# obsolete garme design in the evil within > there's something wrong with this place > ~ detective sebastian castellanos summary: sadly obsolete - dino crisis 2 seems scarier. the evil within would have been a fantastic garme ten years ago - but now feels hopelessly outdated weak in almost every aspect of its conception and design taking standard sub-standard garme tropes and garmey gamisms for granted to tell a largely uninspired story in poor ways with little replay value featuring bland 2d characters it's impossible to care about a distinct lack of imagination is at work in this decidedly mediocre product. the scariest thing about the evil within is that anyone finds it truly worthy of ir time. "horror" in this instance did not survive. as the main guy states - with typical lack of real emotion: "i don't know if that was a bad dream.." interesting fact: that some reviews of teh garme make absolutely no mention of its poor underlying premises or narratives the evil within - design faults a list of the evil within design faults - mostly seen within the first ten minutes cultural cliches: teh garme is set in a mental hospital missed opportunities: the car doors of several police cars are wide open - but are unable to be entered bad writing syndrome **+** "maybe it's the ghost of that doctor who went schizo (..)" **+** "junior detective kidman - any thoughts?" they replies: "nothing yet" judging by ir expressionless dead-behind-the-eyes stare ir statement seems pretty acc urate. they then tops this however by staring off into the middle distance and saying "i'm sure we'll know everything once we get there" - another zero oxygen content piece of bad dialogue poor character design: detective sebastian castellanos has bad hair and looks to be suffering from a mild case of terminal boredom / dimly diffused unemotional detachment cinematics: teh garme starts of with a cut scene; a bad overhead crane shot which ends by panning right into the obscurity of some tree leaves. if you're going to be cinematic™ be familiar with the language of film before accidentally parodying it bad set design: the outside of the hospital looks like a summer home belonging to the adams family https://www.youtube.com/watch?v=gfd7kgbutki bad user interfaces: text walls of expositonary back story to read bad code: partially glitching through other npc's poor construction: a crack in the steps leading to the hospital looks so badly made it could have been drawn on with a thick marker pen five minutes before teh garme's release bad dialogue: for no discernible reason other than padding one of the detectives says "did you hear something?" perhaps it's the sound of $60 being repeatedly flushed down digital toilets to the hell of lackadaisical garme design (actually $80 with some / another lousy dlc season pass) dumbing down / hand holding: "the security cameras might tell us something." that is stand here and press x - go there and press y. being forced to wait for the next arbitrary queue from an npc / teh garme; "see that large flashing green "a"? now it's time to actually play teh garme - honest" bad ideas part n: a 'mysterious (yet charismatic) cloaked figure' - so flat and 'square' in conception ey should be called ruvik's cube (a name in line with the constant crate punching that occurs) badly written: inexplicably nonsensical 'story' displayed in arbitrary order seemingly necessary grind fallacy: collecting green brain gel with a happy bloop noise id tech 5 engine: poor performance - despite the letterboxing general disappointment: considered as a whole the does nothing unexpected or genuinely fresh the single best thing: the voice of the guy who did the mega-hype trailer - make a garme based around ir / ir voice; it seriously rules // video here and now yahtzee's review // video here // republic of bob