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How ‘The Evil Within 2’s Open World Builds on the Structure of Early ‘Silent Hill’ Games

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Ever since the first Silent Hill game, I’ve always loved opening up an in-game map. There’s something about having it on a separate screen that makes you look at it harder, trying to remember your directions. Was it two lefts, then right or the other way around? Can’t remember, better check again. It gave me a second way to get to know the world. Not only was I navigating the space, but I was ingraining it in my memory by studying the maps over and over.

I was not expecting The Evil Within 2 to have a map. Having only played the beginning few chapters of the first one, I was under the impression that the series was a lot more linear. It was a fine game, but never really sunk its teeth in more or elevated itself from other horror games, especially when compared to director Shinji Mikami’s other famous work, Resident Evil 4.

Within the first few chapters of Evil Within 2 I said to myself, “This is just a modern Silent Hill.” Not necessarily in story or creativity, but in structure. The game takes place in a city set up in a subconscious realm called Union. This acts as an open world area that you traverse through, finding your way into interior sections. These levels of the game never end up being quite as memorable as the ones in Silent Hill, but the open world sections evolve the feeling of exploring the town of Silent Hill into a modern era.

When you hear open world, you often think of the UbiSoft model of having a mini-map that is littered with icons, giving the player an overwhelming number of things to check off their to-do list as they move between objectives. Like Silent Hill, Evil Within 2 smartly doesn’t give you a mini-map, instead forcing you to go to the map screen. Even on this map screen, you aren’t bombarded with symbols. In order to place side quests on your map, you have to get close enough to an objective to be able to “pick up its signal.” These can range from corpses with items to memory echoes that give you story details.

You will definitely need to be exploring the open world, because Evil Within 2 definitely has a “count your bullets” old school survival horror feeling. This forces you to explore as much as possible to find these signals and hunt down all the extra ammo and upgrades you can. Often, the game will have you do some risk-reward analysis as to whether it’s even worth getting past enemies to grab an ammo cache. There were several occasions where I decided to hunt down some shotgun ammo, only to use an equivalent amount of a different ammo type in order to fight my way to the point on the map.

Enemies can soak up a lot of damage, and the game limits how much ammo you can hold, so you have to approach your encounters wisely or avoid them altogether. I found myself opening up that map and carefully planning the route of least resistance to attempt to avoid a firefight that would both waste my ammo and draw more enemies to my location. The maps do not show locations of enemies, so there’s only so much planning you can do. You’ll still have to do a lot of improvisation as you sneak out of the bushes to stealthily take out a monster, only to get surprised by the other creature crawling on the ground right behind it.

My favorite part of the open world sections were the wayside stories and optional content popped up throughout. Triggering certain events can throw off all your carefully planned sneaking, forcing you into a full-on panic.

For example, at one point I was sneaking around, successfully avoiding the monsters patrolling the town, only to trigger a side quest that summoned a giant beast. Having never seen anything like it, I decided to try to run and assess my options.

After ducking into a nearby cafe, I inadvertently triggered ANOTHER side quest. This time I was teleported into an entirely different setting where I had to avoid an unkillable ghost while sneaking through a facility. After completing that section, I was sent right back to that cafe, where I had to worry whether or not that giant creature was still roaming. Stories like this that play out organically can be so much more interesting than strictly scripted content, making the game world feel more alive.

 

Since horror relies so much more on using pacing to control tension and release, developers often have a tendency to build more of a linear funhouse in order to control the player’s experience more thoroughly. Given how death in horror games comes frequently, players may have to play the same section over and over again, taking away the tension, replacing it with tedium. The more open and you can make your horror, the more unpredictability you can inject into your game, providing the user different experiences each time they play.

Game Designer, Tabletop RPG GM, and comic book aficionado.

Editorials

‘Amityville Karen’ Is a Weak Update on ‘Serial Mom’ [Amityville IP]

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Twice a month Joe Lipsett will dissect a new Amityville Horror film to explore how the “franchise” has evolved in increasingly ludicrous directions. This is “The Amityville IP.”

A bizarre recurring issue with the Amityville “franchise” is that the films tend to be needlessly complicated. Back in the day, the first sequels moved away from the original film’s religious-themed haunted house storyline in favor of streamlined, easily digestible concepts such as “haunted lamp” or “haunted mirror.”

As the budgets plummeted and indie filmmakers capitalized on the brand’s notoriety, it seems the wrong lessons were learned. Runtimes have ballooned past the 90-minute mark and the narratives are often saggy and unfocused.

Both issues are clearly on display in Amityville Karen (2022), a film that starts off rough, but promising, and ends with a confused whimper.

The promise is embodied by the tinge of self-awareness in Julie Anne Prescott (The Amityville Harvest)’s screenplay, namely the nods to John Waters’ classic 1994 satire, Serial Mom. In that film, Beverly Sutphin (an iconic Kathleen Turner) is a bored, white suburban woman who punished individuals who didn’t adhere to her rigid definition of social norms. What is “Karen” but a contemporary equivalent?

In director/actor Shawn C. Phillips’ film, Karen (Lauren Francesca) is perpetually outraged. In her introductory scenes, she makes derogatory comments about immigrants, calls a female neighbor a whore, and nearly runs over a family blocking her driveway. She’s a broad, albeit familiar persona; in many ways, she’s less of a character than a caricature (the living embodiment of the name/meme).

These early scenes also establish a fairly straightforward plot. Karen is a code enforcement officer with plans to shut down a local winery she has deemed disgusting. They’re preparing for a big wine tasting event, which Karen plans to ruin, but when she steals a bottle of cursed Amityville wine, it activates her murderous rage and goes on a killing spree.

Simple enough, right?

Unfortunately, Amityville Karen spins out of control almost immediately. At nearly every opportunity, Prescott’s screenplay eschews narrative cohesion and simplicity in favour of overly complicated developments and extraneous characters.

Take, for example, the wine tasting event. The film spends an entire day at the winery: first during the day as a band plays, then at a beer tasting (???) that night. Neither of these events are the much touted wine-tasting, however; that is actually a private party happening later at server Troy (James Duval)’s house.

Weirdly though, following Troy’s death, the party’s location is inexplicably moved to Karen’s house for the climax of the film, but the whole event plays like an afterthought and features a litany of characters we have never met before.

This is a recurring issue throughout Amityville Karen, which frequently introduces random characters for a scene or two. Karen is typically absent from these scenes, which makes them feel superfluous and unimportant. When the actress is on screen, the film has an anchor and a narrative drive. The scenes without her, on the other hand, feel bloated and directionless (blame editor Will Collazo Jr., who allows these moments to play out interminably).

Compounding the issue is that the majority of the actors are non-professionals and these scenes play like poorly performed improv. The result is long, dull stretches that features bad actors talking over each other, repeating the same dialogue, and generally doing nothing to advance the narrative or develop the characters.

While Karen is one-note and histrionic throughout the film, at least there’s a game willingness to Francesca’s performance. It feels appropriately campy, though as the film progresses, it becomes less and less clear if Amityville Karen is actually in on the joke.

Like Amityville Cop before it, there are legit moments of self-awareness (the Serial Mom references), but it’s never certain how much of this is intentional. Take, for example, Karen’s glaringly obvious wig: it unconvincingly fails to conceal Francesca’s dark hair in the back, but is that on purpose or is it a technical error?

Ultimately there’s very little to recommend about Amityville Karen. Despite the game performance by its lead and the gentle homages to Serial Mom’s prank call and white shoes after Labor Day jokes, the never-ending improv scenes by non-professional actors, the bloated screenplay, and the jittery direction by Phillips doom the production.

Clocking in at an insufferable 100 minutes, Amityville Karen ranks among the worst of the “franchise,” coming in just above Phillips’ other entry, Amityville Hex.

Amityville Karen

The Amityville IP Awards go to…

  • Favorite Subplot: In the afternoon event, there’s a self-proclaimed “hot boy summer” band consisting of burly, bare-chested men who play instruments that don’t make sound (for real, there’s no audio of their music). There’s also a scheming manager who is skimming money off the top, but that’s not as funny.
  • Least Favorite Subplot: For reasons that don’t make any sense, the winery is also hosting a beer tasting which means there are multiple scenes of bartender Alex (Phillips) hoping to bring in women, mistakenly conflating a pint of beer with a “flight,” and goading never before seen characters to chug. One of them describes the beer as such: “It looks like a vampire menstruating in a cup” (it’s a gold-colored IPA for the record, so…no).
  • Amityville Connection: The rationale for Karen’s killing spree is attributed to Amityville wine, whose crop was planted on cursed land. This is explained by vino groupie Annie (Jennifer Nangle) to band groupie Bianca (Lilith Stabs). It’s a lot of nonsense, but it is kind of fun when Annie claims to “taste the damnation in every sip.”
  • Neverending Story: The film ends with an exhaustive FIVE MINUTE montage of Phillips’ friends posing as reporters in front of terrible green screen discussing the “killer Karen” story. My kingdom for Amityville’s regular reporter Peter Sommers (John R. Walker) to return!
  • Best Line 1: Winery owner Dallas (Derek K. Long), describing Karen: “She’s like a walking constipation with a hemorrhoid”
  • Best Line 2: Karen, when a half-naked, bleeding woman emerges from her closet: “Is this a dream? This dream is offensive! Stop being naked!”
  • Best Line 3: Troy, upset that Karen may cancel the wine tasting at his house: “I sanded that deck for days. You don’t just sand a deck for days and then let someone shit on it!”
  • Worst Death: Karen kills a Pool Boy (Dustin Clingan) after pushing his head under water for literally 1 second, then screeches “This is for putting leaves on my plants!”
  • Least Clear Death(s): The bodies of a phone salesman and a barista are seen in Karen’s closet and bathroom, though how she killed them are completely unclear
  • Best Death: Troy is stabbed in the back of the neck with a bottle opener, which Karen proceeds to crank
  • Wannabe Lynch: After drinking the wine, Karen is confronted in her home by Barnaby (Carl Solomon) who makes her sign a crude, hand drawn blood contract and informs her that her belly is “pregnant from the juices of his grapes.” Phillips films Barnaby like a cross between the unhoused man in Mulholland Drive and the Mystery Man in Lost Highway. It’s interesting, even if the character makes absolutely no sense.
  • Single Image Summary: At one point, a random man emerges from the shower in a towel and excitedly poops himself. This sequence perfectly encapsulates the experience of watching Amityville Karen.
  • Pray for Joe: Many of these folks will be back in Amityville Shark House and Amityville Webcam, so we’re not out of the woods yet…

Next time: let’s hope Christmas comes early with 2022’s Amityville Christmas Vacation. It was the winner of Fangoria’s Best Amityville award, after all!

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