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That push and pull, between wanting to see what the game has in store next and being terrified to find out - that delightful feeling is why I play horror games, and so far this one is nailing it. The game just keeps tossing everything it has at me, and every time I think I’ve seen it all, it gives me some unique revelation, some dreadful apparition I’ve yet to encounter.
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Or I’ll run past a house I’ve already rummaged through, but I’ll hear a woman screaming, pulling me back to find something new and shocking.I don’t know if The Evil Within 2 will be able to work this magic right up until the credits - which seem a lot further off than they did in the first game - but for now, I’m extremely impressed.
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The next time through, a new one has spawned in a just-hidden-enough location to make me jump with surprise. You can spend hours exploring every inch of Union, and the game rewards that thoroughness with more of the limited resources Castellanos needs to survive. Tango Gameworks/Bethesda SoftworksBeyond just being a more interesting setting, Union introduces one of the biggest departures The Evil Within 2 takes from its predecessor: large, open locations. Union may be a fake alternate reality where you can travel through computers to get from location to location, but Tango Gameworks puts in the effort to make it feel like a real, recognizable, lived-in place - albeit one that has sunk into devastation and terror. Tacky art hangs on walls, neon signs flicker above small-town shops, and mundane junk litters closets and office desks. It was built by Mobius to be the ideal alternate reality utopia, and Castellanos calls it “any town, USA.” That sort of broad evocativeness works in the game’s favor, creating much more of a sense of place than the first game ever accomplished. The Evil Within 2 waits for the precise moment I have my bearings in a location, then rips the rug of reality out from underneath me.Most of my first eight hours with The Evil Within 2 has been set in a sleepy city called Union. One second he’s in a strange, slow-motion killer’s ornate art gallery, and the next he’s walking through a warped flashback of Beacon Mental Hospital, the setting of the last game.
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