Three things are certain in life: death, taxes, and the fact that skinny women in nightgowns with long black hair are terrifying. Evil Inside has received a bit of marketing leaning heavily into the still hopeless P.T. craze. Any cursory interest I still had in P.T. is now dead. Dead like a woman thrown into a well. Because if we canât take advantage of peopleâs emotions and inability to move on, then whatâs the point in even having a first-world economy?
Evil Inside is whatâs on the tin: Youâre stuck in a house because your mom is dead and really, really mad. Like, to the point where she can only stand to be in your face for a quarter of a second, scream really loudly, and then disappear again. Iâm assuming itâs because she died in a well.
Aside from brazen similarities in the house’s architectural design to its inspiration, P.T., Evil Inside forces players to go to one end of the hallway after solving a âpuzzleâ and then enter the same hallway again. Brilliant! I wish I had thought of it. For the most part a walking simulator, Evil Inside occasionally requires players to retrace their steps five times until they find a clickable in the environment to trigger a variable and open the door to the basement. Repeat this a bunch of times, and enjoy the shocking ending after one hour of game time.
To be fair, Evil Inside absolutely establishes a horrifying mood rooted in cheap jump scares, unsettling music and sounds, and adequate use of lighting. Akin to downing one Pixy Stix after another, Evil Insideâs reliance on jump scares is beyond lazy, but to say I wasnât uneasy, had goosebumps, and felt my heart rate rise would be a lie. I felt fear, I just wish it was for more intelligent reasons besides sudden loud noises and randomly appearing people.
While the hallway and general environment are well-designed graphically, the people are not. If the graphics team were better able to create adequately animated or even still images of people, that would have enhanced the experience. I could almost count the polygons. In terms of controls, Evil Inside functions as fine as a walking simulator could, but it doesnât allow for inverted y-axis, which is a serious crime. Thankfully, with only an hour of game time, I wasnât all that annoyed.
Unfortunately, most of the scares feel completely random; not just because theyâre jump scares, but because thereâs no story thread. Angry, dead woman is angry because sheâs dead. I get it. Could you please elaborate? Thereâs blood in the hallway, sheâs standing in this one spot in the house at some point â why? Aside from the awful voice acting of the protagonist, we donât get much else. Sadly, thatâs likely because the developers did not create anything original with Evil Inside.
Did I enjoy being scared? Yeah, I did. I donât understand people who watch a horror movie, laugh at it the whole time, and then talk about how the movie just wasnât scary. If you allow yourself to be scared, this game creates some reliable tension. Unfortunately, the entire premise is essentially the theft of what Hideo Kojimaâs team created, and nothing is built on top of that. As if the mind-shatteringly awful ending wasnât bad enough, the final achievement is titled âSee the names of Gods.â This is awarded for seeing the credits. Iâm just going to leave that there and let you finish my final thoughts on your own.