Fetch Quest - The Evil Within 2

Usually I’m pretty hesitant to put in a good word for sequels, especially for horror games. I know I’ve given praise to Dead Space 2 and Resident Evil 7, but those two are quite the exception to my stubbornly enacted rule. And I’m not going to break that rule today, either – The Evil Within 2 has some qualities that other people value but I dislike, such as side quests and dialogue trees. But I won’t ramble on about the things I don’t like. The holidays are incoming, so I’ll be nice.

I really, really enjoy the environment design in The Evil Within 2. The design choices made are similar enough to correlate to the first installment, but are unique enough to have its own voice and vibe.

Fetch Quest - The Evil Within (part 3)

Let’s get something out of the way before I give The Evil Within its praise. There are a couple things about this game that really bother me.

The black bars, top and bottom. I understand where the idea came from, but it just doesn’t work. Designer Shinji Mikami felt the need to make his game more cinematic, which meant adding the widescreen mode to mimic the effect you get at the movies. And while this is true, moviemaking methods don’t always cleanly adapt to video games even with frequent cutscenes. The most irritating part of the black bars is how they obscure items lying on the ground.

Fetch Quest - The Evil Within (part 1)

I touched on this idea when I wrote my critique on Resident Evil 7, but I’ll go ahead and say it again: not everyone is affected by the same kind of horror. Some people can’t stand gore, some people reel back from psychopaths, and some people even have phobias of such mundane things as Styrofoam (yes, I know a guy).

When making a horror game, the developers and game designers should understand that not everyone will have the preferred reaction to the morbid little surprises they pepper into their demented little world. Some of them, unfortunately, don’t exactly get the message.

Casual Rambling - Lacrimosa

A lot of people have asked me what my creative process is like, and I honestly neglect to let them know. It’s because I don’t necessarily have an answer.

I usually just like to sit down and let my hands go crazy. If I get stuck, I watch a couple videos or look at other people’s art and that kick-starts my drive. I don’t always go into an illustration or a short story with a concrete idea of what I want the final product to be – sometimes this hurts me, but sometimes it makes me more spontaneous.

Let's Get Personal - a short review of The War of Art

Well, I made it to Florida. Travel always makes me exhausted, even if it’s only two hours on a plane. Today’s going to be another break from reviewing content - sorry folks.

Part of our Praxis curriculum this month is to read The War of Art by Steven Pressfield. It’s a good read, not to mention it’s a quick one. What surprised me initially was the layout. Some of the pages aren’t even filled in all the way - then again, there’s no rule against it, so I can’t find it too strange. But because of the layout, I finished the book two weeks earlier than we were supposed to.