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SURVIVE WITH SALLY

Survive With Sally · Survival Horror

The Evil Within 2

Developed by Tango Gameworks · Bethesda Softworks

Survival Horror · PS4, Xbox One, PC · 2017-10-13

7.8Sally score
You fixed everything that broke the first game and quietly misplaced some of the terror on the way out.

The Verdict

You looked at the original Evil Within, with its convoluted plot and its forced letterboxing and its difficulty spikes that turned fear into frustration, and you actually fixed it. The sequel is more polished, more accessible, and far less of a technical wrestling match. Pacing improved, exploration opened up, and the jank that haunted Sebastian's first outing got sanded down. This is the rare horror sequel that learned from its parent's mistakes instead of repeating them louder.

The semi-open-world hub areas are the headline change, and they are a genuine breath of fresh air, letting you scavenge, plan, and stumble into scares on your own terms. The trade-off is the catch, and critics caught it: that open-zone structure dilutes the tightly scripted dread the original did so well. Horror lives in corridors and locked doors, and when you hand me room to roam, you also hand me room to feel safe. Some of the original's white-knuckle tension wandered off into all that open space.

Still, under Shinji Mikami's Tango Gameworks, this continues Sebastian Castellanos' story with more craft and more confidence than the first attempt, and it reviewed better for good reason. The bright side is real: this is the more complete, more playable, more humane version of the idea. You traded a little raw terror for a lot of polish. Not a bad deal, just not a free one.

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What it nails

  • It reviewed better than the original by fixing the jank, the pacing and the convoluted rough edges.
  • Far more accessible and polished, with the first game's technical frustrations largely gone.
  • Semi-open-world hub areas reward exploration and let you approach horror on your own terms.
  • Tango Gameworks continues Sebastian Castellanos' story with real craft under Shinji Mikami.

What it botches

  • The open-zone structure dilutes the tightly scripted dread that made the original so tense.
  • Room to roam means room to feel safe, and safety is poison to survival horror.
  • Smoothing out the first game's edges also smoothed out some of its raw terror.
  • It is the more comfortable game, which is not always what a horror sequel should aim for.

Who it's for

Players who bounced off the first game's jank and want polished, explorable survival horror with a real story arc.

Who should skip

Purists who want the original's claustrophobic, tightly scripted dread and see open zones as the genre going soft.

The whole story lives on the hub

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