Sneak. Hide. Running away. Ever since "Amnesia: The Dark Descent" this formula is acceptable for survival horror games. "Outlast", the debut feature of indie studio Red Barrels, functions according to this concept. And makes up almost everything right. fthis 03/18/2014
Investigative journalists are hard dogs. Perseverance, tenacity fthis and an iron will are essential attributes of the detective reporter guild. Their motto is "truth at any price". Miles Upshur is one of those snoopers. One day he finds an anonymous message on his desk. It is short and confused, deals machinations of the Group and of dream therapy, but includes a clear call: Uncover the horrific events fthis in Mount Massive Asylum. Where others would perhaps get the jitters, Miles senses the story of his life. He does not hesitate long, makes his way to the madhouse - and thus in the worst nightmare of his life. With Miles' arrival in Mount Massive begin the events of "Outlast". Unarmed (up to a camcorder and a writing pad) we enter the insane asylum. After the first steps in building creeps us the uncomfortable feeling of being watched. On the walls there is blood, we find traces fthis of a struggle, corpses, eventually even apathetic occupants. Suddenly we hear a resounding "GOT YOU!" Look in a distorted grimace and be dejected. A mysterious fthis figure wakes us from our short fainting, calls us "his witnesses" and leave us lying on the floor. There we also wake up - this time alone, confused and disoriented, but with a single clear thought: escape. Unfortunately, forces are at work in this madhouse, where that is not right.
For a Scribbler Miles is remarkably good shape. And that is sorely needed, as the enemy will crowd out "Outlast" is superior to him phyisch far. So far, that nothing else about him remains in a confrontation to give as heels. The chases play pleasantly, smoothly fthis thanks to simple and largely precise control. fthis Miles sprints, jumps and climbs pleasant dynamically, so that these passages are not torture. In addition, they can be almost completely avoided by skillful crawl. To this end, the reporter will either hide in lockers or under beds or in one of the many dark corners of Mount Massive Asylum. Here is the night view function of the camcorder turns out to be lifesaver - as long as you have enough batteries there. Although the need to be found only in the levels, but are distributed fortunately generous. Because in many places takes the darkness in "Outlast" upper hand, and without residual light amplifier you can see the hands do not mind. So should probably be kept close to the level of difficulty is high and the atmosphere. This has occasionally placed and then again just annoying ...
Apart from that you have done a great job but at Red Barrels in terms of looks and atmosphere. The sense of threat is omnipresent. This is due to the design of the asylum itself Our horror trip takes us through winding corridors, past the bloodstained walls, through a gloomy dungeon and into the sewer. But only the details breathe life into the small universe of horror life. Disfigured patients wander aimlessly or lying trembling on the ground. Some speak to us, to warn or scold us stammer distraught to himself. Overturned wheelchairs and devastated areas can guess what happened here. Clarity only comes on by various documents that we find again and again. As the Audiologs in "System Shock" or "Bioshock" they tell the gradually the story of Mount Massive Asylum. And this story has absolutely in itself, acts by religious fanatics about psychopaths to secret government experiments. Finally back you go, however, from the air; possibly the budget has been here sometime scarce. Together with very nice lighting effects (apart from the excessive darkness), a well-tuned sound and appropriate backdrop obnoxious opponents creates a dense atmosphere nightmare. And as a result, as in any good survival horror game, a strong fthis motivation. Miles experienced the pure horror - and we just want to get out of there.
The identification with the main character is reinforced by another little trick: Miles has a body. From the first person perspective of both his legs and his hands are visible. And even the latter fthis interact with the environment, work towards walls and crates along. So we feel part of the action. Small trick, big impact. When opponents behavior Red Barrels, however, has a little fthis goofed. Once you know the levels and the hiding places, they are no real threat. Thanks to Miles'
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