Outlast 2 (PS4, 2017)
I've been putting off writing a review of Outlast 2 for a while. Despite finally finishing it several weeks ago (00:14 on December 25, if you're interested) I've not started this for a number of reasons. As I think about it now, I don't know how sum this game up. I have a lot of things to say about it, but none of them really affect my overall opinion of it which is easily distilled into a single sentence. It's bad and I don't like it.
Similar to the first Outlast, you are an investigative journalist with a video camera who ends up in a secluded location where something bad has happened. Similar to the first Outlast it initially seems deserted, but it turns out it's filled with lunatics who want to kill you. You have a night vision mode on the camera to help you through the dark bits. Unlike the first Outlast you can collect bandages to heal you when you get injured, and unlike the first Outlast you don't have unlimited stamina, so you can't run full speed constantly.
The game opens with you, Blake, and wife Lynn on a helicopter somewhere over the Arizona desert, recording an intro for a piece on a news website about a heavily pregnant girl who stumbled out of the vague direction they're heading. The helicopter crashes, Blake wakes up alone, and hilarity ensues. Within two minutes of controlling him you'll find Lynn gone and the pilot tied to a tree having undergone some vivisection. Some more exploration reveals you've landed in the middle of a psychotic religious cult led by a fat man named Knoth. You find Lynn and are just as quickly separated from her again, and you spend the rest of the game trying to find her again and get away.
The gameplay is pretty much as described two paragraphs ago. There's a bit less emphasis on hiding in or under things in this game. There are barrels and things dotted around but the stealth in game is a bit more organic. You don't 'use' objects to hide in terms of interacting with them, you're generally best doing it manually. Night vision on the camera acts in much the same way as before. It's the middle of the night and there aren't many lights in or out of buildings, so you'll be fairly reliant on it. For a first person horror game this remains an effective mechanic in terms of increasing and maintaining suspense, although you're never really in any danger of the battery running out.
Running is the biggest gameplay change. Before, you pressed sprint and you were at full speed until you stopped. Now, Blake takes time to build up momentum and reach top speed. Blake also starts blowing out his arse after about ten seconds of this, at which point the screen goes blurry and starts pulsing, while his movements get slower and jerky and his breathing gets louder. This might sound realistic and immersive, but it's a complete nightmare. It takes too long to go fast. He gets out of breath too quickly. It takes too long to stop and recover this, especially since you need to come to a complete stop (and make sure you don't start again too quickly, otherwise you're not regaining anything) to do so. Despite his protestations nothing bad actually happens if you keep going when he's struggling, so it ultimately doesn't even mean much. What I do know though, if I was in his situation I would be able to sprint for as long as I had to if I was being chased by any of the enemies in this game.
From a technical standpoint the game is okay. It's functional. The music feels less generic than the first game and is more appropriately situational. Although the game is very dark throughout there's some decent atmospheric use of light, and now that I think about it this is probably the best aspect of the game. Not any of the actual content, storytelling or gameplay, but the way it looks and feels is thematically solid. If you sit and analyse the layout of the various levels it really doesn't make sense though. I think I saw a comment on a youtube video I watched about it that said the game feels like something that was planned to be open world but got changed after most of the areas had been made, and it feels right. For a seemingly self-sufficient religious, inbreeding cult in the middle of the desert, the amount of space you cover is huge. There's a section mid-game where you go down a river on a raft for fifteen minutes to reach the mine where the game ends. The amount of space you cover is so large and dark it ends up feeling mostly meaningless, but you could argue this is appropriate given Blake's disorientation and general sense of useless panic.
Now that the game's few positives are out of the way, let's get to the good stuff. I'll start with Blake, since I just remembered him. When I reviewed Outlast I mentioned that I felt it suffered because the charactres you played as were silent save for some notes they recorded upon seeing certain events. Blake talks, and is much worse off for it. He's a whiny, useless idiot. Useless might be a bit harsh in fairness, he's good for exposition when stuff happens that you can't identify. For instance, at the start of the game he quickly finds Lynn after the crash. She was being probed or tested or something by some of the local residents, before Knoth was proclaiming over a loudspeaker that she was pregnant. They all naturally believe this is the anti-christ come to fulfil his prophecy, or something. I quickly stopped paying attention on my first playthrough and wasn't motivated to care later on.
Anyway, shortly after being reunited with Lynn you're both caught and some people come and take her away, leaving him. This is where Blake farts out some explanation for what's going on. "There's two sides," he tells us. "It's not just the Christians, there are others... Heretics they called themselves." This is useful, because you had a blocked, unclear, badly lit view of what was going on. You turn up at the mine at the end and emerge into a cross between The Wicker Man and Eyes Wide Shut as a bunch of naked people covered in mud and wearing animal masks made of twigs are going on about bodies and pleasure and whatever else. Whenever there's confusion about which side is chasing you at any given time, Blake's there to explain it in vaguely disgusted tones when he gets the chance. I'll give a free tip to any budding storytellers - of any medium - out there. If something happens and you need to explain what happened in plain English five minutes later, you've f***ed it somewhere. This happens more than once.
It's also worth pointing out that any nuances in the enemies you face are pointless. The game's mostly too dark to see any of them, and you're being chased too violently to see any of them even if it wasn't. Great stuff. Even the few boss encounters follow this pattern, with one suddenly appearing and you running and hoping you don't get hit.
When I wrote about the first Outlast I mentioned that its DLC was overly focused on gore and shock value at the expense of atmosphere. This game is worse. You can speedrun the entire thing in about two hours. Maybe that's 4 or 5 if you do your first playthrough on a lower difficulty and struggle with getting lost. I checked out very early on. Aside from the helicopter pilot I mentioned earlier, the first time you see anything nasty is a random pit of bodies inside a hut you pass through. Blake is shocked, of course, but he just passes on with no meaningful alteration to his personality. This transports itself to the player, to the point where nothing is scary or unsettling. Blake gets crucified in this game, and I don't care. He just rips himself off the cross and carries on.
Despite this, I've just realised there are occasions where the game doesn't show gore. In one section you hide in a confessional booth in a church while a woman is tortured in front of her husband. She's on a rack being stretched while they try and get information from him, but the camera's positioned in such a way you can't see her. I don't understand why. Is it because she's alive, and not just a corpse? There's another part earlier too where you're hiding under a guy's floorboards while he gets impaled. If anything this just emphasises how meaningless the rest of the 'shocking' content is, because you know you're not seeing anything fresh. Piling up the body count and doing weird stuff to them doesn't mean anything on its own. It certainly doesn't mean anything when you're lining the walls with them.
The biggest problem I have with this game isn't anything I've mentioned before though, it's the distinct impression that it thinks it's more intelligent than it is. When I first played it I wondered why they had bothered calling it Outlast 2. Aside from the gameplay it seemed to have little connection to the first game. Then when I was getting all the collectibles, it does. If you're unfamiliar, the first Outlast is set in an insane asylum taken over by an evil corporation who perform mind (and body) altering experiments on its inmates. It actually turns out the same corporation's influence is at play in the sequel.
I mentioned before there's a section where you travel on a raft. Across the lake where this area begins there's a huge refinery-like complex of some sort which periodically emits a massive burst of light and noise. If you travel round the edge of this area, in the opposite direction to where you're supposed to go, partially through the lake you're not supposed to swim in, you find one of the notes the game has lying around. It's signed by someone from one of the early notes in the first Outlast, talking (very vaguely) about the place across the water giving off the light and noise. That's it. That's your connection. The entire religious cult, compound, whatever, is caused by some factory or other across the water firing out death rays.
If I had still been paying attention on my first playthrough here I would have been quite angry. The game starts with the stated reason for Blake and Lynn's investigation being a young pregnant woman suddenly appearing out of the desert. Lynn remarks that she had high levels of mercury in her blood. Are you telling me that something as large as what's across the water is unbeknownst to the entire world? f*** off. The notion connecting the two games isn't that unreasonable in theory. It's arguably actually quite clever, if there was an appropriate reveal that the same villain's actions were affecting people but in a different way. But they tried to be too coy, too clever with it and the whole thing falls flat when it's revealed.
You see, the suggestion is that all of the religious fanaticism is a result of these blasts of light. Each of them accompanies a 'plague' of some sort - birds falling from the sky, locusts, blood raining from the sky, that sort of thing. The big guy in charge of the cult, Knoth, has his own gospel centred around killing and f***ing things (you find it dotted about, it reads like a 14 year old thinking they're edgy so I stopped reading them) and all of this seems tied in with the experiments or whatever's going on across the water. Again, it's a reasonable idea in theory, but the execution is so amateurish at times that I just don't care.
All of this pales into comparison with the flashback levels. I'm not going to go into these in extreme detail unless you want to play the game (probably a bit late, sorry), but at certain points when going through buildings or areas, Blake will suddenly be in his old school. Sometimes he'll be an adult, some times he'll be a child. He has a friend there called Jessica. The early signs say Jessica killed herself, but then you start to think something else happened to her. It's a Catholic school too by the way, because there needed to be some religious connection.
Without spelling out everything for you, there's a suggestion as the game's ending ties into these flashbacks that the entire game was an allegory for guilt and repentance. The very end in particular seems symbolic, and to me it feels like the rest of it might be a self-imposed delusion on Blake's part for what happened when he was younger. Maybe they're running concurrently, I don't know. Either way, the game clearly sets up its ending as some sort of miraculous moment of hope and redemption relating to these flashbacks. The problem is everything else I've described has completely numbed you to it, so it's rendered meaningless. The entire way the religious angle is approached in this game feels really immature and as a result ineffective, considering what they were seemingly trying to do. That's why I said it feels less intelligent than it thinks it is. There's no subtlety, there's no intelligence, then the end tries to do all of the symbolism at once in the space of about five minutes. I don't care at this point, and I don't care even having gone through the game several times and coming to the conclusion you put me off of reaching naturally.
I think that's everything. I played the game on the hardest difficulty and it's bullshit. I'm not even exaggerating, several sections are blind luck whether or not you get through them. Unless you're a lunatic like me I wouldn't recommend it. Although I suppose that's fitting, in a way. Outlast 2 was an off-putting, infuriating and underwhelming way for me to spend ~30 hours of my life. As a horror game it's underwhelming because it relies completely on shock value and gore rather than atmosphere or anything cerebral, and gameplay which feels over-simplified on a situation by situation basis. As an intelligent story it fails on pretty much every level, coming off as immature and even more gratuitous than the horror elements. I think there was potential here, but I don't think any of it was met.