Outlast

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Outlast review
Christopher Coke

Review

Enter the Asylum

Evil Corporations and Defenseless Patients (cntd)


What Murkoff is up to is the narrative arc of Outlast. The game wisely ties storytelling to exploration. Hidden within rooms are patient files and confidential notes. Your character also has a notepad which he occasionally scribbles observations in. Where he finds time to do this is a mystery since I seemed to spend most of my time hiding or looking over my shoulder, but they were fun to read nonetheless. Concealing story elements in optional rooms leaves the possibility of missing pieces along the way but works well to draw you into areas which might otherwise go ignored.

Alone in the Dark


One of a new breed of horror game, Outlast leaves you totally defenseless. If you encounter an enemy, your only option is to run away and hide. The sense of vulnerability this engenders is fantastic and within minutes of entering the hospital, I was walking slowly, listening for any sound of what might loom around the next corner. Room to room, I took mental note of places I might hide. You have to be quick, however, because enemies chase quickly and if they spot you slipping into a locker or under a bed, you may as well not hide at all. Even if they simply see you close a door as you run away, they will stalk and linger and try to spook you out. More than once I felt sure that an enemy could see me hiding in a locker as it stood, peering into the grates.

Sometimes you’re throw into darkness, which is where its iconic nightvision camera comes in. As a reporter, your character carries this camcorder with him everywhere and recording certain scenes unlocks new notebook entries. The camera also contributes both to the atmosphere and to strategic choices within the game. Looking through its viewport adds a film grain effect but just as the bright green nightvision effect illuminates the darkness, it also blurs edges and fine details requiring you to zoom. Time and again, I found myself hiding in the shadows, panning in and out on enemies. This perfectly evokes the found footage vibe Red Barrels has seemed to target. At the same time, nightvision rapidly drains the camera’s batteries which are in limited supply throughout the environment. Deciding when to use the feature and when to try your luck is an important consideration so as not to be caught in the dark.

Rats in the Cellar


That said, the game is not without its issues. With fewer game systems, heavy linearity and scripting take a more important role. Often, sequences hinge on noticing singular elements, such as an open window or hanging vent. Since enemies move quickly, missing any of these often means getting cornered and killed in short order. Not all enemies are dangerous either. The big guy, and others with obvious emphasis, are usually deadly to the point of two-hit deaths, but smaller ones can easily be run past and their hits are weak. These non-threatening characters act in support of the atmosphere but quickly feel like pieces on a set. The game also loses some of the implied horror of its early moments. What is often scariest in Outlast is what goes unseen, so while the game never devolves completely into jump scares, it was disappointing to see some of that original luster fade over time.

Worth Buying?


Outlast is a deeply disturbing game. Even when it isn’t making you jump out of your seat, it succeeds in making you feel uncomfortable. I’m reminded of one scene where two prisoners non-nonchalantly discuss eating you should you get too close. Outlast also marks the first game in memory that allows you to be decapitated in the first person. These are but two striking elements in a game designed to make you squirm. The looming sense of dread is inescapable. Everything from the merest sound effects to the widest blood smears adds to the tension. Playing Outlast means embracing that horror and walking in it. Even with a handful of small issues, this is a game that will repeatedly make you jump from your seat and for that alone it is worth a recommendation.

8.0

fun score

Pros

Great atmosphere, genuinely disturbing, use of the camera.

Cons

Patients can feel a bit like filler, scripting stumbles, non-threatening enemies.