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Outlast 2 rating
Outlast 2 rating












outlast 2 rating

If there was an inventory system, like older survival horrors, maybe there would be a reason for people to consider their actions, but Outlast 2's gameplay is just too simple. The option to hide in things like barrels or lockers is still present, but often feels pointless given how there is no incentive to be stealthy. The way the game is designed often results in him just being chased all the time. Being able to climb ledges and jump would suggest that there are hidden paths up high, but there never are. Being able to crawl would suggest that Blake could find hidden routes, but there are none. Outlast 2 is a stealth affair with a horror coat of paint, and for the stealth gameplay to be interesting, it really needed to be designed in a way that allowed people to improvise and explore various routes.

outlast 2 rating

The problem is that the levels are basically glorified hallways that all lead in one scripted direction. He can climb, swim, crawl, and jump with some decent playability and feels good to control. This is another example of Outlast 2 being the author of the book, "What Could Have Been Great." The level design is far too linear and limiting to allow any players to fully take advantage of the range of motion Blake has. Even puzzles could have had interesting ways to implement Blake's camera, but there are none - the extent is having users go find a key item and come back to the door.īlake's move-set is slightly expanded from Miles' to include the ability to go prone and crawl on his belly. Why not include a flash functionality that can temporarily blind threats, but at the same time would consume a big chunk of battery life? There are moments where the story toys with the concept of a camera being able to see things in ways people can't, but unfortunately the idea is never explored beyond a couple of instances. There really needed to be more ways to use Blake's camera, which could have made for a deeper and more complex experience. Get used to the sight of everything being black and green. However, 99% of the time, everyone is going to rely on the night-vision mode because of how dark everything is. Outlast 2 even manages to make a half-hearted attempt to implement some of camera functions into the gameplay, like the microphone, which is sort of helpful for tracking enemies that are out of sight. If anything, the closest relative to something like the Outlast is probably the Project Zero (aka: Fatal Frame) series, since there is an element of relying on a camera for some gameplay mechanics. This is not to say that Outlast 2 needs to become Condemned: Criminal Origins and become a first-person horror beat 'em up. It becomes downright immersion-breaking due to how many chances Blake has to arm himself with anything, but the game won't let him because of Red Barrels' misguided notion of de-empowerment.

outlast 2 rating

Even Harry Mason had the guts to pick up a steel pipe to protect himself. Listen up, horror-game developers: to this day, the first three Silent Hill releases are still scaring people who play them. or maybe because Red Barrels has been duped into the false song that taking away power from the user somehow makes the game scarier. Trager, but Blake's only reason why he never defends himself is because he is a massive beta soy-boy. At least Miles had the excuse of having a few of his fingers get cut off by the affable Dr. Blake is an even wimpier protagonist than the mute Miles. Outlast 2 takes that foundation and puts a massive tyre fire on it by neglecting the best aspects of its predecessor. It did not always play to its best strengths, but it had a very solid foundation to build upon. Exploring Mount Massive Asylum had Miles Upshur do all kinds of things in a confined area, like platforming, sneaking around in mini-labyrinths, and in some cases he had multi-part goals to accomplish that could be approached in different ways. The original Outlast is a flawed but enjoyable experience.














Outlast 2 rating