The game is basically a rehash of "Harvester" a cult-classic adventure game from way back in the day famed for it's intense and disgusting content (at the time) which offended some people, while showed potential for a lot of other people. That is to say that the entire game here takes place in a virtual reality construct. In "Evil Within" everything that happens, including the very beginning, takes place after your character was captured and hooked up to a VR machine by this insane guy using technology developed as part of something called the STEM project. This is why he has reality warping powers, and why the game is so incredibly disjointed, your really not going anywhere until the very end of the game. While not a unique premise, and something that has been done in video horror games before (as well as being somewhat disappointing to me) the game does fit in with the eventual reveal, where if your pretty much expecting supernatural horror, your pretty much dealing with a Cyberpunk version of SAW. In this case the rather stereotypical "action dude" protagonist makes sense, because it's arguably being that kind of person that makes him different from all the ordinary people who were basically brain mulched using these techniques.
I have to admit the game was a bit disappointing, in part because I feel the difficulty was inflated, my problem for example with the stealth aspects of the game is that it's only partially functional, it seems like the game pretty much requires a sort of action-guy approach at times, but as Yahtzee points out tends to be rather skimpy with the ammunition. Although with a bit of patience you can solve most combat problems using your magical crossbow (which is conceptually justified by this being a VR construct, and I guess it's supposed to be a manifestation of the character's mind, combined with the portion of the system resisting the bad guy). It seems to me that the developer intended you to do more with stealth kills, but the problem is when you sneak up on dudes they tend to notice you anyway, or at least in my experience.
The ending is heavily discussed, but the bottom line seems to be that our bad guy uploads his intelligence into a mental patient that walks away at the end of the game. The final boss is easy (and involves conveniently placed weapons) in part because at that point there is no driving force anymore, and your pretty much now in the fantasy world of the main character. It seems to me that the idea is that with the bad guy getting away they can make more of these games and potentially turn it into a franchise.
The PC version is badly optimized (I own it on STEAM) I was lucky enough to play it on consoles for a while and see the rest of the game. I suppose this is a passable video game fun house, and at least it tried to get away from the whole "forced evade everything" garbage other games have done by at least trying to allow multiple approaches. With some patches I'll probably play it straight through. This is not the second coming of the genera at a AAA level, but it's a little better than what Yahtzee says, and the plotline DOES make more sense than he gives it credit for.
That said what we need is someone to make a game like this, with workable subsystems, and a more consistent, atmospheric location. A lot of the successful horror games used supernatural elements, and really immersive environments and such. The environments in this game are fine, but as Yahtzee points out they go for a jarring disconnect and it makes it hard to appreciate anything. What they need to do is get the guys from Ubisoft together with the guys from Alan Wake and Deadly Premonition to build the horror themed open world game Alan Wake was supposed to be to begin with.
I'll also say that part of the problem with "Evil Within" is that it wasn't really willing to push the envelope and take people out of their comfort zone. "Critical Miss" was right, this is sort of a rehash of the same basic enemies and such we'd expect from this designer. You've literally seen just about every enemy type and set piece before. What they need is some creativity in creating new, and soul wrenching monstrosities. Also while some people will dislike the fact that I'm going to say "games like this need rape" it's rapidly approaching the point where I think they do, not so much because rape is great, but because you need things that take people out of their comfort zone (you can really replace rape with other things that do this) all the reasons why people will get upset for me stating it that way are exactly why you need material like that in horror. What's more, especially if your going to try and get psychological in a visual medium like gaming you need to understand what role that plays in the psyche. To put things into perspective one problem I had with this game was that your basically trapped in the personal world of an utter psychopath, and the worst the guy does is throw the rogues gallery of Resident Evil at you, with a few cosmetic trappings from Silent Hill? Looking at real world psychopaths and stuff I'd think it would be worse than that, look back at say old movies like say "The Cell" even if your fighting back more so than the protagonist of that movie at first, I'd think that kind of thing would represent the virtual world a real sick puppy might create, albeit in a video game you'd have to embellish some of the stuff going on behind the scenes and in the corners. Basically horror game designers need to look at movies that have pushed the limits of the "R" rating over the years, as well as ones that have gotten serious horror buffs to go "that's messed up" along with the antics of real world criminals and psychopaths and how far they have taken it. Your not going to succeed nowadays with run down environments in "creepy places", barbed wire, undead, etc... heck we have that stuff on prime time nowadays via things like "The Walking Dead", your grandmother handles the equivalent of "The Evil Within" without breaking a sweat, that means you need to push the envelope. Find the things like rape that upset people as much as this kind of material used to, and use that.... it doesn't HAVE to be rape, mind you (before anyone misunderstands) though it's a good example, just things that elicit the same kind of general reactions. That's also what breaks the REAL fans off from the poseurs. Horror needs to spend a lot of it's time taking people out of their comfort zone, and simply put super-durable maniacs with Chainsaws have become a clique.