Monday, March 19, 2018

Evil Within 2 (PS4): Learning from one's mistakes.

Over three years ago, I wrote a bout a game I was very excited to play that ended up being very difficult and very dumb. I played it to finish, but I did not much enjoy myself. That game was The Evil Within and I consider it to be one of the biggest flops and disappointments of 2014. It came from the mind of Shinji Makami (who gave us Resident Evil 4, btw) who I usually expect much better from. I blamed Bethesda getting their dirty hands on it.

So naturally, as you might imagine, I was not exactly rushing to reserve or pick up the the next installment of this game. I did throw it on my Amazon wishlist though and promptly forgot about it. But occasionally Amazon will occasionally let know when a game is on sale, and it eventually dropped to 20. Ok, I'd bite on 20 bucks. So after sitting through my pile while I worked through games I actually wanted to play, I did eventually make time for....

THE EVIL WITHIN 2 (PS4)

Three years have passed since Sebastian Castellanos narrowly escaped the incident at Beacon Mental Hospital and has left the Krimson City Police force. Times have become hard on him as Sebastian as become an embittered alcoholic. He is haunted by dreams of his past, of a house fire that destroyed his home, the life of his daughter Lily, and the departure of his wife Myra. 

After being jarred awake from a drunken stupor by another nightmare, Sebastian awakens to find his former partner and betrayer from the previous title, Juli Kidman seated across from him. He furiously exclaims he's been after her to try to get some answers about the Beacon incident of the prior game but she shuts him down by telling him that his daughter is alive, and that she is currently in the hands of MOBIUS, the shadowy corporation that Kidman is a part of. Lily is in danger, and they want Sebastian's help. After a small scuffle with MOBIUS agents, Sebastian is subdued and taken.

When Sebastian comes to, he learns from Kidman and a MOBIUS administrator that Lily as currently being used as a Core for another STEM device, the machine that allows people to share consciousness. But she has disconnected and has not responded to them. They have sent in teams to fix the problem, but they have gone silent. So despite not trusting MOBIUS or Kidman, Sebastian again plunges into the STEM for a chance to get his daughter back.


Ok, well that is a step in the right direction. Right from the onset of the story we are given a pretty clear and concise storyline, even if a little overused in video games: Broken father's chance at redemption by saving his daughter/wife/girlfriend. That is very easy to follow and gives me a clear and direct goal to achieve. Way better than the previous games "go investigate this murder, and then all this random shit happens."

It's also furthered by slipping in just enough story to remember the last game without dwelling on it. Oh I have to go back into that fucked up machine again that shares consciousness, but it's going to look like a small community of everyday America. Ok, that's a setting that makes more sense, and now the characters can explain the shifts as they happen. We are essentially able to play with settings because we are in a dreamscape. The continuation of the last game's stupid story is indeed still stupid, but we off in the right direction to start.


But what as a nice surprise is that after a brief linear set (basically used to reteach you the game controls) where we meet one of our antagonists, we are then dropped into the town and free to explore. We have a set goal to reach, but we also can find trace memories that open new quests from other people. So as I was wandering towards one of these checkpoints, I saw a woman running and screaming across my path being chased by three Lost (the zombie like standard baddie of this game) and Sebastian narrates "Man she's gonna die if I don't help her, but I really need to save some ammo."

That's when it hit me. Is this actually an open world horror game? I don't think I've actually played an open world horror game before. You could argue that the classic Silent Hill games are open world but there is not really questing to do, just set pieces to find. In the Evil Within 2 I am able to wander the town, and sometimes when I go to investigate a house to find ammo, I might get swept into a survival mission where waves of baddies are coming in, or I get shifted to a new area and have stealth around a very grudge like ghost to get back to the reality I was in.

Some of the behaviors show that the Lost aren't just zombies. This scene is tough to watch.

Giving me the freedom to explore opened the world up and didn't make me feel like the game was linear. I liked that. It felt like the next logical step from how some of Shingi Mikami's previous games like Resident Evil 4 and Shadows of the Damned are designed. We have larger sprawling maps, now we have more options for things to do in them.

So with the previous Evil Within game, I had a lot of complain about with the combat mechanics and stat upgrade systems. It again uses the very familiar 3rd person shooter controls we are all familiar with at this point, and next to useless melee attack, d-pad quick menu options, a stealthy crouch and a loud run with stamina mechanic. If you have played any modern 3rd person shooter I shouldn't need to explain the majority of the buttons. They did add an aim assist feature which I used because I wanted to blow through the game, and to its credit it does help hold your headshots, but you still have to be pretty on point with your aim for it actually lock on. So I don't feel it made the game too easy.

I foolishly ignored my bow gun, but its different arrow types will be super useful later because of the various effects.


But my big complaints were lack of ammo with steep difficulty, and relatively useless stat upgrades. Well, Tango Gameworks and Bethesda addressed the first by introducing a new crafting mechanic to the game. It's small and uncluttered basically with 10 items to use, and almost all of them require gunpowder. You can use this at workbenches to make new ammo or healing items if you are running short, or if you are out in the field and need some in a pinch you can craft from you menu and get some at an increased supply cost. Supplies are found and dropped all over, but It never felt like I was getting too much of it. You can also improve your weapons from the work benches to boost their damage, capacity, reload speed, etc.

So now it feels like I have the ammo to get into some gunfights with the baddies, but not enough that I can run in guns blazing. Which forces me to use the game's stealth mechanic more strategically because if I don't I'd be wasting more ammo than intended. The enemies have really twitchy motions, so you really need to make use the environment to slink around and stay hidden and moving slowly so you can get your instant kill stabs off and as many as you can before needing to resort to the gun. This makes for incredibly tense situations where you are desperately trying to take down enemies as quickly and quietly as possible to stretch your ammo a little further.


It works even better in new maps with tight corridors, because you just know something is going to pop out and rattle you. Yes, it manages to actually raise horror tension in a open world game which did way the hell better than the first installment of Evil Within did. Sometimes you are presented with situations where you HAVE to stealth so it makes use of the mechanic well. The one hit kill axes make a return as well, but you really should consider these a last ditch effort to save you from a tough group of baddies, or botched stealth attempt. Thankfully on the normal difficulty the stealth is pretty forgiving even with bosses so if a fight is not going well you can retreat and regroup while baddies lose sight of you.

Holy shit, the game has boss fights! Remember boss fights? Periodic appearing unique enemies that require you to use all your learned skills and abilities to find an effective way to beat them? I keep starting to think that video games in general have moved away from this, but Evil Within 2 boasts a reasonable amount of unique enemies as you play through to test your mettle. Many of them become regular baddies by game end but it was still greatly appreciated. I love a good boss fight and it feels like there are fewer and fewer games putting them in.


Then we have the skill mechanic. Like the last game, beating up enemies makes them drop "green ooze" which can be used at your safe house (or room) where our mysteriously friendly yet stoic nurse returns to strap you to a chair and pump juice into your skull. They overhauled the skills this time so now they make sense and are actually useful. No more of the shitty Fallout accuracy stat that makes you miss even though you have a perfectly lined up reticle. Now the skills affect you stamina, health, recover rates and so on.

But they also added reaction abilities depending on what skill tree you are working. Like if I am increasing my stealth I can do a quick scurry to chase after an enemy for a stealth kill. Or a reaction to where if I get grabbed by an enemy, I will instantly use a bottle that is typically used to distract enemies to knock them off of me to save me from damage. Or a speedy reaction that will allow my character to automatically dodge attacks from lesser enemies. They are useful and actually worth unlocking, so now I'm more willing to hunt enemies because the skills actually help me out.

Who the nurse is, is still never really explained, but I find her to be less abrasive this time around.
She manages to squeeze in a pop culture joke or two if you are listening.

Graphically the game has made major improvements too. I complained last time that they tried to do the grindhouse film grain look and it just made the graphics look shitty, washed out, and last gen. All the mouth animations were off and it overall looked sloppy. That just doesn't feel like the case in this one. There is no grindhouse washout so now despite the dark settings and tones, there are splashes of color around, and the world generally feels more alive. It makes the shifts to more demonic settings that much more jarring because the Everytown America setting sets a control line to shift from. Animations are synced up nicely and voice acting (while still hokey and goofy) is much improved this time as well.

And perhaps as a nod to Resident Evil 4, they added a shooting gallery mini game. I would spend rather insulting amounts of time trying to complete every level of difficulty on two shooting gallery game types. One bites into the addictive need for color matching puzzlers so shame on you Bethesda, you clever pricks for knowing about my penchant for Bejeweled Blitz.

Honestly as I run through the list of things from the previous game, I find myself with very little to complain about. I'll say that the barrier to entry is still a little bit steep as you learn your controls and nuances to enemy behavior. It's got a pretty generous autosave so there where more than a number of times where I felt it was just better to die and get my ammo and healing back than it was to win the fight and be left shorthanded. That sort of impacts the horror aspect when you aren't afraid of dying and losing progress.

Bethesda hid little nicknacks all over the game from the other games they worked on.
They don't do anything, but they are fun little nods to other games.

There is a tiny down pointing arrow or v on your screen for a majority of the game, and I had no idea if it was a waypoint marker or what and I found it very confusing. It wasn't till the very late game that at one point it was red and I realized it was indicating that I could use my stealth dash, which I had unlocked before but had no idea how to use. Some of the game's mechanics could be better explained. Like the game tells you that you can drink coffee in safe houses to recover, but doesn't ell you that coffee recharges over time so you can't keep using it.

In a later portion of the game it actually rehashes a gauntlet of enemies of the last game for you to fight again. It felt like a filler segment to raise the tension but I had been playing it for like 12 hours at that point so honestly it doesn't feel like it needed to be there. Not problematic I guess but felt kinda thrown in.



Some Spoiler Warning here, so skip these next three paragraphs if you want: the game still occasionally feels like it is dangling out plot threads from both versions of the game that never end up getting explained or resolved. I still have no idea why Sebastian almost zombied out last game, and they bring up that his partner isn't actually dead but then that plot point is never actually followed up on. Honestly I had forgotten that character even existed, he could have been left out and it wouldn't have impacted the game at all.

Anita Sarkeesian is certainly not going to like this game, so don't be surprised to see it on Feminist Frequency. Like I said above the general theme of the plot line is a pretty tired trope to begin with, with the damsel in the distress variant. But the story goes out of the way to make all these interesting and strong female characters with different skill sets, and you can bet your ass that things to do not go well for a lot of them. But to be fair, for a horror game of this nature, a significant number of them men are going to die too. It's a horror game. How many horror games and movies end with almost everyone surviving?

Image result for evil within 2 esmeralda
Esmeralda Torres is confident, strong, deep, and a hell of a fighter.
So I bet you'll never guess how her story unfolds.

Really my biggest beef with the game is it does the annoying trope of the constantly changing primary antagonist. For a large portion of the game you pursing a psycho who is clearly after your daughter too. But after a challenging fight with him the story pulls the "oh you've killed me, but now have to go after the REAL villain who you've never met yet!" More annoyingly is it actually pulls this shit twice!

Lastly I made the big complaint that The Evil Within was not scary. I could argue that the Evil Within 2 was not scary either, but in this case I don't think it was really trying to be. You can go to a horror movie and not be scared, but what it did very well was make you tense. Especially in the stealth sections of the game with tight environments. It did actually manage to get me with one jump-scare so that's an improvement over the last game. But honestly, some of my favorite horror movies aren't ones that jump-scare the shit out of you, but the ones that kick up your heart rate and have you leaning out of your chair because the tension just has you rigid. Evil Within 2 nails it there.

Anima is not technically a boss. You can't fight her and you have to stealth to get away.
She appears at scripted points, but can also just appear at random to send you hiding.

I walked into Evil Within 2 with a very lukewarm mindset, even as the story played out I felt that it was a stupid plot line. I didn't care about Sebastian or Kidman in the last game, so I was hard sell going into this one. But I think somewhere around the six hour mark, I realized I was completely fucking riveted by the story. I was genuinely loving my experience in this ride I was on, the development of the characters were logical and making sense. I was interested to see how the story was going to play out for the parties involved. The combat was fun, the stealth was tense. I was having a great time playing this game, and when I was at work I'd constantly be thinking about playing it when I got home.

I'll just say it: The Evil Within 2 was great. Not just ok, not good, great. It's like they took my review, handed it to Shinji Mikami and it personally pissed him off. So he remade the game specifically so I would like it. It addressed almost every complaint I had for it and it provided me an exciting and fun experience that I would rank as one of my betters during the PS4 life cycle. Some reviews said the same but they wouldn't go back to it, but I am already playing new game plus, which says even more that I am not ready to put it down. Easily an 8 or 9 and I would highly recommend The Evil Within 2 to those who like the horror/action genre. Color me genuinely surprised.


Seriously, a few more survivors at the game end couldn't have hurt.

Saturday, March 3, 2018

Bravely Second: End Layer (3DS): Grinding down.

When this first one came out, I quite literally dove into buying a new handheld to try it because I knew I had some long flights and a convention to spend time with it. In my review I had more than my share of nitpicks but ultimately I left it saying that I hoped that this would be come a franchise and hoped that this would have a nice linage behind it.

Well sure enough this series did get a sequel in April of 2016. And while I was enjoying it, I eventually set it down and moved on to other games. But after working through my pile I did go back to grind out and finish. So while the game has been out for a while, I got my thoughts on it now. 

BRAVELY SECOND: END LAYER (3DS)


Bravely Second picks up two and half years after the events of the first game. Agnes for her work as a crystal vestal has become a Pope in the crystal orthodoxy and is currently brokering a peace treaty with Braev Lee, the duke of Eternia. Just as they are about to sign the accords, they are interrupted by Kaiser Oblivion.

The attack is devastating and Agnes is taken hostage and brought to the Kaiser's floating sky fortress. Yew Geneolgia is the leader of Agnes personal security detail, the Crystalgard (and our primary protagonist for this game), and looks to rally his allies and the remaining orthodoxy forces to try to take the fight to the skyhold and bring Agnes back.

The game starts pretty much in battle, which is a great way to get JRPGs going

Obviously, the story of Bravely Second is more complex than that but after we pass where I've mentioned we get into spoiler territory very quickly. I will say that this time around the story is a bit more involved and fleshed out and the previous iteration. Bravely Default was by no means a simple story line but its basis was you need to restore the 4 crystals, and if you played the previous title then you know you did that a lot.

Bravely Second follows a more traditional damsel in distress trope where Yew rallies heroes to give pursuit to a new threat. And along that path there are twists and turns, old faces and new appear along the way. It does make you replay certain segments like the last one did which is something I still found annoying, but not the same amount of times so I won't ding it too hard for that.

This is probably going to end up being a shorter review than my usual shtick because this game is a pretty stone for stone copy of the original Bravely Default, so I would basically be repeating a lot of what I said in my previous review. Much like I said before, the Bravely series is basically a classic Final Fantasy JRPG in all but name: A 60+ hour fantasy adventure with turn based combat, random encounters and exceptional music. Since this is a direct sequel, many of the characters, enemies, and bosses return to reprise their roles.

Agnes is not a primary party member this time, but she is a relevant part of the story.

But it wouldn't be a sequel if they didn't add something new to switch up the palette, so with a new set of characters naturally we get a new set of bosses. And with new bosses we get a new set of job classes to use (called Asterisks in game). Twelve new jobs in all which gives you a pretty mind bending amount of variety to what your party can do. Some of them are pretty straight forward which just allow you to plow with damaging abilities, some of them are a bit more bizarre like the Patissier which requires using items to use the special abilities. Then you get some that make old ones irrelevant like the Bishop, which basically can do everything the White Mage does but to the whole party making it vastly superior.

What I always loved about how they implement the job system in this one is you have the ability to really play around with what skills you have to min/max your characters abilities. In the late game I was basically combo the right sets of jobs and abilities to make a very damaging spell attack all the enemies up to 4 times in a row and sometimes cast twice in a single turn, basically allowing me to just rain down offense in the returning Brave/Default system. Or you could go the classic route like I did in the first game and equip a ninja with as many weapons as they can hold and charge 4 attacks in a row. There are lots of viable ways to play.


Generally the combat system hasn't changed from the previous game, but the Brave Points from the old game are now Sleep Points which are used to trigger the Bravely Second ability. What this does is expends one of these point to allow one of your characters to have a free turn to use up to 4 abilities. You have to have the available turns to spend to do them still, but the benefit is that the damage limiters are removed, so if properly set up, you can unload with an attack that can reach the millions in damage. SP however can only be charged up when you 3DS is in sleep mode, so use them sparingly or you have to spend real money to buy SP drinks. Honestly I almost never needed to use this sans one story moment.

Outside of that, really there isn't a lot of change between the two games on a mechanical level. It uses the same world map, a lot of the same dungeons that appeared in the previous game, you fight a lot of the same bosses and monsters. The "build a town" with street pass mechanic returns more or less the same way (although you can fight optional bosses from other players this time around). You could say that this game basically is more of an extension or an epilogue to Bravely Default than it is a true sequel.

Bravely Second's soundtrack is pretty good as well on top of being fully voice acted. There are lots of little cutscenes and character interactions that help flesh out the story and almost all of them were fun to listen to. The only downfall to the music is that my favorite tracks that played in this one were just songs from the first game.


While all of the characters from the previous game make a return in some fashion in Bravely Second, many of them take a back seat to new protagonists Yew and Magnolia arch. The two major plots basically revolve around these two characters: Yew's mission to rescue Agnes, and Magnolia's mission to save the Moon and defeat the massive monsters (Baals) currently attacking the planet. Basically Ringabel is the only character we kinda lose between games and good riddance. I hate the amnesiac trope.

But whats nice is that even though the old characters return, it focuses on the new characters story with the returning characters as more of a supplement. I like this better because this is what allows the universe to expand and become more interesting. The Atelier games are excellent at this because when an old character drops in, They feel like a welcome Easter egg, and doesn't affect how I feel about them from the previous game.

I think there was another controversy about censoring the girls costumes again,
Honesty guys, if a little cleavage on 3DS pixels being taken away ruins your
experience of the game? You might be picking the wrong hill to die on.

What I didn't like is the flippin' tedium that the Bravely series has now become known for. If you are truly going to play this game in its full capacity, you are expected to grind all your characters up to the max level, and go through and max out all of their job classes if you want to have the right set of abilities to really go up against the tougher bosses in the game. And sorry, even with the fast forwarding mechanics grinding is still grinding. And grinding is boring. It's the problem I always have in the Disgaea games. If you are making a boss so overpowered that its going to take me 100+ hours of grind to stand a chance, I will sooner just not do it.

Which ultimately brings me to the biggest problem that I had in Bravely Second: the game was just too easy to put down and stop playing. As you can see from the date I listed in the intro, I basically played through this game over the course of two years. I would reach a point where I didn't want to waste time grinding so I could fight and had other games to play, so I would set the DS down and literally forget about the game for months on end. That says to me the story wasn't compelling enough to keep me bolted down with the game.


When raining down with 4 meteors on one turn rips baddies a sunder. But you really
need to use the right skills, or Magic can be some of the weakest attacks in the game.

I will say that the grinding aid features such as fast-forwarding the battles and being able to turn off all the random encounters makes a welcome return and honestly I don't know why every JRPG doesn't do this. I suppose it does make final dungeons that much easier, but it also takes out the path of attrition its supposed to be for the climatic final battle. Honestly, if I am grinded out to max level, I turn off random battles and never look back.

The other thing I could talk about is how the ending of the game played out. There really is no way to explain it without spoiling it to a degree, but it does the same kinda thing Undertale did when it played around with the medium and actually addresses the player and not the characters. Technically, if you go by release dates Bravely Second did it first, but only by a few months so they were in the same dev cycle, but I will say Undertale did it better. Both great though, I love how games are starting to mess with the medium to tell their story.

Edea Lee is still best girl. Love her to death.

I did ultimately like Bravely Second but the problem between the two iterations is that Bravely Default was a fresh breath of a new IP done to homage the classic style JRPG. Bravely Second is just more of Default. As said above, it's essentially a long epilogue. They are not going be caught in the Final Fantasy catch 22: Do you change things to try to make it feel new? Or do you stick with the formula and put out a samey release? They honestly can't win either way they go with it.

That being said. I'm not unhappy with my purchase of Bravely Second. It is what it is, more of this franchise. If they make a third one I'll be getting it. But I wouldn't be surprised to see the series end here. Who knows, maybe they'll make a fancy new one for the Switch?


Lol, Baal Buster. Best job class ever.