EVIL WITHIN PC
The single-player story is arranged in chapters, which players complete in order to progress through the story. The game is played from a third-person perspective in which scavenging for supplies and learning when to fight or run are key factors in surviving the dangers of the game Such dangers include: bear traps, barbed wire traps, bombs, and spike traps; 'The Haunted', the game's most common enemy; 'Reborn Laura', a multi limbed, long haired, crawling creature; Ruvik, the game's main antagonist; 'The Keeper', a large humanoid with a safe as a head who wields a large meat tenderizer hammer; and 'Sadist', a large humanoid wearing a spiked metal mask on his face, wielding a chainsaw covered in blood.
Sebastian Castellanos, the protagonist, needs to make use of the environment and things he may find in order to survive. The game world can transform during scripted events and as a result of player actions, altering locations and creating new paths or teleporting the player to new areas. Castellanos must use medical items to restore health; some of these items cause temporary hallucinogenic effects. By collecting vials of 'Green Gel' hidden throughout the game, players can upgrade Castellanos' abilities; more ammunition, extra stamina, and additional health are some of the upgrades.
Players have a safe house called 'Safe Haven' that can be accessed during scripted events and by finding mirrors. The safe house is a mental hospital and has several accessible areas such as a save point, an upgrade room (where the player may upgrade Sebastian's skills), and the safe room where keys are used to open storage safes which contain useful items such as green gel and ammunition. These keys are collected by finding and breaking 'Madonna' statues hidden throughout the game's levels. There is a nurse called Tatiana who greets Sebastian when he teleports to the safe house.


The player has access to various weapons such as a revolver, shotgun, sniper rifle, knife, grenades, and the 'Agony Crossbow', a projectile weapon that fires bolts capable of freezing, blinding, electrocuting, or exploding enemies. Ammunition for weapons is very scarce, but mechanical components can be harvested to craft additional bolts. One source of components, bombs, serve as traps that react to the player's proximity or movement. Bombs can be stuck to walls or the floor, in chests, and in vending machines. The bombs can be disarmed via a minigame. Melee combat is designed only to create distance between the player and enemies, although the player can instantly kill some unaware enemies after sneaking behind them. Enemies that are downed or incapacitated are capable of reviving; to avoid this, players may set fire to the downed enemy using a limited supply of matches to permanently defeat them. Certain items in the environment, such as bottles, can be thrown to stun or distract enemies.
There are seven different types of collectables in The Evil Within: 'Personal Documents'; Sebastian's personal log, detailing his life as a detective and his life with his wife and daughter. 'Documents'; the personal logs of other characters. 'Map Fragments'; pieces of the game's map; once collected, they are stored at the safe house. 'Newspapers'; newspapers detailing events concerning or involving Sebastian. 'Missing Persons Posters'; posters of characters Sebastian encounters throughout the game who have been reported missing. 'Audio Tapes'; tapes containing a recording that can be played which are recorded by characters through the game. Collectables can be found in levels themselves or in the safe house

The Evil Within began development in late 2010 under the codename "Project Zwei".Resident Evil creator Shinji Mikami served as the game's director, with development taking place at his studio Tango Gameworks The studio was bought by ZeniMax Media in 2010, shortly after development began. Mikami said that he wanted to make a survival horror game as he believed that contemporary horror games relied more on action than survival.
The game was announced in April 2013. Believing that the tropes of the survival horror had become predictable over time, the design deliberately attempts to make the player feel powerless by taking place in confined spaces, limiting ammunition, and presenting near-invincible enemies that promote running and hiding over engaging in combat. Art director Naoki Katakai said that the design concept of enemies, such as those wrapped in barbed wire or filled with glass shards, is that they are victims suffering under a greater evil. The asylum itself was inspired by the Winchester Mystery House, a Californian mansion famous for its architectural curiosities. The Evil Within is built on the id Tech 5 modified by Tango Gameworks with a new dynamic renderer enabling dynamic lighting to the game. Tessellation is also added. On April 15, 2013, and over the next few days, Bethesda Softworks revealed a series of short cryptic videos teasing the new game, officially announcing it on April 19, 2013, revealing the title, the platforms it will be released on, and a live-action teaser trailer.A second trailer was released on September 17, 2013 and an extended gameplay video was revealed on September 27, 2013. Bethesda announced that the game had gone gold on September 25, 2014
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