It’s become clear that modern AAA studios can no longer produce truly scary horror titles, instead opting to make their protagonists as battle-ready as possible. And no matter how big or creepy those monsters get, they’re a lot less frightening when you’re laden down with more weaponry than Iron Man and Rambo combined. To get the truly terrifying experience, one must look to smaller studios that aren’t afraid to send their players into hell with nothing more than a sense of self-preservation and a flashlight. The latest offering from this indie corner is Outlast, the debut title from Red Barrels. With jump scares and gore aplenty, Outlast may not be quite as subtle or scary as Amnesia: The Dark Descent, but it comes closer than any other horror title since.
The premise of Outlast is fairly simple: You are Miles Upshur, an investigative journalist who makes the largely regrettable decision to investigate the Mount Massive Asylum after receiving an inside tip that all is not what it seems on the inside. Mount Massive has recently been taken over by the Murkoff Corporation and, like pretty much any large corporation in horror titles, their motives for running an insane asylum are highly suspect. After climbing in through an open window, Miles finds bloodstains and broken furniture greeting him. Then a room filled with severed heads, hanging corpses, and an impaled security officer telling him to “get the @#$% out of this terrible place.” Having likely already come to this conclusion, Miles turns his attention to escape rather than journalism. But while breaking into the asylum was rather simple, leaving turns out to be far more challenging.
Shortly into his escape attempt Miles meets Father Martin, a fanatical inmate who seems to feel that Miles has potential as a disciple. Father Martin’s method of “enlightening” Miles is to leave messages scrawled on the walls in blood, the first one reading simply: “Witness”. Along this twisted path are several more escaped inmates, including a hulking giant who seems to be the one responsible for all the severed heads earlier. Many of them are physically deformed to the point of resembling Batman's nemesis Two-Face or the Cenobites from Hellraiser, and even the asylum staff members seem no saner. Father Martin’s motives and the reasons behind the chaos aren’t ever directly explained in full, so it will be up to you to find files and documents throughout your journey, using some educated deduction to piece together what really happened here.
In addition to the scattered documentation, Miles also makes personal notes on his experiences and observations, though they understandably include a lot of profanity. These notes are only made if you witness something while holding your camcorder, which is the lone tool you’ll have throughout your ordeal. You may find yourself filming anything that looks unusual just in case Miles has something to add, but this seems in character. After all, isn’t this exactly what a reporter would do? At least, when not running for his life, I mean. The camcorder has one other critical function, which is its night vision mode. Around 75% of the asylum is pitch black, and the camcorder becomes crucial simply to navigate the darkened hallways and rooms. It’s the most useful “flashlight” in horror game history because, unlike other ways of seeing in the dark, it doesn’t help the bad guys see YOU.
The night vision is so important, it will come as no surprise that you aren’t allowed to rely on it too often. The only resources in the entire game are the batteries for the camcorder. Fortunately, simply using the camera to record or zoom in to see down a hallway doesn’t drain power, but using night vision will drain a full charge surprisingly quickly. There are batteries scattered all over, and they provide another reason to be thorough in your explorations, but the game only lets you carry up to ten of them at a time. I found myself fully stocked much of the time, and I don’t think my collection ever went under seven in the latter half of the game, but I was extremely frugal in my night vision usage.
One of the things that makes Outlast so frightening is its lack of predictability, at least on the first playthrough. When I started, I made the somewhat reasonable assumption that every inmate, with the possible exception of Father Martin, would be rabidly gunning for me on sight. When I saw a group of patients watching static on a TV set, I pondered how to sneak past them. But then I realized that these men were all but catatonic. Other inmates I walked by were simply sobbing in a corner or muttering cryptic (but not hostile) words to me as I passed. Still others whispered how they would kill me eventually, but not yet, or called me a pervert because I accidentally observed their act of necrophilia.
The true fear comes from not knowing if one of these patients is going to try to throttle you as you creep by, or become violent on your return trip through the same room you safely crossed earlier. It’s almost like the final scene from Alfred Hitchcock’s The Birds, where the protagonists are walking through a flock of calm seagulls, not knowing whether at any moment the birds will change their mood. You’re surrounded by insanity at Mount Massive, and the fact that not all of it is dangerous ironically means you never truly feel safe. As effective as it is, there are a few holes in this lack of predictability, mainly the game’s habit of throwing a murderous psychopath at you nearly every time you accomplish something. I found myself automatically hiding every time I pulled a lever, found a key, or pushed a button. Not because I heard an approaching attacker, but simply because I knew there was an excellent chance one was on its way “just because”.
When you do encounter one of the more violent inmates, the more visceral gameplay commences. With no weapons available, the best option is avoidance. Hiding in dark corners and sneaking past when your assailant’s back is turned is the ideal scenario, and some of the scariest moments are spent creeping around praying the big man with the knife doesn’t suddenly see you. If you’re spotted, the game’s music rises to a crescendo and you’d better start running. You can slow down your pursuer some by closing doors behind you and picking hallways with obstacles to vault over, but you’d better find a place to hide soon and hope that you remain out of his sight long enough for him to lose track of you. In addition to darkness, you can also hide in lockers or under beds, but these don’t mean you’re safe. Clever psychos will check some of these hiding places. There’s nothing like listening to your heartbeat as a killer walks closer to the locker you’re hiding in, hearing him open the locker next to yours, and hoping to God he doesn’t decide to open just one more.Continued on the next page...
|Digital||September 4 2013||Red Barrels|