Been scattering my focus between too many games and not getting anywhere again, but at least beat some things recently.
The Evil Within 2: I still haven't really done anything on the first one; played the prologue once, then abandoned it. Will have to go back one day. Still, #2 is stand-alone enough that I didn't feel I lost much from inexperience. You're a detective with a Sadness Beard trying to rescue your daughter from a virtual-reality world that's supposed to be idealized small-town Americana but has twisted out of shape and flooded with monsters, and also there's a corporate conspiracy subplot brewing in the background. Simple enough. TEW2 takes the risk of welding an open-world design to survival horror conventions - because everything in games is an open world now whether anyone wanted it to be or not - and...kinda succeeds. As you skulk back and forth across Union, trying to stick to the alleys and backlots to avoid packs of zombies and occasional bigger menaces, with useful upgrades and ammo drops luring you into inevitable traps, you'll feel no shortage of tension. Ammo is scarce, and stealth is the smart approach. Unfortunately, it doesn't tip over from 'tense' into 'scary' all that much. Leaving the player relatively free to approach from any direction, and throwing enemies into varying open areas, exposes the mechanics of AI behaviour too much, and encounters quickly devolve into instances of pure math, more akin to outsmarting the guards in any given Metal Gear than a horror title. That said, the game makes sure to lock you in enclosed spaces for important story sections, and here the spooks come back hard. The virtual reality premise lets the developers muck about with level geography to no end without breaking the rules of their narrative, and that creates some excellent stand-along murderboxes which, if I'm honest, would maybe make a better horror game directly glued together without all the running-around inbetween. Still, TEW2 succeeds where it counts.
The Town of Light: A creepy walking simulator in an abandoned mental hospital, Town of Light is built around the story of Renee, an Italian girl of uncertain but drastic illness who's trying to piece her own life back together by dredging through the rubble of the past. It's a diverting story well-told, with a strong lead vocal performance and good use of a limited location, plus the occasional diversion into more surreal territory. It doesn't shy away from pretty shocking subject matter but never feels like it's just throwing this stuff in there purely to shock you. That being said, the strength of any walker is the sense of immersion, and Town of Light suffers thanks to technical issues. Specifically the framerate, which stutters constantly and I have no idea why. It's not that impressive to look at and it's running on Unity, so I'm at a loss to explain why it drops below 30fps whenever confronted by a lighting effect. There's also an issue of waypointing: the game isn't always clear about where it wants you to go next. There are maps, but they're pinned to the walls (i.e. not something that's part of your inventory) and not every area is labelled correctly. Think I wasted 20 minutes on chapter 9 looking for an 'archive' I'd likely passed twice before because it's not named as such on any map and has no sign above the door. Still a good example of the genre, I just wish the experience ran a little smoother.