Adam Sessler visits Tango Gameworks for some behind the scenes interviews with Shinji Mikami and the other key figures developing The Evil Within.

In the intro to this behind the scenes web series, we get to see an excellent mix of The Evil Within's gameplay, cutscenes, death traps and developmental process all in action. In 'The Art of Survival', Shinji Mikami and producer Masato Kimura speak with Adam Sessler about what survival horror means to them. Mikami mentions that it is a split between making a game scary and making it enjoyable to play. Speaking about gameplay, Kimura says that most survival horror games offer you either two options: fight or flee. Most players only flee when they're out of ammo or if the monster they're facing seems too powerful. The Evil Within gives you multiple options on top of this, such as using your environment to your benefit (setting off traps, shooting explosives, kicking down ladders, etc.) and using stealth to your benefit to help whittle down the enemy forces before they realize you're there.

Speaking on the game's story, Mikami offers some excellent incite into his creative process without spoiling anything. He says that the game's events are a bit all over the place, but it was purposely done. You're not presented a traditional, linear story. Sebastian Castellanos' experiences are pieced together similar to how the human mind recalls memories. Everything is being recalled in Castellanos' head. Just like our own minds, Sebastian's memories are never recalled in a linear manner -- the times and places get shifted around and its up to the person witnessing/recalling these memories to help make sense of things by putting them in chronological order. The Evil Within intends to offer a more immersive style of survival horror.

The Evil Within launches on Oct. 14 for PC, Xbox One, PlayStation 4, Xbox 360 and PlayStation 3.

Looks like The Evil Within's creepiness might overshadow Resident Evil's.

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