the_batman
Banned
good god, i noped the hell out of the first encounter. the combination of the sound, the pitch blackness and no idea where to go freaked me out.
Based loosely off the Jim "Jones Town Guyana Cult" Massacre, Outlast 2 is not holding back things on account of offensive content. There is straight-up evil portrayals of religion, gracious violence, dead children and child violence, nudity and genital mutilation, among other things. This deranged circus of a town is ran by Sullivan Knoth, the leader of the Testament of the New Ezekiel, but who's exact purpose is to be found within the game itself.
It's odd how this is definitely a bigger game but definitely not a better one than the first. I beat it and adored the atmosphere, liked that there were many different kinds of areas, but I was never actually scared. Mostly because of those nonsense one hit kills all the time.
I feel like in the first game you could really play strategically, go from cover to cover. I NEVER hid under/in something in this game, because enemies almost always spawn right in front of you. JUMP SCARE MUSIC! Now run! But not this way! Oops you died because we didn't signpost properly where you were supposed to go, which sucks when the areas are more open than they were in the first game.
Very frustrating and the plot didn't do much for me in the end either. Blah.
Well these are basically all of the things that I didn't want in the game. When they said it was more open, my instant thought is "That's not going to be good for the type of gameplay it has". Flailing around in unknown directions to escape and not knowing if that works or not does not sound fun.
Finished 2nd run, and i gotta say without the copious amounts of cheap deaths this game would have been awesome. Its still good, but at times it gets so fucking cheap its disturbing in its own right. I cant stress how much it takes away from the experience at times. Fun and frustration dont mix like oil and water, its so backwards design wise. A good balance is needed.
I couldn't get enough of that trippy ghost stuff in the school sections, the stuff you could see in the corner of your eyes and when you turned around quickly, mind fuckery stuff like that is what should've being going on throughout the entire game, rather than insta deaths mechanic to artificially extend the games time ?, i dont understand why else they'd put so much of it in there.
Played a bit this morning before work, not sure what resolution the game is running on but the ps4 pro looks very clean and good. Was surprised it was running at 60FPS actually.
Who agrees the ending is a wet fart?
Even the open sections are linear. Often, you'll walk up a narrow hill or between two fences, etc. while searching for a puzzle item, only to trigger the appearance of an enemy that simply wasn't just "patrolling" the area regardless of your actions. (This is repeatable) Without knowing that the enemy will be there beforehand, you're looking at a 99% guaranteed death.
Which is more or less the design philosophy of the entire game. There are parts where you're "expected" to use your microphone to detect whether an enemy is possibly behind a door, but these tend to occur when you're being chased, so. Run. Open doors in hopes of one being where the game wants you to go very matter-of-factly, only to be killed (usually in a single hit).
Repeating the same stretches of time turns seconds into minutes, ramping your frustration. You can only climb platforms the game wants you to climb, even if "looks" like you should be able to use them. The school is just you triggering certain things to trigger other certain things, and later on, the trial-and-error instant deaths from the main game become the norm in those too. Circling the same hallways is...
And do you enjoy balancing on narrow walkways where a tiny slip of the analog stick will cause you to fall? Later ones have you being chased by enemies that can kill you while you're tight-roping along.
The story is bad. Not memorable. The visuals are edgy for the sake of shock value, but there's zero substance to any of it. You can probably guess the main plot points after the first hour or so. When you pick up a note, why can't you just press a button like in other games to get the clean text version immediately, as opposed to having to replay it via your camera? It's an extra step that feels backward. Oh, and the QTE's. Forced waggling of the analog stick to break free should not be a thing at this point.
Playing the original Outlast a few months ago, I had reasonable expectations going in. Ignoring the impressive graphics (which are negated by you running and being in night vision mode most of the time), there's almost nothing redeeming about the gameplay. Outlast 2 is an experience that seems as if it was intended to be released 5-10 years ago.
Yup, more of this please in the next game.
good god, i noped the hell out of the first encounter. the combination of the sound, the pitch blackness and no idea where to go freaked me out.
I thought it was poorly designed and frustrating. I didn't have much time to play yesterday and died 4-5 times on this part and decided to quit. I'm sure I was missing the critical path but didn't have much time to look thanks to the insta death if you get caught.
I died more times in that first encounter than in the early hours of the game afterward. Your first instinct after being caught once is to maybe sneak past or hide and wait for it to walk by you. I tried turning off the camera, crouching, etc. and would always be seen. I tried climbing onto that roof to the left, which is pretty low so it would kind of make sense. Nope, you have to trigger the enemy and circle around.... which is also how you deal with it on subsequent encounters. (And if you hated that particular part, the second half of the campaign has nothing positive for you.)
It's like the game is telling you up-front, "You play this how we want you to play this. No ifs or buts. Fun isn't a given."
I think the endingwas redeemed somewhat with the revelations of his schoolfriend getting messed up and hung, and just how that whole part of the story evolved, all the other religious stuff was nonsense.
It's odd how this is definitely a bigger game but definitely not a better one than the first. I beat it and adored the atmosphere, liked that there were many different kinds of areas, but I was never actually scared. Mostly because of those nonsense one hit kills all the time.
I feel like in the first game you could really play strategically, go from cover to cover. I NEVER hid under/in something in this game, because enemies almost always spawn right in front of you. JUMP SCARE MUSIC! Now run! But not this way! Oops you died because we didn't signpost properly where you were supposed to go, which sucks when the areas are more open than they were in the first game.
Very frustrating and the plot didn't do much for me in the end either. Blah.
Currently in the fifth chapter, pretty baffled by the negative reactions, I've been absolutely loving the game so far. Perhaps if I had played the first game my response to the game might be flipped.