By less than halfway through the game, the mutilated bodies of inmates and guards just wasn't scary anymore. Sadly, the over-the-top violence did turn out to be desensitizing. I was never quite sure what I was going to find on the other side of a door or at the end of a hallway. But once the horrors start coming, it's a barrage of shockingly horrific violence and inhumanity. The game starts off with a slow, ominous build that helps create an atmosphere of tension and uncertainty. In many regards, it's very successful at this endeavor, and it holds up pretty well in the 8 or so years since it released. A haunted house permeated with uncertainty and surpriseĪt a very fundamental level, Outlast wanted to be a game that shocked and horrified players. But then I played other games, and Outlast sat around on my desktop this entire past year until I finally got around to playing it last month. I bought it years ago, and it ended up sitting in my unplayed Steam backlog until I installed it about a year ago, with the intent of playing it during the pandemic. I liked Amnesia, and was interested in playing Outlast back around its release. That game is the 2013 first-person horror game, Outlast, which (along with Amnesia: The Dark Descent) was instrumental in popularizing the "hide-and-seek" brand of horror gaming that became very popular in indie and low-budget horror games over the ensuing decade. I have one more game in my spring "walking sim" research. ( < indicates platform I played for review)Ħ hours (8 hours with Whistleblower expansion) XBox One (via retail disc or XBox Live digital download). PlayStation 4 (via retail disc or PSN digital download), Trial-and-error design detracts from panic-inducing set pieces.Perhaps too generous with supply of batteries?.Condemnation of privatized prison system and lack of robust mental health care.
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