A Memory of Fire

James Howell


X: Laura

Firetrap




Sebastian reverses the familiar dynamic by creating traps for Laura. He harnessed The Keeper's aggression by evading at the last second to counterattack. Now, he uses Laura's advance to draw her into danger directly. He turns his greatest fear into strength.

To win, Sebastian cannot evade. He must open two fuel valves, which ignite a ceiling burner. The valves open slowly. If he stops turning when Laura gets close, the wheel resets, forcing him to start again. Sebastian must handle his nemesis — the stalker from whom he most desperately ran — without flinching.

Traps buy time to open the valves. The level is built for it. The layout has a square perimeter with a plus-sign intersection, and most of the halls are narrow enough to rig Warden Bolt tripwires. The player even finds two Electric Bolts nearby, encouraging their use.

By rigging the halls and using himself as bait, Sebastian draws Laura through tripwires into an even larger trap. Once both valves open, he can attack with fire from above the intersection. The player lures her to the intersection, pins her with an Electric Bolt (either as a tripwire or mine), and bathes her in flames.

Sebastian completes the story archetype by reversing the player/character relationship through metanarrative. After removing the player as a problem, The Evil Within 2 reintegrates us as part of the cure. Sebastian's victory is ours as well. The player and character leave Theodore's gauntlet as connected as when they entered, but now they bond over shared strength rather than remembered weakness.
 


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