Immediately to your left upon starting the chapter will be the Mobius logo on the wall. Shine your light on it to open the crack in the wall and leave through it. Follow along the path and you will hear more of the interview with the Shadowy Man from the televisions littering the sewers. Crawl under the walkway to discover how to detect the invisible enemies. You will see an axe you will need to kill them, wait for the enemy to be facing away and walk over and grab it. Watch the enemy as he patrols until he comes back and keeps walking towards where you started, sneak up and use the axe to sneak kill him. Before heading up the tunnel turn right and behind the metal barrier is a destroyed section of concrete that has a Soundtrack collectible on it.
Walk up the hall/tunnel and turn to the left to see a gated area with a crank to open it. Immediately to your right is a red door, go through it. Sneak to the axe that is attached to the red light. There is an invisible haunted that patrols behind the shelving in front of you and out to the crank. This one cannot be sneak killed so hide behind a shelf in the back of the room and lure him over. Immediately leave through the red door and run to the crank to open the gate. Before leaving, turn to your left and enter the door beside you. Inside this room is another Research Document on a desk at the far side. Wait until you can see the haunted turning and walking back to the storage room to open the door and go down the ladder where the gate was opened.
When you get down into the next area just go straight to the open pipe. A light creature will walk by but not harm you. Go through the pipe and drop down on the other side. Run down the path until a cutscene occurs. You will pick up a gun and have unlimited ammo to defend yourself from the onslaught of enemies. The crawling enemies take one shot to turn red and one shot to blow up if they are red. The light creature and normal haunted just take a few shots.
In the room there is a ladder on one of the pillars leading up to the walkway above you. You will find another safe that needs to be unlocked. It's a single dial that needs to have three numbers entered in a specific order. You will find the combination to the lock on a pillar to the right of the walkway when you turn and face the length of the walkway with the ladder on your right as well. You will rotate the combination the direction it says to the number it says. Mine was Left 18, Right 8, Left 18. So click on the safe rotate the lock to the left to number 18, rotate the lock to the right to number 8, then rotate it back to the left to number 18 and it unlocked. This rewards you with your fifth Torn Paper scrap.
You can drop back down and head through the lantern lit tunnel to the end and climb the ladder which brings you to another save couch. Go through the vent next to the couch and continue to the next area. Follow the path until a cutscene occurs.
Walk ahead and to the left where the fuse box and circuitry was shown in the cutscene. Grab the fuse from the small box and put it in the large system to open the door next to you. Go through it and drown the ladder. Follow the path to the cross section and take the left. Shine your light on the Mobius logo to reveal a pipe you can crawl through. Go through it and up the ladder to another puzzle.
When facing the safe head, turn around and look on the wall to reveal another puzzle solution. Shine the light on it to see what squares need to be lit on the safe head.
Go back down the ladder and out the pipe. Turn left and straight to the other side of the large pipe and climb up the ladder. There will be a crank you need to activate to open the gate. Go through the doors that opened with the crank and run right through this room to the doors straight ahead. The tanks in the room are all filled with the Trauma haunted. Run along the path until you come to a red door. On the other side is one of the fuse boxes you need to steal a fuse from.
As soon as you get the fuse, turn around and head back where you came from. But, the room has a different feel and a Trauma will come out of one of the tanks. You are able to just run to the door at the other end and open it without getting hit if you are quick enough. If you can't get the timing down or I was just lucky, then when the Trauma comes out turn around and run back to the crawl crevice and hide from it, pop out the other side to get acquainted with the location and get spotted by the Trauma so that it runs down the haul lunging at you. Dip down into the crevice and back out the other side that you want to head towards and run towards the door. This should give you enough time to open the door to the next room. Once you are in the room you will see that the gate was closed again. As soon as you go to try and open the gate, the Trauma will break down the door you just came through. Just go and crouch behind the boxes and avoid his line of sight until he leaves the room. Once the Trauma haunted leaves the room you can go and open the gate.
Make your way back to the fuse box and place the second fuse in the far right spot. This will open up a large grate below you so jump down and enter the tunnel. Follow it and up the stairs to a room that has a door to your left when you get up with just a locker, boxes in the middle with spikes on the right of them, a locked door ahead of that, and your red door to fuse box to the left. Grab the fuse and head back to the room you just came from. Run to the stairs you came from and Ruvik will appear and change the room. A haunted will enter the room from the locked door and patrol. When the haunted is on the right side of the door, lure him to go through the spikes and get killed. Then go through the door he was guarding.
This room will have two haunted patrolling both sides of the room. You can round them up and get them to trip the spike trap for the trophy. Clutch Example Otherwise, You can time their movements so that you can avoid both and get to the lever that opens the gate. Then go inside the small space and pull the other lever to close off the gate you just opened so you can open the gate with the crank in peace. Once you go through the gate there will be a room full of caged haunted that start to come out at you. You can sprint to the door at the other end and kick through it. Jump to the other side, or if you fall down just climb the ladder up and place the last fuse in the center. This opens your exit below.
Go through the opening and follow the path to the door on the right. Go through the door and straight ahead on a barrel is another Research Document. Turn around and jump down to start another cutscene. After the cutscene, turn to your right to find another Mobius logo and shine your light on it to open a door. Go through it and there will be another save couch.
Follow the stairs up and to the end of the path. Along the wall will be another Mobius logo to shine your light on and open a door. Go through the door for another puzzle. In this room there are three statues that can be rotated and the goal is to finish the Mobius logo like earlier in the game. Rotate the statue that is ^ so that when you shine the light it completes the logo and a Research Document appears in a crevice.
After grabbing the document, exit the door you came in and go right down the hall and open the gated door. A cutscene will play. When you regain control you are in the duel with Joseph.
The duel isn't very hard. You just need to use the same tactics of avoiding line of sight as everything else. The hardest part of the duel is timing when to make a move on Joseph. He is very mobile and alert with a wide range of view to spot you sneaking up on him. You can make a quick move right after getting the axe to walk up and sneak attack him before he starts getting mobile. After that, run straight back from where you are into the next room and follow it looking for another axe. Repeat the process of letting him get somewhere you can dodge around obstacles and sneak attack him. It takes three sneak attacks and you win. After you beat him, a cutscene will play.
When you regain control, you will wake up in a new area. Take a couple rights around the house to the creaking chair noise and you will find a Personnel File on the chair after the room changes.
Leave the house through the door to see the statue the recording mentions. Turn right and head down the stairs and you will be in the market you and Joseph went through as Sebastian.
Follow right to the broken wall you can crouch and walk through. Smash the boxes to find the crate with a snail in it. Shine the light on the snail to get a new model.
Turn around and head back to the center where the statue is to find Leslie. The world will change again.
Take a left towards the gate and you will see some boxes on a platform. Smash the boxes to reveal another safe head. It's the same puzzle as earlier where you just need to make all the lights turn on to unlock.
Go back the way you came from and head to the end of the path to find a search light on top of a dresser. Turn around and head back to the center and place the search light on the standing pillar. Rotate both lights that aren't on so that they are shining on the pole in the center. Stand where the broken pillar is and shine your light on the pole to bring the statue back and open the door that Leslie went through. Go through the door and drop down to continue along the path.
After the brief interruption with the shadowy figure talking the world will change back. Turn right and crawl through the opening. Go straight through to the save couch if you need to save.
On the end table beside the couch is another Research Document to grab.
Leave the room and hang a right and head down the corridor to go to the graveyard. You will see a couple haunted head throw a pair of doors you will head toward.
When you go through the doors a short cutscene will play. In this section there will be a few haunted feasting on a body right in front of you with a couple patrolling on the other side.
This is the section that you get the Death Grip trophy. If you want it, just crouch behind cover to the right of the wall you start off in front of and lure the enemy group. Wait for them to start coming toward you and then go around the left side and get out of crouch and start walking past where they were crouching and to the right past an axe. Sprint up through to the wooden barrier, kick it down and then crouch to avoid being detected by the Cadaver's that come out of the coffins. The Cadaver's should take out one of the guys even before you need the second one to do anything, but you can also use the second one to take out an enemy or two when it explodes.
You can use a bottle to distract the haunted with a torch and get by through the gate. Don't kick through to avoid alerting the enemies on the other side. If you're in need of a bottle, there is one where the second Cadaver comes from. On the other side are a few more haunted to watch out for and another with a torch. Juli will alert you that there is a bell to ring to distract all the enemies from the gate. Around the corner to your left is a crevice you can call under to get to the haunted with a torch, where on the coffin is an axe. You can then sneak kill the haunted with a torch so that his light doesn't alert the others when you need to get to the gate.
There aren't any other haunted on this side with the torch haunted removed so run to the ladder to get up to the bell and ring it. The haunted will run to the bell and you can simply run to the gate that Leslie is at now. Using the gate will initiate a cutscene. You are now paired with Leslie and can continue along the path.
Along the wall in the farthest hole is another safe head. It is similar to the first one you found where the combination is the descending order of blood present on the buttons. Your reward is the final piece of the paper. Put them all together in the Archive screen from the pause menu to get the achievement.
Take a right down the corridor that Leslie is in front of and continue up the stairs. You will now be above the maze that Sebastian fought the twins at. Continue straight through the path in the middle until you drop down. Head up to the gate and try to open it. A short cutscene will play.
Inside where you tell Leslie to hide will be a Soundtrack collectible to grab.
Head to the wall marked with the Mobius logo and shine the light on it to open a path. Head straight and there will be another smaller logo on one of the grave structures. Shine the light on it and grab the small statue. Turn around and go to the next wall that you can open with the light and on the other side will be two more smaller symbols and you need to grab those statues as well. Don't mind the noise of the giant as he won't be a problem, yet.. Once you have the three statues head back to the gate. Read the note in front of the statue and it will hint at how to place them. When the statues are in the correct placement the gate will be able to open. Go through it.
One of the giants will chase Leslie through the other gate. Immediately run to the middle set of boxes and hide behind them. Wait for the giant to come to your set and just stay out of line of sight. He will walk towards the left side of the boxes and when he stops you can get up and run to the gate. Head up to the church and go through the door. A cutscene will play.
When you regain control you will have to outrun the shadowy figure. The first part is very simple just running straight but then you just have to start dodging duplicates of the shadowy figure and making turns to avoid him. Once you get to the hallway running without them in your sight you have to avoid the shadow hands that reach out at you. Basically hug the left and right side of the wall accordingly to avoid being hit and you will finish the game with another interesting cutscene.
Ch. 1 An Oath
This article is about the video game. For other uses, see The Evil Within (disambiguation).
The Evil Within[a] is a third-personsurvival horrorvideo game developed by Tango Gameworks and published by Bethesda Softworks. The game was directed by Resident Evil series creator, Shinji Mikami, and was released worldwide in October 2014 for PlayStation 3, PlayStation 4, Xbox 360, Xbox One and Microsoft Windows.
The game centers on protagonist Sebastian Castellanos as he is pulled through a distorted world full of nightmarish locations and horrid creatures. Played in a third-person perspective, players battle disfigured nightmare-like enemies, including bosses, using guns and melee weapons, and progress through the levels, avoiding traps, using stealth, and finding collectables.
The Evil Within received a generally positive reception upon release; praise was mostly directed at the game's horror elements and atmosphere, while criticism was directed at the game's story and characters. A sequel, The Evil Within 2, was released on October 13, 2017.
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 player unlocks several bonuses for completing the game. Extra weapons, character models and bios, 'AKUMU' difficulty (the game's hardest difficulty level), and New Game+ are some of the unlocks.
While investigating the scene of a gruesome mass murder at Beacon Mental Hospital, Krimson City police detective Sebastian Castellanos, his partner Joseph Oda, and Junior Detective Juli Kidman find themselves suddenly thrown into an unreal world, after hearing a high-pitched noise. Shortly after this occurs, Sebastian is separated from his partners and is forced to flee from a monstrous man wielding a chainsaw. Upon reuniting with his colleagues, they attempt to escape via ambulance while Krimson City is destroyed and rearranged by a massive earthquake, eventually causing them to crash. Freeing himself from the wreckage, Sebastian wanders through unnatural forests and abandoned buildings full of monstrous creatures, and witnesses the apparition of a disfigured man in a white hood. Trapped in the nightmare world, Sebastian encounters one of Beacon's doctors, Marcelo Jimenez, who is searching for his patient, Leslie Withers. Jimenez identifies the hooded stranger stalking them as Ruvik.
Sebastian eventually reunites with Joseph, though it is shortly revealed that Joseph is suffering from a strange form of transformation which compels him into a murderous rage. While he is able to control it for the most part, Joseph warns Sebastian to be wary of him if he turns. The two eventually find and rescue Kidman from drowning in a crude contraption, though they are soon separated again after hearing the high pitched noise.
Elsewhere, Kidman is being forced to relive memories of her indoctrination into an organization known as Mobius. It is revealed that Kidman is actually an undercover agent, sent by Mobius to retrieve Leslie from Jimenez, apparently as leverage to force Jimenez to continue working for them. Jimenez had been working with Mobius on a project known as STEM - a machine capable of uniting minds into one, with one influencing mind at its center. Jimenez activated STEM without Mobius' permission - signaled by the high-pitched noise - but Mobius anticipated this, and trained Kidman to navigate the STEM world and retrieve Leslie.
Sebastian learns of the story of Ruvik, born Ruben Victoriano, through various memories that Ruvik places him in. Ruben was an intellectually gifted but mentally unstable child, and was close to his sister, Laura. While playing in a barn on their family's estate, Laura was killed and Ruben severely burned after the barn was set on fire as an act of revenge against their parents. Ruben's father began hiding him in the basement of the family manor. Deeply traumatized over Laura's death, Ruben eventually killed both of his parents, took control of their fortune, and continued to "donate" money to Beacon Mental Hospital in exchange for test subjects for his experiments into the human psyche.
Ruvik began designing STEM as a means for him to reshape reality, so that he could physically travel back into his memories and live his life again with Laura. Jimenez then took notice of Ruvik's work, and revealed it to Mobius, who wished to use it for their own purposes. However, with the machine only being calibrated to work with Ruvik as its center, Mobius were forced to use Ruvik's brain after killing him, which allowed Ruvik to maintain control of the STEM world. Kidman realizes that Mobius in fact wants the meek Leslie as a replacement for Ruvik's brain - an easily manipulated 'blank slate' mind, which they can use to power STEM and create a world of their own design.
When Dr. Jimenez, aided by Sebastian, tries to use Leslie to return to reality, he realizes that Ruvik wants to transfer his mind to a compatible host, and escape into the real world. A beast created from Ruvik's subconscious then kills Jimenez, and Ruvik scatters the group across his mind. Kidman finds Leslie first, and is about to shoot him to prevent Ruvik from using him as a host, when Sebastian and Joseph intervene, prompting her to shoot Joseph, before Ruvik separates them again. Kidman tries desperately to turn against Mobius, but realizes that she has been given a serum which has allowed Mobius to travel into the STEM world with her.
Sebastian finds Leslie, and guides him back to the hospital. At the top of the lighthouse, he sees his own body in a bathtub hooked to the STEM machine. Kidman arrives and attempts to convince Sebastian that Leslie has to die. Ruvik interrupts them, gets hold of Leslie, and absorbs him.
Sebastian battles a gigantic creature created from Ruvik's subconscious and defeats it, waking up in the bathtub. He pulls himself off the machine, removes Ruvik's brain from the STEM, and crushes it. He wakes up in the tub again with Kidman by his side, monitoring him and Joseph, who is unconscious in a second tub next to him; Kidman motions for Sebastian to stay quiet. Sebastian falls unconscious, and later wakes up in the same tub, with no one around except for the bodies of Jimenez and Connelly. As police and S.W.A.T. reinforcements arrive, Sebastian exits the hospital and notices Leslie walking out of the main gates. Sebastian has a brief headache — a sign of Ruvik’s influence on subjects within the STEM — which causes him to lose sight of Leslie. It is implied that Ruvik has returned to the real world, and is able to influence those who were connected to his machine, intending to take revenge on the organization that betrayed him.
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.
The Evil Within was released in October 2014. In Japan, the game was released as Psycho Break. The Japanese version had to remove gore-related content to receive a D-content rating (allowing its sale to customers 17 years of age or older) to avoid limiting its potential audience; this content can be restored via optional DLC.
Warner Bros. Movie World in Queensland, Australia, created a maze populated with real-life characters from the game as part of its annual Fright Nights event to promote the game. Prior to the game's release, Titan Comics released a four-part mini series set before the events of the main gameThe Art of the Evil Within, a book collecting concept art and behind-the-scenes material from the game, was released by Dark Horse Comics alongside the game on October 14, 2014.
The game also features downloadable content (DLC) missions which feature Juli Kidman and the enemy, the Keeper, as playable characters. A story-based campaign following Kidman was released as two separate DLC packs, which introduced new enemies, locations, and focus on unsolved mysteries from the main game. The first of the two DLCs, titled The Assignment was released on all platforms in March 2015 worldwide, while The Consequence followed later in April 2015. The final DLC content, The Executioner, follows the character called The Keeper through a series of mission-based levels with sadistic objectives. The content allows players to play in a first-person perspective and was released on May 25, 2015.The Evil Within is prominently used in cosplay.
The Evil Within received generally positive reviews from critics upon release. Aggregating review website Metacritic gave the Xbox One version 79/100 based on 24 reviews, the PlayStation 4 version 75/100 based on 65 reviews and the Microsoft Windows version 68/100 based on 18 reviews.
Computer and Video Games (CVG) described it as "the game Resident Evil 5 should have been", although they were critical of some technical issues.VideoGamer.com liked the gunplay and horror, but disliked the story and its pacing, stating: "The Evil Within has enough magic to make it a worthy investment."Destructoid said: "[The game] will definitely scratch the itch of someone who has been pining for a return to the older days of gaming, but everyone else who has come to expect that certain layer of polish likely won't be amused."Polygon's Philip Kollar summed up his thoughts by saying: "The Evil Within has great moments where the excellent combat and creepy environmental design come together. But those moments are fleeting, inevitably sapped of their delightful terror by design choices that feel trapped in the glory days of a decade ago."
GamesRadar's Ashley Reed gave the game a 3.5/5, commending the game for providing innovation and a story that keeps the player involved. Even though she mostly liked the game, Reed had several criticisms, stating: "The Evil Within stumbles in a few too many places to be Mikami's magnum opus. It artificially forces players into punishing combat scenarios more times than can be ignored, and plots and themes with great promise end up sputtering out in disheartening fashion. Still, it would be wrong to dismiss all the things it does right. Between a gorefest that's thoroughly engrossing, amazing feelings of triumph created by the imposing difficulty, and a plot that gets to the core of some very unsettling themes, The Evil Within brings enough to the table that it deserves a taste."
Lucy O'Brien of IGN gave it a positive score of 8.7 out of 10 in her review of the game. She praised the gameplay and horror of the game, but criticized the boring protagonist, Sebastian, and the saggy and convoluted plot, stating that "while its story does end up buckling under its own ambition, there is little here that takes away from the joy of experiencing survival horror under the steady hands of a master of the craft."
Christopher Livingston from PC Gamer gave it a mixed review, praising the survival portions of the game, tense and often exciting atmosphere, satisfying stealth, exciting action sequences, as well as the nicely detailed environment, but criticizing the recycled, and very often, not scary bosses, poor character models, late texture pop-ins, sluggish control, frustrating camera angles, limited video options and poor decision on the aspect ratio. He stated that all these technical issues has dragged The Evil Within from enjoyably challenging to needlessly frustrating.
Tim Turi from Game Informer praised its high replay value, jump scares, well-executed lighting, dark, unpredictable world, as well as the sounds of enemies, but criticizing the distracting texture pop-in and disappointing story. He summarized the game as "an unnerving experience that keep your palms sweaty while delivering a harrowingly rewarding gameplay trial."
Shaun McInnis of GameSpot spoke well of its striking atmosphere, tense combat that encourages resourcefulness, and rewarding skill progression system, but criticizing the nonsensical story and forgettable characters, autosave system, and a few frustrating boss fights.
As the aspect ratio of the game received criticism, a patch was released on June 23, 2015 that allows players to play the game in full screen.
The Evil Within was the second best selling game in the United Kingdom for all-formats during the week of its release. In the United States, the game was the third best selling game of October 2014. The game set the record for the highest-selling first month of sales for a new survival horror intellectual property (IP), but the record was later broken by Dying Light, when it released in January 2015.
At E3 2017, Bethesda revealed the trailer for a sequel, The Evil Within 2. The game takes place three years after the events of the original game and will feature Sebastian returning to STEM to look for Lily, his believed-to-be dead daughter. The game was released on October 13, 2017 for PC, PlayStation 4 and Xbox One. The Last Chance Pack was announced as a pre-order bonus on July 19, 2017, it includes an exclusive handgun, some crafting items, and some healing items. It is similar to The Fighting Chance Pack from the first game. 
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