Ruvik. So much so that frankly it's almost a little insulting that such relevant information is left to DLC. This isn't quite ''selling the ending'' bad, but it gets pretty close. Together the DLC helps to explain the whole STEM thing, a rather vital bit of information I'd say, and even notes just how the Hell Sebastian and Co. are somehow forced into the STEM in the first place. Turns out it's basically thanks to Wi-Fi. The STEM has its very own 'signal' that once rung will then pull in everybody who hears it, which in Sebastian's case was on the radio in the beginning while they're on the way to the hospital. Though how they all manage to end up in their own personal bathtub full of jizz is still left unexplained... Ruvik's overall goal in trying to bring his sister back--who may be remembered as the bloodied Spider-Woman cosplaying insta-kill enthusiast Laura--also feels real haphazard, like some sort of last ditch attempt at giving the character something beyond 'Jackie Haley stock character'.

One of the DLC's best highlights goes to The Administrator, who manages to claw his way up past the low, low standards of The Evil Within's cast and come about as a genuinely memorable antagonist. As mentioned before he tends to come across as a very archetypal Faceless Government Man--the faceless part is literal at that as his face is obscured until the very end--but the voice performance helps elevate him into a surprisingly effective villain. He exudes arrogance and authority, as he continually belittles Kidman akin to some sort of abusive father figure. He preys on her past as a delinquent (which still feels a little hard to believe), posing the question of what sort of life she has to go back to should she abandon Mobius. Considering all of the visceral villains in the base game, it's welcome to have someone actually trying to mentally beat the character down rather than literally so.

I Shot You down, Bang (reload) Bang

No Caption Provided

He also makes for one Helluva final boss fight! The Evil Within proper's cavalcade of bosses ran the gamut of quality; some were great (Keeper), others anti-climatic (Ruvik), and one in particular was utterly infuriating (Laura bout 2). As such if I was to say that The Administrator is one of the game's best it might not carry very far, but simply as a means to end a story it was both satisfying and just kinda cool. The aesthetic sort of reminded me of the VR missions from Metal Gear Solid, and the boss design itself made sound use of the DLC's emphasis on darkness. It first starts off with you trying to defend yourself against two evil, corrupted Juli Kidmans... Juli Kidmen? They twitch about like they've been plucked straight out of Jacob's Ladder, and seeing one of those creepy little doppelgangers rapidly twitching their way towards you from the darkness is prime time for the odd fright. Afterwards you eventually start battling against the big cheese himself, who like in The Assignment makes use of shadow manipulation to govern his attacks. The battle itself isn't particularly difficult, but it gets by with sheer spectacle, and unlike the ending boss in the base game doesn't bog itself down with one-hit kills.

The playing of the DLC is home to a lot more variety in general. It includes more of the same slow-paced stealth as you're lead by the limited shine of your torch, but it also includes a couple of neat chase sequences (one of which of course involving The Administrator. He's like a good luck charm; whenever he shows up you know things 'bout to get guuud), some more of those Safe Head puzzles, and again some actual full-on gun-toting combat. There's a couple of notable stealth sequences that actually allow you to figure out the best path for yourself, as you try to maneuver through an environment in order to set fire to these sentient Ruvik paintings. It's not quite Arkham Asylum levels of flexibility, but it's nice to actually have a little leeway in figuring things out as opposed to being primarily shoehorned into a single vent to sneak past an encounter.

The short period where Kidman's torch breaks and she must then resort to using glow sticks or whatever to light the way instead unfortunately felt rather undeveloped. For starters you have an infinite supply of the things, which seems a little preposterous as you continually keep hurling them across the area. You can only have three illuminated at one time, but it's nonetheless a little silly. The idea behind them is that since you're having to throw them in front of you to light the way to see where you're going, you may potentially hit an enemy alerting them to your presence. It's a neat idea in theory, but frankly never lead to anything beyond me transfixing on the idea that Kidman has an infinite supply of rave rods. I actually never knew that you could only have three sticks active at once or that they could hit an enemy, and only discovered such information from the tooltips. I otherwise wouldn't have realised as I didn't encounter any downside to the sticks beyond being mildly annoying with how I had to keep throwing them to find my way. The lighting does look rather stunning at least!

Bizarrely enough despite the DLC's heavy story focus, it still seemingly lacks the confidence to refrain from immediately making you aware of how to skip it all...
Bizarrely enough despite the DLC's heavy story focus, it still seemingly lacks the confidence to refrain from immediately making you aware of how to skip it all...

The biggest differentiator from The Assignment is the combat, which I feel as if I've been holding off in writing about... Which is weird because funnily enough the one thing The Consequence's combat brought to mind was how much I really enjoy The Evil Within's combat. It reintroduced me to the pleasure of witnessing (and listening) to the sloshy, oozing gore that erupts with every shot, to having to keep a close eye on the extremely limited cache of bullets I have available. Even when the game allows you the opportunity to go guns-a-blazin' (which only counts for, say, a third of the DLC), it still manages to evoke the distinct feeling of vulnerability so key to survival horror even more so than The Evil Within. There are two sections that are combat-focussed. The first has you equipped with Kidman's own pistol, however she can only carry ten spare bullets alongside the seven she can fit in the magazine; she herself can die from two hits at most; she has the stamina of an overweight smoker in her 90s; and the Haunted still retain their love of bumrushing right towards your face.

The second segment introduces a whole new weapon even, being one of those sawn-off shotguns you see the Haunted liberally make use of. However even though you're packing more firepower, the shotgun can only store one bullet before it needs to be reloaded, and like the pistol you can only carry so many bullets -- in this case six in total. The shotgun will basically always kill one of the fuckers with a single shot, but oh by the way they'll also infinitely respawn... Ordinarily this is often a pain in the ass, but for The Consequence it wonderfully amplified the nature of forcing you to be on the defensive even when it's time for you to theoretically be taking the offensive. You're shooting your way through the small horde of crazies not to improve your score, but to simply survive as you try to make your way to your destination. The combat as such is incredibly thrilling and is peppered throughout the DLC just at the right amount so as not to overwhelm the whole package. There's also of course the brilliant all-combat boss I briefed before, though the other that has you put an end to the latest in horror game's string of ''replace head with X'' monsters is also not too shabby, either. It functions very much like the hide-and-seek design of your first major encounter with it back in The Assignment, only the game has changed to hide-and-seek-shoot-then-hide-again. It can still kill you in one hit, and when you're caught within its literal searchlight your movement is drastically slowed down and you can't shoot; as such, the boss manages to keep ahold of its intimidating presence while still ultimately having to die by your hand.

Weirdly enough by the end of it all I was then left disappointed by the fact that The Evil Within isn't to receive any sort of pure combat-focussed DLC ala something akin to Mercenaries from Resident Evil. Would love the opportunity to make heads go pop some more with Kidman in particular. I really like the way she holds her pistol...

The one primary downside to The Consequence is it isn't nearly as frightening as The Assignment before it. That's not even necessarily due to the inclusion of the combat, but simply because the environments you'll be exploring lack the foreboding of such places as the office from the first DLC. When it takes you to the crumbling city streets then practically all semblance of horror is evaporated, just like in the main game. The general vibe of the atmosphere carries the same thickness to it at least. The air still manages to look as if you could physically grab a hold of it, and while it caused such controversy upon release, I still find that the letterboxing helps establish an effectively claustrophobic element to the game.

Oh! Conclusion!

Feels good to be finishing a blog with my tried & true header. I opted for something a little different for my Bloodborne one because I couldn't resist a little Bloodborne-related wordplay.

In any case, I came away from The Consequence rather satisfied. It soundly wrapped up Kidman's involvement in the main game while also offering a look see into where the series may hopefully lead to. DLC such as this seems like the perfect opportunity to experiment a little, poke and prod at the systems to see what works. It in fact brings to mind Resident Evil 5's Lost in Nightmares, but on a much grander scale. For as much as I do still really enjoy the game's combat, however, it would be great if they could try to implement and improve upon the stealth elements from Kidman's story. It seemed as if this is what they intended during development, but couldn't quite hit the finish and instead doubled down on combat? The stealth was always there after all in some form, but frankly felt unfinished and barely worth utilising.

I just really appreciate that Tango were willing to basically toss their own table over and go in such divergent directions with the DLC. Even the combat-focussed Executioner DLC looks to be its own beast with its melee-centric, first-person view serial killer simulation. The Kidman DLC is also so different from the base game that, like I said at the end of The Assignment blog, I think it would be beneficial if it were to actually be released as its own standalone release. I'm sure there's an audience out there that would find the escapades of Kidman more appealing than the gun-happy adventures of Sebastian Castellanos.

15 Comments

15 Comments

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shivermetimbers

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I need to finish The Evil Within and these DLCs look like they're worth a look. Too many games coming out tho.

I'm interested in those Jacob's Ladder enemies, I would assume that they would be hard to shoot due to their erratic head movements. I kinda wish games would take more of an example from the early Silent Hill games when it came to monster design instead of just copying variations of 'weird looking humanoid guy'.

Good read. n.n

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Yummylee

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Edited By Yummylee

@shivermetimbers said:

I need to finish The Evil Within and these DLCs look like they're worth a look. Too many games coming out tho.

I'm interested in those Jacob's Ladder enemies, I would assume that they would be hard to shoot due to their erratic head movements. I kinda wish games would take more of an example from the early Silent Hill games when it came to monster design instead of just copying variations of 'weird looking humanoid guy'.

Good read. n.n

Thanks! And they can be tricky to hit due to how damned fast they'll rush at you, especially when coupled with how dark it all is. Creatures that get all twitchy like that are such an easy method for making a forever creepy monster design; it worked for Dead Space as well. Though as for TEW's otherwise humanoid enemies that's more so down to how Mikami was trying to channel his work with RE4 and isn't necessarily down to a lack of creativity, least I'd like to think so!. But yes Silent Hill typically has horrifyingly creative creature designs, as do the Souls games in fact. Those frog ladies that hang outside Cainhurst Castle in Bloodborne are legitimately one of the most unsettling monster designs of recent memory... I still shiver whenever I encounter one in the Chalice Dungeons.

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Lost_Remnant

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Now that all the DLC for this game is out I plan on diving into it, once I beat Juli's DLC I'll come back and read your impressions of them both it since I've enjoyed your Resident Evil blog posts in the past.

However, when I came back to this game I decided to tackle Akumu mode which I'm doing right now and it's quite frankly hellish, maybe I'll give up and just jump straight into the DLC, but I'm something of a masochist so I'll see how long I can last before I throw my hands in the air in defeat.

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Yummylee

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Now that all the DLC for this game is out I plan on diving into it, once I beat Juli's DLC I'll come back and read your impressions of them both it since I've enjoyed your Resident Evil blog posts in the past.

However, when I came back to this game I decided to tackle Akumu mode which I'm doing right now and it's quite frankly hellish, maybe I'll give up and just jump straight into the DLC, but I'm something of a masochist so I'll see how long I can last before I throw my hands in the air in defeat.

Cheers, though you haven't enjoyed 'em enough to comment it seems =(... I tried Akumu mode, played it up to chapter 3, then called it quits. I died from a bleedin' bear trap after painstakingly managing to stealth kill my way through an enemy heavy encounter; kinda killed the momentum a little. Honestly these days I just don't think I have the patience for something as crazy like that.

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Lost_Remnant

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@yummylee: Heh, I have something of a lurker tendency, I use to be more of a forum poster in my in my younger days and sort of got out of it but I'm trying to change that! I promise I'll comment on your new blog posts and if I don't I give you full permission to kick me in the behind. :p

The bad thing about Akumu mode is that it exacerbates the flaws in the game itself, the stuff that didn't really matter before on previous difficulties. Such as enemy awareness in stealth being annoyingly frustrating on harder modes, the letter boxing making it a pain in the ass to consistently line up a bottle throw to the noggin (only way to stun them besides flash bolts and since ammo is at a premium you come to rely on bottles a lot) and the traps being a bigger pain. The mini-game ones are brutal to do now and cheap deaths like your bear trap one are just another day on the job in Akumu. This mode also puts a magnifying glass on some of the checkpoints being really bad (The burning house in chapter 6 is infamously bad with this and for all intents and purposes is a litmus test if one can do Akumu mode.)

I've reached chapter 4, just about to meet up with Leslie and begin that whole section with the invisible dudes. Getting good at bottle throwing, abusing checkpoints for insta-kill melee item respawns and shooting for the leg so I can torch people is getting me by. That is until I can upgrade the critical chance on my pistol, which seems to be the better option then just straight up damage. "Leashing" enemies like it's goddamn Dark Souls and taking them on one by one is also doing wonders for me. So far stealth working as it should has been a mixed bag. I've learned to stay on their right to avoid that move where they occasionally turn left. Some enemies like the Ruvik clone (that was a shitty surprise) in chapter 3 seems to have a sixth sense of sorts and always turns around and murders me, no matter how well I stealth it. I have no idea how long my enthusiasm will last but for now I feel crazy and dumb enough to do it. I feel a weird sort of purpose to get the absolute most that I can from Mikami made games, the only other game of his that broke me that I played was that final challenge mode stuff in Vanquish.

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Yummylee

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@lost_remnant said:

@yummylee: Heh, I have something of a lurker tendency, I use to be more of a forum poster in my in my younger days and sort of got out of it but I'm trying to change that! I promise I'll comment on your new blog posts and if I don't I give you full permission to kick me in the behind. :p

The bad thing about Akumu mode is that it exacerbates the flaws in the game itself, the stuff that didn't really matter before on previous difficulties. Such as enemy awareness in stealth being annoyingly frustrating on harder modes, the letter boxing making it a pain in the ass to consistently line up a bottle throw to the noggin (only way to stun them besides flash bolts and since ammo is at a premium you come to rely on bottles a lot) and the traps being a bigger pain. The mini-game ones are brutal to do now and cheap deaths like your bear trap one are just another day on the job in Akumu. This mode also puts a magnifying glass on some of the checkpoints being really bad (The burning house in chapter 6 is infamously bad with this and for all intents and purposes is a litmus test if one can do Akumu mode.)

I've reached chapter 4, just about to meet up with Leslie and begin that whole section with the invisible dudes. Getting good at bottle throwing, abusing checkpoints for insta-kill melee item respawns and shooting for the leg so I can torch people is getting me by. That is until I can upgrade the critical chance on my pistol, which seems to be the better option then just straight up damage. "Leashing" enemies like it's goddamn Dark Souls and taking them on one by one is also doing wonders for me. So far stealth working as it should has been a mixed bag. I've learned to stay on their right to avoid that move where they occasionally turn left. Some enemies like the Ruvik clone (that was a shitty surprise) in chapter 3 seems to have a sixth sense of sorts and always turns around and murders me, no matter how well I stealth it. I have no idea how long my enthusiasm will last but for now I feel crazy and dumb enough to do it. I feel a weird sort of purpose to get the absolute most that I can from Mikami made games, the only other game of his that broke me that I played was that final challenge mode stuff in Vanquish.

lol eh, it's no problem! I was only being half-serious :P If anything this is at least reassuring that just because certain blogs of mine won't get that many comments, that's not to say they're not getting read!

And i know exactly what you mean, as in playing games on higher difficulty tends to highlight a number of flaws that may have been easy to overlook otherwise. Though that the stealth system is basically unfinished I feel was clear enough even on the lower difficulties! And goddamn, the burning house segment was difficult enough on Nightmare, let alone with the added challenge of how Sebastian will die from a bloody bee sting.

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I also actually quite like that they start dumping later game enemies into the earlier chapters! Not within the context of an Akumu playthrough mind, but the concept itself is something more games should toy around with for their NG+/higher difficulty offerings. But in any case I wish you luck in you actually decide to continue with Akumu! I'd really like to read more of such tactics the setting forces you to implement and how it changes your perspective towards the combat.

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N7

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The change of tone was so striking to me. The Evil Within was completely non-scary in just about every way. Even the jump scares were lame. But then The Assignment comes out and totally fear-fucks my face in, which, I have a low tolerance for horror anyway. But then The Consequence comes out and it's not scary. Like at all.

In any case, I came away from The Consequence rather satisfied. It soundly wrapped up Kidman's involvement in the main game while also offering a look see into where the series may hopefully lead to. DLC such as this seems like the perfect opportunity to experiment a little, poke and prod at the systems to see what works.

I can appreciate that they're so in tune with what they want to do that they can make decisions like that. Like they aren't just going "Okay it's scary now. The Evil Within is now legitimately scary". It's refreshing that they try something new instead of resting on their laurels. All in all, I liked this episode. Didn't like it as much as The Assignment, as it was the biggest divergence from the base experience, but The Consequence did tie up a ton of loose ends which I was very excited and satisfied with.

All in all though, the DLC was great. Haven't gotten a chance to play around with The Keeper, and probably won't be able to for a while, but I can safely say I got everything I wanted out of the DLC.

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Yummylee

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@n7: You oughta get around to the Executioner DLC sooner rather than later. It's actually pretty fun, albeit extremely short-lived at roughly 90 minutes at most.

Also, you get to fight Sebastian Castellanos as a boss in it, so there's that.

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I just beat both pieces of the Kidman DLC tonight (I did beat the game on AKUMU too, contemplating doing a write-up on it) and I'm pretty much in agreement. I also liked combat in the base game but was oddly endeared by the entire change of pace and tone of the whole thing. There could of been more variety in the stealthing and figuring out the best path, but it's a step in the right direction in fine tuning the stealth if this series should go any further. Kidman is generally also a better lead, there is nothing inherently wrong with Sebastian, it's just that Anson Mount sounded entirely bored throughout the entire thing and was just pay-checking his way through the lines it felt. It also wouldn't surprise me if most of the time you see him in the DLC, save the cutscenes that were in the base game were just re-purposed lines from the initial game, except for that flashback sequence in the KCPD.

The only time I really had any issue with the game was the moment you get the shotgun, that thing felt real inconsistent. I got screwed over a couple of times I felt in that sequence at the start of the game, where Seabass falls into the giant pool of blood. There were a few instances of me shooting a guy in the chest or head and the dude didn't even flinch and gave me a haymaker for my troubles. Another run through there was a guy I shot successfully down but didn't die, blocked my path and wounded me with his flailing move, giving his friends from the other room just enough time to catch up with me and slam dance on my face. I would say I died at least five times to that sequence and was a bit annoyed by it, makes me a bit hesitant about my kurayami run.

I also enjoyed the final boss against the Mobius Big Cheese. It wasn't necessarily challenging or inventive but it was fun and the Juli Kidmen clones did a real good job of scaring the pants off me. I'm generally of a hardy constitution when it comes to horror media, but something about people with unnaturally twitchy body parts, especially the head really creeps me the eff out. Overall, I enjoyed the game more from a story prospective, it was more focused and not as meandering as the base games plot, but even though I did enjoy the stealth and brief action set pieces, I still really love the combat from the base game. It's satisfying, tense and does a good job of making you feel vulnerable, even if you are toting lots of ammo.

Wherever the series goes from here, I'd be interested to see. If they continue to go with being inside the STEM, the series could do a ton of bizarre things from level to level that wouldn't make sense if it didn't have that conceit. At the same time though, I hope we get a new protagonist, I'd be okay with the angle of being some kind of Joe Blow getting caught up into it (especially now that the signal is wi-fi) and maybe making some of the characters from the first game supporting characters.

Another thing too, is Joesph "really" dead? I was hoping the DLC would maybe touch upon it. Since Juli saying leave Seabass (I don't get to call people Seabass often so I'm sticking to it!) and those "other two" could of meant Connely and the Doctor. If he really is kaput, it's a shame since I thought Joesph was the best character in terms of being reasonably acted and giving a damn about what happens to the poor punching bag (seriously, this game seems to have it out for him.)

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Yummylee

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@lost_remnant: Jesus man, you practically responded to my blog with a blog of your own! :P I'm happy to hear you and I seem to be on the same page regarding the Kidman DLC. Have you played the Executioner yet as well? Still haven't gotten around to writing up something about that due to my ever recurring laziness... Also Seabass? Heh, never heard that abbreviation before, but I like it!

And holy shit congrats on beating Akumu mode! I hope you'll be able to write up something about your time with it.

@lost_remnant said:

Wherever the series goes from here, I'd be interested to see. If they continue to go with being inside the STEM, the series could do a ton of bizarre things from level to level that wouldn't make sense if it didn't have that conceit. At the same time though, I hope we get a new protagonist, I'd be okay with the angle of being some kind of Joe Blow getting caught up into it (especially now that the signal is wi-fi) and maybe making some of the characters from the first game supporting characters.

Yes, absolutely. I'd like The Evil Within to function akin to Silent Hill and for every game to largely centre on a new character, only with an overall arc that continues in the background regarding Mobius and such. I want them to take the series much closer to some psychological happenings, like having the STEM react to your character's fears and insecurities. I would have loved if that was the case for Sebastian, like because of his alcoholism he finds himself drowning in a sea of booze or something... That and perhaps enemies with the face of Myra. Oh, and holy shit, Myra! So... that's a thing then, eh?

They sort of attempted making the STEM world a little more personal with Kidman, what with her transporting to that weirdly medieval looking village which turned out to be home town. Just didn't take it quite far enough, however.

@lost_remnant said:

Another thing too, is Joesph "really" dead? I was hoping the DLC would maybe touch upon it. Since Juli saying leave Seabass (I don't get to call people Seabass often so I'm sticking to it!) and those "other two" could of meant Connely and the Doctor. If he really is kaput, it's a shame since I thought Joesph was the best character in terms of being reasonably acted and giving a damn about what happens to the poor punching bag (seriously, this game seems to have it out for him.)

Yeah, same here. But I guess he really was swiftly gunned down in the park...? Sucks for him to have such an anticlimatic end. It's also rather ironic how Yuri Lowenthal does indeed provide one of the game's best performances amidst all of the Hollywood talent they brought in.

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Just finished all three DLCs. The Assignment and The Consequence is what I hoped the original game would be. From the sinister G-Man vibe to the sting with Myra, top to bottom, really impressed and actually made me want another game to flesh out Kidman and Co. I doubt that will happen though.

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@voxus said:

Just finished all three DLCs. The Assignment and The Consequence is what I hoped the original game would be. From the sinister G-Man vibe to the sting with Myra, top to bottom, really impressed and actually made me want another game to flesh out Kidman and Co. I doubt that will happen though.

I don't necessarily think that this should have represented the whole base game, but it would have been appreciative had it featured the stealth and survival horror elements of the DLC no about that. As for where the series will go, I'm holding out hope that it will indeed incorporate the lessons they've learned from the DLC. Bethesda own Tango now and they've always came across as one of the few publishers that allow their games a little more freedom; that and I believe the director of the Kidman DLC, John Johanas, is being groomed to potentially take over for the sequel.

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@yummylee: I felt that the DLCs put a hefty emphasis on survival, way more so than the base game. Finally getting a gun felt great and as most the game made you feel helpless/overwhelmed. The moment where you squared off against Searchlight boss, me just being able to do something other than cower in the shadows, was incredibly rewarding as I spent most of the game running from her. The tables had finally turned!

I wonder what percentage of the people who completed the main game actually have played the DLC. Which honestly, as absent as Kidman was in during the core experience, she redeemed the game for me.

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Wait is the spider lady really ruvik's sister? Was that explained in the main game? It (TEW) was such an exhaustive experience that most of the story just flew by as I was being bloodied and repeatedly being beaten into oblivion. I keep telling myself I'll get around to the DLC...and I probably will....maybe around October. Honestly, having story bits explained isn't that important to me as feeling at the mercy of game that wants to torment me and make me feel miserable like the main game did. If the DLC can do that then I will be a happy camper.

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Edited By Yummylee

@voxus said:

@yummylee: I felt that the DLCs put a hefty emphasis on survival, way more so than the base game. Finally getting a gun felt great and as most the game made you feel helpless/overwhelmed. The moment where you squared off against Searchlight boss, me just being able to do something other than cower in the shadows, was incredibly rewarding as I spent most of the game running from her. The tables had finally turned!

I wonder what percentage of the people who completed the main game actually have played the DLC. Which honestly, as absent as Kidman was in during the core experience, she redeemed the game for me.

Yes, definitely. The sawn-off shotgun at the end was ever so satisfying to use in part because of how little combat there was overall; the combat in itself is the reward! As for the DLC, probably not very many. I'd like to think TEW sold okay, but its reception was rather mixed, so I imagine many who bought it probably wouldn't have considered trying the DLC. It didn't really make many waves throughout the general gaming scene one way or the other far as I could tell. In fact all three DLC packs have gone reviewless on Gamespot of all places. Gamespot.

Which is unfortunate because I think it absolutely deserves a little exposure, even for those that mayhaps didn't enjoy the base game. Instead everybody's too transfixed on the likes of, say, Hatred... Even after it's been outed as being kinda mediocre and not worth the controversy its trailer kickstarted, people will forever be more inclined to talk about that than anything to do with TEW. It's with games like this that really makes me wish my writing had just a little more sway and attention.

@jiggajoe14 said:

Wait is the spider lady really ruvik's sister? Was that explained in the main game? It (TEW) was such an exhaustive experience that most of the story just flew by as I was being bloodied and repeatedly being beaten into oblivion. I keep telling myself I'll get around to the DLC...and I probably will....maybe around October. Honestly, having story bits explained isn't that important to me as feeling at the mercy of game that wants to torment me and make me feel miserable like the main game did. If the DLC can do that then I will be a happy camper.

It was, but I can't blame you for missing it :P The story and its execution is one of the game's glaring weak points, so it's understandable for any and all narrative elements to fly over someone's head while playing out of apathy, if not confusion.