My Idea For A Sequel

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Re: My Idea For A Sequel

Postby Morir es vivir » Oct 14, 2015 8:59 pm

Cool :)
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Re: My Idea For A Sequel

Postby Jocifer666 » Oct 14, 2015 9:13 pm

Okay, here is all I got so far! Happy Anniversary gentlemen and ladies and ghouls. It's still a little rough around the edges, but I had to show you my progress on it :). I've been working on this and four scripts- in addition to my working schedule, hence my unforunate absence :(.


Evil Within Homefront: Treatment (75% complete)

The game opens with Sebastian chasing someone covered in shadow- presumably a teenage boy. They seem to be going through a suburban part of Krimson City. The suspect reaches a corner and is trapped. He appears to be holding a gun. Sebastian walks towards him and readies to fire as Leslie's voice calls his name. Flash forward to the present , and a strait jacketed man being interrogated by two KCPD police officers. They are interrogating Sebastian. The Officers plead with him, asking what happened and why he shot Leslie Withers. He practically blew his face off and shot him six times. It was worse than the last one. Sebastian answers them in a very confused fashion. He has no idea what they are talking about. No recollection of doing anything what so ever. The officers decide to give Sebastian some silent reflection time, to think things over and confess. The lights flicker like an elevator in Hell as the cops escape.

While waiting, Sebastian hears the rattle of a refrigerator wheel running down the hall loudly, as well as a ghost voice that calls his name. Sebastian winces, like he recognizes it- but he can't place who it is. He decides to escape and do his own investigation into the matter. He decides to go to the morgue.

Upon walking the halls of the KCPD, they are noticeably and oddly empty. The only sounds Sebastian heard are his own footsteps and the buzzing of the flies above, which look a LOT like the flies in STEM. A series of surreal and quiet scares line the halls as Sebastian walks them: Paintings and pictures and doors bleed an odd black liquid, the sound of the refrigerator wheel scratching the floor is heard at random intervals while turning a corner, long haunted house corridors that may be expanding or contracting, and bodies of dead comrades twitch like they are still alive. The randomness of the first game escalates in Homefront, and it's guaranteed that different scares and placements and experiences will occur. The bodies of the two Police Officers from earlier have their intestines exposed while twitching, which may or may not be part of The Fog Monster. They groan. Are they infected? This is a new aspect Homefront introduces: A Thing style atmosphere where one isn't sure what is a threat and what isn't. Your decisions impact Sebastian's fate at the game's end. Their flashlights and their hand guns are Sebastian's first weapons in the game. Do you kill them, thinking they may be a threat later on- or do you wait it out and see? Or do you heal them, to see if they have anything to tell or give?

A serpentine movement from one officer's intestines confirm that you need to kill one of them, and a well placed shot does the trick. Sebastian can also dismember said part Dead Space style- and will have to, for some of the harder enemies- to prevent then from coming back, but that's later on when he gets a knife.

The ringing of phones unanswered like a cry from a dead friend in a dream fills the hall as Sebastian makes it to the Morgue. But something happens, and the power to the building goes out. Sebastian needs to go to the basement and activate the emergency generator. While he goes, a KCPD officer bangs his head zombie like repeatedly on a glass window. He is not infected yet,and the glass is bullet proof- so the player has to watch while a former comrade of Sebastian destroys his brain cells bit by bit. More on him later.

Sebastian holds his pistol and flashlight RE 3.5 style as he continues to walk the dim corridors of the KCPD.

Sebastian's footsteps are the only sounds he heard as he descends to the basement. Upon pulling the lever to activate the power, the refrigerator wheel entity then appears from behind him. It is Leland, his body is ravaged not unlike Laura's as he wheels herself to Sebastian calling his name. A intestine tentacle begins to seep from his mouth. He is giving birth to Evil Within's version of The Fog Monster! Sebastian begins to shoot it, and a mini boss fight occurs where you have to stun the Fog Monster by shooting the nearby circuits and generators to allow the electricity to slow down the monster- or the pipes in the staircase. Like all bosses in Homefront, there is numerous ways to defeat them. But it's no use, The Fog Monster engulfs Sebastian, right before he believes that he is about to escape.

Sebastian wakes up in the stair well, oddly unharmed- so it seems. He walks back through the hallways of KCPD, where he encounters the glass banging officer. The glass has now shattered and The Officer has begun his transformation into a Haunted. His eyes are stabbed out and covered by shards of glass, Red Dragon style. He hears Sebastian and walks forward, thus beginning your first basic enemy encounter. A few shots from Sebastian's takes care of The Haunted. It also introduces a concept first utilized in the REmake: Defense weapons. Sebastian can pick up knives, tasers, night sticks, and defense pistols. There are little or no quick time animations in the game, so when an enemy grabs you, a defense weapon can spare you. Otherwise, you'll take the hit.

As for aiming, it's more over the shoulder based than the camera of the first game- much how it is in Titania's quarters in the first game. The option to change it exists too! Since the game takes place in a modern setting, there is a laser sight for aiming! The excellent gun mechanics from the first game are otherwise unchanged, as is the inventory screen. The health meter is now an EKG, however.

After killing the first Haunted, Sebastian walks down the hallway and towards the morgue again, only to find a grotesque Cronenbergian mass of flesh blocking his path. It is one of the many forms Leland can take, and it appears whenever you don't destroy an enemy Haunted by burning it. It wails and calls Sebastian's name and makes other odd unsettling moaning noises. The more it appears, the more of a nuisance and the stronger it becomes. Initially, it only acts as an organic blockade that can be defeated by using matches. But if it appears more than once, it can deal damage and different tactics are required to remove it.

Sebastian then needs to find a book of matches to try burning it. So he has to explore the nearby office spaces of the Police Station. He encounters more Haunted there, including a KCPD Haunted that ominously hangs from the a ceiling fan and falls down when you least expect it. There are also Haunted typing reports on computers so violently that their hands are conjoined to the keyboard Cronenbergian style, as well as KCPD Haunted that blow their brains out before they completely turn. The question is: Do they stay dead completely? Since Ruvik's conscious is infecting living humans this time, more surreal and bizarre encounters like that shall happen- along with the enemies looking more organic.

Sebastian's inner monologue goes off as he investigates the desks and offices, it's one of the many classic survival horror touches Homefront shall have. Collectible Documents tell of a strange string of murders hitting Krimson City. Masked individuals have been murdering affluent KC citizens. The only connections were that the murder weapon was a lobotomy pick every time, and that said victims were
allegedly involved in occult activity.

There is also the first of many ghostly flashbacks. You witness the doppelgängers of Joseph, Oscar, Kid, and Sebastian leaving after getting the call for Beacon. Finally, as you make it to Chief Vikernes' office, you find a book of matches, a shotgun, and a combat knife. The latter plays a much more important role than in the first one, as there are enemies that need to be dismembered to be completely killed- just like a beta of Silent Hill 2. When Sebastian finds axes and other more offensive melee weapons, the same principle applies. The moose head above comes alive as you leave, ala RE 3.5, and Sebastian had to kill it. The reason why will be revealed later on.

Sebastian then walks down the halls of the KCPD and encounters another KCPD Officer transforming into a Haunted and sticking a pipe into one of his eyes. Sebastian disposes of him and burns the body- there are less enemies that appear on screen/ attack in groups in Homefront than the original game, but they do a LOT more damage- burns the Wall of Myra and walks to the morgue. An eerie flashback of a boy and a police officer walking down the hall and into the morgue is shown- the boy is presumably Sebastian, while the man is his father.

The Morgue is the first large area of the game. Morgue workers turned Haunted attack Sebastian with instruments used in embalming, while mannequin enemies are also encounter. They have decaying bodies, but the head of a mannequin. To defeat them, Sebastian needs to cut or rip off their mannequin head. Some have Laura style limbs, and Sebastian needs to do the same to them. They can crawl onto surfaces and surprise Sebastian from over head, like a Licker. If anyone has ever seen The Exorcist 3, or the hospital scene from that movie, imagine something like that happening! A flashback of Sebastian's father- Randall Castellanos- doing a mock autopsy in front of kid Sebastian is eerily seen, in an odd loose parallel to Ruvik's life. The victim is a child. Randall says: "Look at me, Sebastian. This is what happens when a police officer fails. People die." Then he continues his grotesque demonstration.

Investigating some of the nearby corpses confirms that someone has been eating them! But who, and why? The player also learns of the serial killers that have been framed for Ruvik's murders- as various coroner report documents allude to them. Dr. Tier- the chief coroner- and his notes also explain the use of mannequin heads. Apparently, the victims of STEM are all disintegrating , slowly. But oddly, their faces are all morphing. They all begin to look like the same face, that of Ruvik! Odd red bugs burst from their flesh.The mannequin heads are used to keep their faces preserved from disintegration, the document states. It also alludes to Dr. Tier's fate.

The coroner's office is the first encounter with the mini fog monsters. They emerge from some embalmed bodies or other seemingly dead bodies on the ground. They jerk and cough it up, or it emerges from orifices unexpectedly. It is easy to kill, just shine your flashlight on it Hookman style.

The gore contents of the first game is pushed here as well too, as Haunted mutilate themselves with scalpels and other tools of embalmment- only to have the bits of the fog monster begin to spill out of them. It makes for great random jump scares.

The randomness of the game is further realized with a Coroner's assistant. In one of the corners of the room, Sebastian finds the bloodied assistant. In some play throughs, he becomes a Haunted and you have to kill him. In others, he tells you hints- and can help you where Leslie's body is. Sometimes he's dead and proves no help at all. Sometimes he seems to be infected and may turn into a Haunted later on. Should you kill him? Other times, he appears to be a member of Ruvik's uprising and he tries to kill you with a lobotomy pick.

The coroner's office is also another place to build the game's quiet scares as well. The black liquid bleeds from some of the organic filing cabinets at random. Sometimes they even take the form of The Keeper's head- but only for a moment. Sometimes they also seek to tower to the ceiling and higher in surreal and dream like proportions. Strange organic groans and moans are also heard, but are never explained.

Sebastian makes his way through the coroner's office and gets his way to the first major puzzle. Sebastian comes across the three freshest bodies in the morgue and has to examine them to see which is Leslie's. It is very Condemned style, and the wounds on the bodies change each time. It's not overly difficult- but it does require time and a steady eye to see which fits the description of Leslie's body. You know that Leslie was shot, and that he is 25 years old, and that it was from Sebastian's gun. Now you have to see which fits the description. It showcases the classic puzzle system, as well as Sebastian's new found interior monologue- each time he interacts with an item of importance in the environment.

It turns out none of them are Leslie. Checking Dr. Tier's notes confirm that Chief Vikernes ordered Leslie's body to the cavern- wherever that is. Tier's notes also confirm that Sebastian shot and killed a kid during his first years on the force. No charges were ever pressed, but Tier always held a grudge against Sebastian for it. The child's name was Leland Weathers- and he was a seventeen year just caught in the wrong place at the wrong time. This adds more depth to the story. Is this all Sebastian's guilt manifesting as madness inside the halls of KCPD? Or is it something much much worse?

While walking back to the exit of the coroner's office, Dr. Tier finally makes his full mutilated appearance. He looks like an organic version of my avatar. This is the first boss of the game. The dismemberment system of Homefront comes into play again, as you have to shoot and knock Tier onto the ground and then rip off part of his tentacles. It makes for a bloody mess. He also becomes more human looking after each scene of dismemberment. It makes you wonder: Is Sebastian really fighting him as a monster, or as a human? When Tier is mostly defeated and near death, Sebastian asks him where Leslie is. Tier tells him that it's beneath the jail, across from Prisoner Zero. The fallen are the way.

After this, the RPG element starts to kick in again. Sebastian always gets a massive headache right before certain key events happen. What to do with the dying Tier? Should you burn him? Should you let him live? Should you dismember him some more? Or should you give in to the sinister headache urges and eat him? Whichever you do has consequences as for which ending you receive. Burning gives you ammo. Eating him increases your health- but it takes you one step closer to the bad ending, since it's the most deviant action Sebastian can take that makes him one step closer to a Haunted or worse. If you've ever seen From Beyond, you'll know what I'm talking about.

Whatever action Sebastian choose, he then has to go to the jail on the other side of the KCPD.

While walking there, a notable difference in the halls of the KCPD. Many of the windows have Ruvik's followers standing in front of them, or have them jump surprisingly in front of them- REmake style. They wear Ruvik clown masks and all carry orbitoclasts. They stare at Sebastian ominously like he is in prison and they are his jailers, all while speaking odd sayings like "Make the way, for he is coming."

When Sebastian eventually makes way to the prison, he encounters yet another new enemy. They are called The Hunters. They represent all of the serial killers framed and sentenced to die by Ruvik's actions. They bare more than a passing resemblance to the Bezerkers from 4, as their eyes are missing or sown shut and their hands are cut off and replaced by claws, chainsaws, or hooks. To defeat them, Sebastian has to shoot off their new found hands off and reduce them to bloody stumps. But that takes time and wastes what little ammo Sebastian has, so the best strategy is to run from them or use stealth. The newspaper articles in this location elaborate on The Hunters' backstory. You also collect Sebastian's personal diary- which tells you of his tragic childhood. Sebastian's mother , Lillian,was a steel sculptor, who disappeared when he was young. His police office father, Randall, disappeared not too long after, and he spent the rest of his childhood raised in foster care.

Sebastian eventually makes his way to the prison's lowest level and finds where Prisoner Zero is located. His cell is ominously all alone, and he stands smack dab in the middle of his lavishly decorated cell. It is highly implied that he is Sebastian's father. The documents describing Prisoner Zero indicates that he was found with on odd exit wound on his forehead that prevented him from talking. Evidence on him pointed that he was one of the Krimson City Hunters and he has been locked up ever since. Although he is supposed to be completely silent, odd sounds and voices- like a child crying, a woman screaming in agony, and other noises emit from his body at random intervals. Sometimes words are spoken that sounded a lot like "How's Myra" and give "Lillian a kiss from me." It unnerves most of his fellow prisoners so much that Prisoner Zero has his own cell much further away from other other inmate. His meals also go directly to his cell, so there's as little interaction with him as possible.

Prisoner Zero's eyes follow Sebastian as he tries to find and activate the secret passage way. Tier's words emit from Zero's mouth. "The Fallen are the way in. Go to them. Death row."

Sebastian walks towards Death Row and then the puzzles start. Sebastian discovers the stories of various prisoners/ Krimson City Krazies that were blamed for Ruvik's rampage over the years. Then he has to match which execution was given to the prisoner- lethal injection, hanging, beheading, some crazy medieval style torture, electric chair, etc. If Sebastian gets it right, he is given a key to activate said secret passage way. If he guesses wrong, said execution becomes an environmental weapon until Sebastian guesses it right. However, it can be used to Sebastian's advantage and use said environmental attacks on enemies.

Oddly enough, a giant Executioner statue that looks an awful lot like The Keeper exists here. And a lever causes it to swing and attack.

Besides elaborating on the Krimson City Krazies, there's also a chilling flashback between Sebastian and his father. It features a young Sebastian being forced into an electric chair. "See Sebastian? This is what happens to very naughty boys," Randall Castellanos threatens.

Some of the newspaper articles also hint at some very odd happenings in the prison. There's been a series of murders in the prison, during night fall. A random prisoner is usually found next to a severed hand, stabbed to death.....Except he has all of his hands still attached! Others have also been disappearing from the prison entirely, without a trace.

Sebastian also encounters the first of quite a few Psycho Enemies here. These are the still living human criminals Sebastian brought in, because he thought they were commiting Ruvik's crimes. They act like The Haunted- except they are harder to kill, still they are still human. But be warned: Some can change into Haunted randomly! A gruesome self mutilation usually follows, before doing so.

There's also leftover patients from Beacon that are also being held in the jail as well. Their cells are more distinctive with a padded cell/ series of turned over mattresses covering them. Since Beacon was destroyed, many inmates that have been captured are now being held in the KCPD building. Their odd laughter and silent stares give even the quiet moments a sinister edge. Although not all Inmates are so feeble. Some cut themselves and write messages to Sebastian in blood. Others have disappeared entirely from their cells, leaving a vacant fog monster like residue. Some are crucified on the ceiling and fall down. A few will try to attack Sebastian as they break out of their cell, as well. Their death animation involves them ripping Sebastian's face off and then devouring the rest of him with it on.

After Sebastian solves most of the prison's mysteries, he tries to escape. He goes to an exit and calls for the prison guard to let him out. The man refuses, and hangs himself on a nearby chain. Before doing so, he ominously states: "It's your Hell Sebastian. Whatever you get, you deserve."

To make matters worse, an army of severed hands are now emerging from the cell blocks! They play like the mini alter egos, except they grow rapidly....And they have Ruvik's head growing out of their stump! Oddly, this is their weakness. They aren't difficult to kill, but they can swarm and latch onto Sebastian.

Sebastian escapes by finding a secret tunnel in one of the prison cells. It leads to a classic survival horror location: A long and narrow hallway. While walking it, Sebastian hears someone return his footsteps- but from a direction unknown. Is soneone following him? Finally, the sound reveals it's origin: The Chainsaw Sadist is standing in front of Sebastian! A proper boss fight ensues. Sebastian can defeat him by either shooting off his Hannibal Lector mask and then going after his sunken/ hollow cheeks with his blade or gun, until his head is severed from the jaw up. The nearby vents are also navigational, and Sebastian can use them to elude The Sadist and try to escape. Or, he can stealth attack him from behind and rip out the oddly similar Fog Monster Parasite that appears whenever you stab The Sadist in the back. However, if you kill The Chainsaw Sadist, you can then use his chainsaw for the next ensuing boss fight. Whatever the case, Sebastian states: "Ugh, I had a feeling you were real."

When Sebastian escapes the hallway, he is standing directly in front of Prisoner Zero's cell. He stares at Sebastian eerily. Then he states: "He told me what he wants to do to you, Sebastian. But I can't let that happen. Consider this a Father's last gift."

Suddenly, Patient Zero holds a shiv in his hand and begins mutilating his left arm with it! Each stab turns it more monstrous, until it looks like a Cronenbergian cousin to Leon's hand in RE 3.5. Another gruesome open ended boss fight ensues. The weak point is damaging and dismembering Zero's mutilated arm. Like before, there are numerous ways. If Sebastian defeated The Sadist, running into a cell and having Prisoner Zero force his hand into it as he tries to reach you is a great opportunity for it to get trapped in the bars, so you can attack it and try to dismember it. Sebastian can also trap him in The Electric Chair and try dismembering the arm the same way. You can also use The Keeper Statue to assist your quest. Just a simple death trap. If you also solved any of the Prisoner Puzzles wrong, they can also be of assistance. Flashbang grenades can also help, as well as shooting down lights in the environment and having them fall on Prisoner Zero's head. His arm mutates rapidly and gets stronger with each passing minute, so defeating him as quickly as possible is definitely a must. Sebastian can also go after his arm strategically with his knife, like something out of God of War or RE 4. Although it'll lead to gruesome finishers, it can rapidly deplete Sebastian's precious ammo and resources and defense weapons. The latter can also be used against him, but only to stun him- and defense weapons against him do deplete in rather rapid sucession.

Either way, once Patient Zero is defeated, he epitaph is chilling. "Tomas told me what happened to Myra and Lillian. Heh. I approve. Give them a kiss from me, when you see them."

A haunting flashback shows exactly what happened to Randall Castellanos. It manifests as a hallway of newspapers, that echo the murders of a KC Crazy. Randall found out that Chief Vikerenes was in league with Ruvik and framing others to take the fall for his crimes, so Ruvik could continue his experiments. Randall tried to alert the masses, and he found himself framed for being one of those same Krimson City Krazies. With no where to turn, Randall tried to kill himself....But it failed. And he was left to rot in the hell of his own making inside the KCPD's Jail cells.

"After Father disappeared, Mom did the same shortly after. And I spent my youth in an orphanage. Though what He said makes me think otherwise. I have to find Chief Vikernes. He's usually on the roof, smoking. He'll know."

Walking back through the halls of The KCPD, this is where another open ended portion takes hold. Here, Sebastian is going to encounter human Officers- in addition to The Haunted and to Ruvik's followers breaking down windows and trying to attack Sebastian. Some will try to arrest Sebastian. Some trust him. Some are already injured and need help. Some are in combat and need help. Some may turn into Haunted. Some may still try and kill you, regardless of being human or not. Sebastian is faced with equal choices, walking to the roof. Killing them results in a negative choice points. Helping/ healing them results in otherwise. It can also lead to secrets, such as secret passage ways filled with loot and ammo and other secrets. Using a new defense weapon- handcuffs, which can temporarily trap either a human or a Haunted in a nearby location- results in a neutral choice. If they are dead, Sebastian can burn them- for another neutral point. A Haunted attacking them and killing them results in another neutral point- unless you were The Haunted's target and they hit them by mistake and killed them....Or if you shot them by mistake. Healing them could turn them into a Haunted- which would also result in neutral points. If Sebastian is low on ammo or health, Sebastian could listen to the headaches he gets whenever one of these choices comes near- where he then turns into a Haunted and eats them alive! That results in the most negative points though, and brings the player closer to getting the bad ending.

Choose your Evil Within aside: Sebastian also encounters other interesting new enemies en route to the roof. They are the Doll enemies. Are you familiar with The Dolls children use, to identify where they've been abused in child abuse cases? Well, they're that....But possessed with the fog monster. Just like RE 3.5 enemies, knife in the back aside. The best way to destroy them: Shoot off their arms, to take away the Fog Parasite that's infested these dolls.....Though a grenade can also suffice. Some may need a head shot instead. A walk near the kennel introduces The Dog enemies, which basically look like Mini Sentinels. Some leave their cages when you approach it, some are already out and attack you -when you least expect it-, some stay in cages and allow you to open them and turn them loose on unsuspected Haunted....You get the idea. They play like the normal RE dogs, and are just as scary.

There's also a very cool set piece, where Sebastian closely approaches a shooting gallery, before reaching the roof. It appears that human KCPD officers are target practicing....But why do their targets look like the Sacrifices from Chapter 6 of the first game? Once Sebastian notices that anomaly, the officers turn around and open fire on Sebastian! They are slowly turning into Haunted. Taking cover, Sebastian has to decide whether to fight or flee.

Surviving that set piece brings Sebastian to the roof. Although he's closer to Vikernes, he's also at another problem. There's a Shining esque maze now on top of the roof. And navigating it doesn't look easy in the least. Whatever path Sebastian chooses, Sebastian will come across The Unconsumed, they are creatures with their limbs seemingly reduced to bloody stumbs....And one working eye to decorate their scar filled face. Seemingly lifeless and threat-less, no? Well upon random- they roar to life....With machinery based limbs exploding out of their stumps in ways that Pinhead or SkyNET would admire, and Sebastian has to defeat them before their horrific transformation is complete. Shooting out their good eye will suffice, but the rapidness of their transformation makes it a tense encounter each time. Some of them sprout Fog Monster based tentacles that Sebastian had to quickly dispose of and dismember. If not, all Sebastian can do is run from them. Other times, a rogue Hunter will emerge from the maze. And then there's the threat of the maze itself, which is a sort of interactive puzzle. It's ever evolving and a different exit will be given each time. Sometimes it's fairly short- sometimes not. Other times, spikes will emerge from the sides if Sebastian hugs them too much- or if the maze narrows. Other times, The Fog Monster's tentacles emerge from it.

Regardless, Sebastian eventually makes way to the roof top- where he confronts Chief Vikernes finally. He stands on top of one of those communication towers, like an angel ready to fall. Oddly, it looks more or more like STEM with each step Sebastian takes. Sebastian calls his name repeatedly,only to have Chief Vikernes fall from that dangerously high level. But instead of turning into complete mush, Vikernes transforms into his boss form. Think of a combination of An Alter Ego and The Blob. This is where another open ended and bloody boss fight begins. Since it's essentially a crumbling Alter Ego, attacking it's almost siamese twin middle piece and trying to separate it seems like the most logical part. It's also the most bloody, especially with knife bits and gunplay to boot. Sebastian can also turn the duo against each other and have them hit each- pending where be attacks from. But, like other boss fights: There are other ways to defeat The monster former known as Chief Vikernes. Whatever you choose does affect what kind of ending you get. If Sebastian walks to the end of the roof, he notices that Ruvik's followers are beginning to siege the KCPD building with torches and all. With that being said, Sebastian can knock Chief Vikernes off the roof and leave him to the mercy of the fall and Ruvik's followers. He can also use the former TV antenna, now electrified STEM Machine to harm and deal away with Vikernes.

Keeping Vikernes on the roof is probably Sebastian's safest bet, as after he is defeated: Sebastian has to cut open Vikernes' body and find the final key to the secret passageway. If Vikernes is dispatched without getting the key, the final door will still open- but it will affect with ending Sebastian will get. Either way, the fight and ensuing digging for the key is so aggressive that Sebastian's knife breaks- it'll break at random points, but break regardless......So a new weapon needs to take it's place.

When Vikernes finally is laid to rest, Sebastian has to run back to the jail and open the final door. Why run, you ask? Because Ruvik's followers are laying siege to the KCPD! They burst through the windows of the Station and attack Sebastian. They either stab him with lobotomy picks or use torches to burn him and The KCPD down. The only words they utter are: Make the way, for He is coming. Although The Followers are fairly easy to dispose, like other Human enemies, the burning of the building makes fighting them significantly less of a necessity. Getting to safety, before becoming trapped in the inferno is much more of a priority.

Eventually, once this set piece is completed, Sebastian makes his way to The Door. With the final key, and the rest of building about to burn in flames- Sebastian has no where else to go but down.

(If Sebastian does not get the key from Vikernes, the door spookily opens on it's own accord. A new Enemy rushes at Sebastian. They are known as The Hunger Artists/ The Harrowed- if they are Haunted, or human is unknown. They are emaciated and scrawny monsters- and their bodies are afflicted with strange mutilations. Odd pieces of metal stick out of their abdomen and other parts of their flesh- and Sebastian has to pull these parts out of them while they are on the ground, furthering the game's concept of dismemberment. The player can also shoot these weak points- but given that enemies do not drop ammo, and that said ammunition is only found in places that make sense-, it may be less than ideal to do so. Some also have rusted nails for teeth and finger nails, which makes them all the deadlier.)

The door leads to a slightly modernized version of the catacombs, from the first game. They must be all over city, Sebastian states. The rumbling of the burning KCPD echoes in the catacombs most quiet moments, making you never truly feel alone.

A spooky walk down that classic survival horror long and narrow hallway leads to a room not unlike the first game's beginning- save it's larger and there are three Sadists Hunters instead. They have the same appearance as The Sadist, but with a more mutilated look like The Hunters have. They are not blind, however- but their brains are exposed at the top. One of their hands is also a chainsaw. Much like the introduction for the first game, The Sadist Hunters are chopping up and dismembering bodies on a table. Although Sebastian can use stealth and sneak past them, he can also fight them this time. Blowing up their chainsaw hand with the shotgun is their point- though a stealth kill or a melee attack or a shot to their exposed brain while they are on the ground also works. Not only is it a gruesome way to kill your enemies, it's also a great way to conserve your ammunition.

A melee weapon on the ground also introduces a gruesome finisher Sebastian can use. The Catacombs has various metal rods Sebastian can use as melee weapons. Think of them as the metaphoric vampire stakes that Sebastian can stick into the enemies orifices and watch the dismemberment unfold. The exposed brain works for The Sadist Hunters. A stealth kill with Sebastian holding to melee bar- or approaching their exposed parts while they are on the ground will activate the animation. Just remember to burn the body or they will come back- same with Leland.

Disposing them allows Sebastian to search their human butcher shop- where he finds a document explaining why The Sadist Hunters exist and why they are dismembering many bodies. Apparently, they are victims of STEM research that the writer of the note wants disposed of- before they draw unwanted attention from the rest of the precinct. The note is mysteriously signed- T.

Sebastian then opens the door to a new part of The Catacombs. It's a prison of some kind, and The Harrowed fill it's cells. And Sebastian has to figure out a way how to get to the other side, without disturbing all of them! Do you gung ho it and pray that they don't emerge from the cells as you run across? If they do, it's only a few at a time? Do you turn off the lights by shooting them and use the darkness as your aid? Or do you try and look for an alternate route?

Either way, Sebastian eventually makes his way down a long corridor. An unknown lullaby fills the halls. Once Sebastian makes his way half way, a Burning Harrowed in a wheelchair screams his way towards Sebastian! A quick disposal leads Sebastian to a new corridor of The Catacombs. It is a body horror art themed exhibit. It's sculptures are somewhere between Clive Barker's Tortured Souls and The Human Body Exhibit. And they are all still alive, which makes their encounters more unsettling than ever.

A hallucination of a woman singing greets Sebastian. She holds one of those baby dolls like a child and speaks to it: "Art is so beautiful. So sacred. If only it can move. Can breath. One day, it will." Each demented exhibit features notes by this mysterious architect explaining her demented artistic vision. They also showcase her descent into obsession and madness- as do the pieces themselves.

She disappears, and now Sebastian has to navigate his way through this hunger artist maze. He seems to recognize the woman though and even begins to address her as M...."

All of the sculptures are still alive, and shooting their specific weak spot is the only way to kill them- or else they'll keep coming. Using the metal rods through some of the weak spots is also a gruesome way to finish off some of them- while conserving ammo. They move suddenly and at random, making their encounters all the scarier, because you'll never know when they'll attack! Sometimes they may even just stare you down, waiting for you to flinch or go off your guard- tricking you into thinking they're dormant dead species. Either way, one such sculpted entity is a Giant Obese Monstrous Man lying on an operating table- Ruvik's Hand Puppets explode out of it's chest cavity at random and eventually from every part of it's body. But those creatures will flow no more once the player figures out the weak point and eliminates it. The exposed heart seems like a good enough target.

Others look like Cronenbergian/ Hellraiser equivalents of the Vikings Blood Eagle and they lie in wait on top of ceilings ready to launch themselves at Sebastian.

Other Blood Eagle Exhibits stand in shadowed corridors like an Urban Scarecrow. Or a crucified Soldier. Their exposed lungs make great target practice.

Further exhibits have stilts for limbs, or are even beyond limbs entirely and have razor blades/ wheels move them around. Dismantling their means of movements seems like a likelihood- before they can do the same to you. There's also the bodies of strange seemingly dead naked women that lie on the ground, bloody and dead......Yet they have four arms and legs, much like Laura did! Shooting off their spare limbs prevents them from coming back- if not, they may awaken and Sebastian will have to the same thing in a much harder context! More on them later.

Further walking reveals a strange corridor lined with portrait. The portrait is of the same subject surrounded by shadows. Although it is assumed years have passed, the subject seems to stay the same. Finishing the walkthrough has Sebastian suddenly come face to face with said Subject! His body is rotten to the skeletal core- but his face is unchanged. How does Sebastian defeat him? Knocking him down and then trying to scalp his face- all thanks to a simple action button once the player approaches the right weak point.

Even more grotesque enemies include blind mummified creatures with rebars and other pieces of metal sticking out of it....That stumbles around and wants Sebastian's eyes! If it succeeds, a grotesque animation of it doing so by ripping them out occurs- further heightening up the creep and gore factor. There's also a variation of the first deranged sculpture, that gets fatter and more deformed looking each step-before Ruvik's Hand Puppets explode out of it again.

A giant Cronenbergian jack in the box also proves frightful for Sebastian- shooting it's intestine like spring takes the fear away though!

There is also a giant Mechanical Keeper that Sebastian has to fight. The best way to eliminate him is opening it's safe head by carefully placed shots to it's barbed wire bound head. Eventually, it becomes loose and pries open.

Each elimination/ survival of said exhibit gives you a letter. Once they all are, a secret passage opens up and takes you to the area's boss fight. A walk way lined with strange machines filled with mannequins that looks an awful lot like STEM leads Sebastian to the boss fight. It is a human brain sculpture bound in barbed wire and made of human bodies! Think of a living breathing organic version of the brain motif that filled the first game and it's marketing- except this one has arms too! How do you defeat it? If Sebastian uses his binoculars, he can identify the weak points. If the player looks closely with the binoculars, he can see that there's a loose part of the human sculpture that wants out of this sick unity. Shoot it, and that bit will eject. Either burn it with a match or a flamethrower- and that part of the sculpture will dissipate. Keep doing that, and the gruesomest of all sculptures will eventually come undone.

The final letter revealed, and an anagram mini puzzle reveals that it's not just any mad architect in operation, it's Sebastian's Mother: Lilith Castellanos. Creepy still lifes and life like dummies of Sebastian's family give that away during the exhibit, if one looks closely. Personal horrors and body horrors aside: There's also maniacs hiding in some of the display, that the guise of mannequins and stalk Sebastian when he least expects it. There's also would be victims, whose transformation is yet to be complete, hanging in cages. What Sebastian decides to do to them will affect which ending he shall get.The chamber not only reveals that Lilith is likely responsible for modifying many of The Haunted and others- but also that she may have even built STEM.

A passage opens up, and three containers pop up from the floor, Haunted Mansion style. One contains the body of Rebone Laura, and is marked as such. Another contains the Fog Monster distorted body of Leland Withers. The third, in the middle, is supposed to contain Leslie's- but it's empty. And the bottom appears to be a hole. Sebastian's reflection is seen in it, like he is captured there.

This sets in motion another haunting flashback, where it talks about how Sebastian was bounced from one relative's home to another, after his parents disappeared. Eventually, those relatives did too, leaving Young Sebastian being forced to go to an Orphanage!

Laura's corpse begins to move, as does Leland's. An arm and tentacle breaks through the glass and attacks Sebastian. Although he fires and breaks the glass of the containers and even hits them, Laura and Leland act unfazed as they overtake him and draw him into the hole of the empty container.

Additional Notes


-The fog monster looks like the bug monster from chapter 9 of the first game. Black tentacles emerge from it on occasion. It becomes more organic and human like as the game goes on. Whenever you shoot it, it bleeds black.

- The game's health system is an EKG again, ala Classic Resident Evil.

-Ammo is only available in places where it would make sense in the environment- so it's even more costly than ever before!

-The KCPD bares more than a passing resemblance to a castle renovated into a policeman's office building, ALA RE 3.5.

-Many of the game's collectable documents are from Sebastian's childhood diary, further making the game a personal journey.

-Ala classic survival horror games, various items in the environment will display Sebastian's interior monologue.

-There still is a hesitation in between gun shots, making the gun play all the more intense. The faster weapons also fire significantly faster than others, IE the original Max Payne game. It makes firing them and using them significantly more intense than normal.
If you really want to see Mary, you should just die. But you might be heading to a different place than Mary, James.
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Re: My Idea For A Sequel

Postby STALKERA90 » Oct 15, 2015 6:19 am

thats AWESOME now we can t wait for THE evil within 2
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Re: My Idea For A Sequel

Postby Morir es vivir » Oct 15, 2015 3:38 pm

I hope Tango lurks around here from time to time. Or just send this to them.
Last edited by Morir es vivir on Oct 16, 2015 9:25 pm, edited 1 time in total.
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Re: My Idea For A Sequel

Postby Jocifer666 » Oct 16, 2015 12:28 am

I've been told by Grandstaff they do actually! We'll have to make sure they see it regardless though :). Thanks so much guys. I'm working on a Kidman and Joseph campaign I'm thinking too- but after Sebastian's is done.
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Re: My Idea For A Sequel

Postby gmc1992 » Oct 16, 2015 1:39 pm

awesome job dude cant wait for more :D
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Re: My Idea For A Sequel

Postby Jocifer666 » Oct 28, 2015 1:04 am

Thanks so much again guys, really means a LOT! :)! I'll have more soon. In the mean time, I've been told there's a surprise coming post Fallout 4 ;). Shhh.
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Re: My Idea For A Sequel

Postby Morir es vivir » Oct 28, 2015 3:43 pm

Jocifer666 wrote:Thanks so much again guys, really means a LOT! :)! I'll have more soon. In the mean time, I've been told there's a surprise coming post Fallout 4 ;). Shhh.


Uh?? Yesssssssssssssss!!!!!!
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Re: My Idea For A Sequel

Postby gmc1992 » Oct 29, 2015 1:35 pm

happy b day sir, hope you have a good one :)
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Re: My Idea For A Sequel

Postby Jocifer666 » Nov 01, 2015 3:43 pm

Thank you sir, I did!

I can tell you that a GOTY Edition is definitely in the works. I posted a thread about it a while ago. And that Bethesda is doing this thing where they focus on only marketing one game at a time to give each it's proper breathing room, which makes sense ;). Lemme see what else I can learn from my cryptic contact.
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