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Behind the Scenes on Bethesda's 'The Evil Within'

Written by Jeremy Shane on Monday, April 22 2013 and posted in News with Benefits

Behind the Scenes on Bethesda's 'The Evil Within'

Find out some game impressions from a first look with 'The Evil Within,' the new survival horror game from Bethesda.

Source: IGN

"Working with director Kyle Cooper, the famed designer known for his award-winning work on title sequences for film and television including Se7en, American Horror Story, and The Walking Dead, the trailer captures and communicates the game’s tone."

Corps keep it in the family, so check out IGN’s first look at the game.


"There are a lot of survival horror games nowadays, but the thing that I want to focus on is having the perfect balance between horror and action."  Mikami tells IGN.  "Thematically, it's less about having twists and turns and more about maintaining an air of mystery."  Explaining that as the mystery unfolds, you discover there is always more and more to learn.

We talked a bit about the game itself when we posted the teaser on Friday, but I wanted to post the game description from that article before getting into to IGN's playthrough impressions:

When Detective Sebastian and his partner rush to the scene of a gruesome mass murder, a mysterious, powerful force is lying in wait for them.  Witnessing the killing of fellow police officers one after another, Sebastian is then attacked and loses consciousness.  Waking up in a land where monsters are wandering about, Sebastian has to fight his way through a world of death and its close friend madness in order to understand what's going on.  Sebastian has to face his fears in order to survive on a journey to discover what lies in the shadows of that mysterious force.

Mikami says they've focused on the theatrical aspects of the game, but also don't want the controls for the player to become cumbersome.  IGN got time with an early demo to sample the beginning of the game.  Playing out the description above in long-hand as they follow Sebastian as he investigates the scene of the mass murder, an asylum, where he finds out a hooded figure has slaughtered everyone by watching the security footage.  This figure then attacks him and that is how he is knocked unconscious.

Sebastian wakes up hanging in a meat locker, surrounded by other victims.  They say you can immediately get a sense you're in another world, yet still the asylum.  As a fluorescent bulb flickers in and out, a huge butcher enters and cuts down one of the other victims and drags them off.  The escape from the butcher's clutches, when the gameplay becomes a bigger factor than just the story itself, Mikami begins to add his thoughts, "Obviously you’re going round in this environment, but when there are enemies nearby the character becomes very alert, and that’s when you start sneaking and crouching, you can run as well; but depending on whether there’s monsters out to get you or whether you feel safe, the variety and range of motions change, the animations change."

With producer Masato Kimura adding, "We hope to overcome that, or address that by having a more immersive experience, we want you to identify with the protagonist, with the main character, we want you to feel what he feels. When he’s scared we want you to be scared. When he’s excited we want you to have the same feeling. We’re hoping we can address this and represent this in a way you don’t see in other games."

Hopefully these sections are not too overly scripted/controlled, as they describe Sebastian's race to the elevator as the asylum crumbles, I'm reminded of Assassin's Creed games where the game is doing the work, asking you only to hold down a button or push a stick forward to watch the scene unfold.  I'm want much more control of my character in games, and with the immersive experience Mikami is promising, I hope I'm wrong.

If you survive the escape and make it outside, you'll find the outside world just as messed up as the asylum.  Here, as Sebastian makes his way around, you'll encounter more generic zombie-like creatures shambling toward you as you try to get your head on straight and figure out how you're going to survive in this strange world.  They make their way to a cottage in hopes of finding something out to help them survive.

In our article Friday, the release mentioned, "The world will constantly change… distorting and warping according to mysteries and horrors.  Hallways, doors, rooms, walls, buildings, even nature, all transform in real time based on the players actions." And they got a sample of this when the environment they are exploring changes.  They turn to backtrack in confusion, when a wave of blood floods the hallway, envelops Sebastian, leaving in to wake up, once again, in the asylum.

If you want to find out more, check out IGN's article on the First Look they got with the game.  Plus, don't forget to check out our article from Friday if you didn't get a chance to see the teaser yet, and find out game details and see the concept art.



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About the Author - Jeremy Shane

Jeremy was born in a small mountain village of a strange foreign land called Weystvurginea.  Banishment for liberal views saw him spend years wondering the east coast until he decided to bike to California.  When he saw how long a trip it was, he drove instead.  Now he's living it up in a low humidity climate, sometimes working on his photography and when not, he writes for us covering books (by way of his blog: Reading Realms), gaming, tv, movies, comics, conventions in the SoCal area, and creates a weekly webcomic: A Journey Through Skyrim.  If you look for him offline, start in the L.A. area; online start at: for his profile and all the social networks he's on... or just follow him on twitter, he seems to be on there a lot: @jeremyshane.


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