The Outlast Trials

The Outlast Trials

Lihat Statistik:
Outlast Trials - New FUTURE Mode Idea "The Journey" (Agree to Disagree)
[Re-post]

I am thankful for the work Red Barrel has done for Outlast Trials, the game itself is not bad and the game is one of my favourites on steam; regardless, I think players (such as myself) can contribute to the hopeful/future development of Outlast Trials going forward, offering ideas whether people agree to disagree.

Red Barrel can introduce a type of Trial called the "Journey." Yeah the name sucks please come up with something cooler. The map itself is huge, mega huge; these maps are new, unique and possess an entirely new challenge presented to players of Outlast Trials. The premise of this mode is players start from the shuttle bus and have to make the long journey to reach the end. The journey is a long, difficult, traumatic and brutal trial filled with many horrors such as multiple prime assets, ex-pops and newer monsters created by Murkoff. Players would have to survive (stock up on supplies) and make their journey whether through dilapidated landscape, city ruins, massive infrastructures (like Mount Massive), forests or anything RB can think of.....the point is to survive from start to finish. Players can learn more about the lore of Outlast Trials from the documents collected throughout the journey and miscellaneous collectables; additionally, perhaps players can collect voice tape-recordings via listening/hearing the sound of recorders, pinpointing exactly where the sound is located for players to collect. This objective is optional of course, the main goal is to reach the end of the journey Murkoff has set out for Reagents, or at least die trying to reach the end. At the end of the Trial or so-called "Journey" all the player/players must do is hit the shuttle button and wait...but that would ring the dinner bell for the local ex pops and prime assets. All Hell would break loose and players/player would need to start being creative, or hide preferably....then enter the shuttle bus when the time is seems right.

The Gist:
All trials begin at the shuttle bus, players must do a couple of objectives, then return to the shuttle bus. This never changes, ever. The mode here is the following; the journey is a larger trial where players will encounter more stronger (disturbingly looking) ex-pops, prime assets (Coyle, Gooseberry, Lupa and More) and obstacles via barb wires, bear traps, sealed doors and blocked pathways (electric traps, mines also). The Trial itself contains several areas where players must navigate through in order to survive, "the objective is survival" and not some "Go do this then come back to the shuttle bus, like a good dog." Of course, players begin at the shuttle bus and will have to look for supplies, bricks, bottles or whatever and then proceed onwards to the area, immensely populated with ex-pops looking to kill the Reagents. The experience is similar to Outlast 2 when the player is up against multiple enemies, especially in an open area, and will have to use the environment their advantage or else become killed as consequence. The chases in the game were phenomenal, along with Outlast 1. Each area is large riddled with traps, blockades, various pathways and exits. secret rooms and various collectables via tape recordings, documents etc. Information that adds to the lore of the trial itself and the overall purpose behind Murkoff's experimentation related to Project LATHE (Most Players Are Familiar with PROJECT LATHE, the idea here is for RB's chance to expand the story perhaps). The idea of the "journey" created by Murkoff is to test Reagents mental and physical capabilities over longer periods of time, the ultimate test for mental and physical strength. Lore wise, perhaps they are testing Reagents to be the next host for the Walrider, or the first initial idea/project of the Walrider. The stronger the Reagent, the better the host according to Murkoff.
Terakhir diedit oleh Mickterminator30; 2 Jul 2024 @ 6:08am
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Maya-Neko 1 Jul 2024 @ 5:56am 
Sounds more like an idea for a future game than an addition for this one. The problem with something big like this is, that it would probably take up like 1-2 years alone, obviously stopping the addition of more other content for now, which would be devastating for a service game

Also i don't see the reason for having a massive area, when in the end you could split it up into like 3 normal maps. Like you can do all main trials in a row and probably have the same experience as with having all of them being tied together.

And overall the short maps as of now offer great replayability, what can't really be said about something that seems to be a 3 hour-playthrough for casuals and with the current gameplay that would mean that you would loose all progress, if you've only like 2 hours available.

And lastly we've a lore-problem as well. If you've not realized it yet, everything plays in an underground hall, because this is a secret program, hidden from the public. Suddenly going into open terrain doesn't make sense at all.
Terakhir diedit oleh Maya-Neko; 1 Jul 2024 @ 6:00am
Diposting pertama kali oleh Maya-Neko:
Sounds more like an idea for a future game than an addition for this one. The problem with something big like this is, that it would probably take up like 1-2 years alone, obviously stopping the addition of more other content for now, which would be devastating for a service game

Also i don't see the reason for having a massive area, when in the end you could split it up into like 3 normal maps. Like you can do all main trials in a row and probably have the same experience as with having all of them being tied together.

And overall the short maps as of now offer great replayability, what can't really be said about something that seems to be a 3 hour-playthrough for casuals and with the current gameplay that would mean that you would loose all progress, if you've only like 2 hours available.

And lastly we've a lore-problem as well. If you've not realized it yet, everything plays in an underground hall, because this is a secret program, hidden from the public. Suddenly going into open terrain doesn't make sense at all.
"Split up into 3 normal maps" So basically conjoining various maps together to create one experience essentially....I understand what you are saying; regardless, RB needs to be more creative because Outlast Trials needs more content. Small team or not having recycled content is boring and players get tired of playing the same weekly event, or maps due to the game's repetitiveness.

1-2 years is too long for addon content, plus, not much as been released in terms of content thus far since the release. It is what it is, Outlast Trials still has the same prime assets since EA and enemy variety has not changed since Winter Chills since RB added the two female Giants. Right now, players want more especially because Summer is here.

"Suddenly going into an open terrain does not make sense at all" The terrain can be guarded and monitored by Murkoff security personnel, should Reagents wander too far they would probably be shot and killed by the watching Murkoff security with sniper rifles. The area is large enough for players to explore, have fun, get some scares, but does not give total emancipation as Murkoff will always be ready to shoot Reagents wandering too far away from the area.

Outlast Trials is one of my favourites on Steam, though right now, the game lacks content so new ideas to enhance the gameplay experience should suffice as long as implementation is logically possible. I think the idea can be done under the right conditions. I want players to have fun whilst also enjoying the story of Outlast Trials. RB can always expand the story and try something different. And fundamentally, why does it matter at this point...sadly enough, we are not getting Outlast 3 anytime soon and Outlast Trials is a prequel with an incomplete story.
Terakhir diedit oleh Mickterminator30; 1 Jul 2024 @ 6:28am
Maya-Neko 1 Jul 2024 @ 3:22pm 
Diposting pertama kali oleh Mickterminator30:
"Split up into 3 normal maps" So basically conjoining various maps together to create one experience essentially....I understand what you are saying; regardless, RB needs to be more creative because Outlast Trials needs more content. Small team or not having recycled content is boring and players get tired of playing the same weekly event, or maps due to the game's repetitiveness.

Bigger maps doesn't mean, that there's less recycled ideas or more content though, it just means, that there's more space to do the exact same thing the gameplay is build around to begin with.

And on top of that, for most people enjoyment has the big problem, that the more you do something, the less effective it is in being fun. That said, 4 smaller updates over the year usually net more enjoyment than one big update in the same amount of time.

Diposting pertama kali oleh Mickterminator30:
1-2 years is too long for addon content, plus, not much as been released in terms of content thus far since the release. It is what it is, Outlast Trials still has the same prime assets since EA and enemy variety has not changed since Winter Chills since RB added the two female Giants. Right now, players want more especially because Summer is here.

Seems like you're misunderstanding the concept of EA though. It's main goal is to test gameplay, find bugs and to see in which direction the game needs to go in general before hitting full release. If it would just be about content, then they would've fully released it from the beginning, since EA always lowers the amount of buyers.

That said, since it is released now, they seem to focus more on content and have announced the 3rd prime asset and a new map for this summer. We've to see what their plans are after that though, as we can't use the EA-phase to assume anything for the reasons mentioned above.

Diposting pertama kali oleh Mickterminator30:
"Suddenly going into an open terrain does not make sense at all" The terrain can be guarded and monitored by Murkoff security personnel, should Reagents wander too far they would probably be shot and killed by the watching Murkoff security with sniper rifles. The area is large enough for players to explore, have fun, get some scares, but does not give total emancipation as Murkoff will always be ready to shoot Reagents wandering too far away from the area.

That's like taking a bird out of its cage while having an open window in your room and telling everybody, that you've always grabbed it before it was able to fly off. You can catch it a 1000 times and you might be fine as long as you're able to, but it only takes 1 mistake and your bird is possibly gone forever.


Diposting pertama kali oleh Mickterminator30:
Outlast Trials is one of my favourites on Steam, though right now, the game lacks content so new ideas to enhance the gameplay experience should suffice as long as implementation is logically possible. I think the idea can be done under the right conditions. I want players to have fun whilst also enjoying the story of Outlast Trials. RB can always expand the story and try something different. And fundamentally, why does it matter at this point...sadly enough, we are not getting Outlast 3 anytime soon and Outlast Trials is a prequel with an incomplete story.

Outlast trials, despite being played mostly for its gameplay, has quite some lore behind it, especially through the documents. There's no reason for the devs to go berserk and completely destroy the lore, just for the sake of content. Reagents are trained in the facility and get only released to become a sleeper agent.

There's not really that much room to endanger this therapy by bringing them to the surface early, lowering the effect of the farewell mission, like how are you gonna feel "reborn" by entering the outside world, if you've already been send to the surface a dozen times before already?

Though, even only knowing like 2-3 things about the next prime asset, i'm already a littlebit hyped for it and i'm sure, that it feels quite new for a while and probably while keeping the lore completely intact.
"Bigger maps doesn't mean, that there's less recycled ideas or more content though, it just means, that there's more space to do the exact same thing the gameplay is build around to begin with."

The main objective of most Trials is to start players at the shuttle bus, do an objective, and return to the shuttle bus. Players must decide carefully the paths they choose because the maps are large, making tactful decisions are important so as to survive and reach to the end of the journey. Like most Trials, the so-called "Journey" is perhaps created by Murkoff to test Reagents mental and physical capabilities over longer periods of time, the ultimate test for mental and physical strength. 4 players is recommended but obviously solo is possible.

"It's main goal is to test gameplay, find bugs and to see in which direction the game needs to go in general before hitting full release. If it would just be about content, then they would've fully released it from the beginning, since EA always lowers the amount of buyers."

Outlast Trial still has bugs even after coming out of EA. From discussions I have had with players in the forums, many claim the EA version of Outlast Trials was in better state than the full release of Outlast Trials (I can agree to this). Perhaps you disagree, fair enough.

Bug Examples
https://steamcommunity.com/app/1304930/discussions/0/4327475456438759058/
https://steamcommunity.com/app/1304930/discussions/0/4327475551420492043/
https://64.media.tumblr.com/b22c39748eac703052b018e7cf5097b9/792910b09447ea07-68/s2048x3072/b997aa9355cefbdf0e5596defa374f0dab877095.jpg (White dude with Black Person Head?)
https://64.media.tumblr.com/35824dac886384f447c186e879b0a062/792910b09447ea07-60/s2048x3072/24ad1f2bb5e4fb0c6277de901e63385287439c6d.jpg (Black person with Caucasion/White Feet? Thankfully this was patched recently)

As for content, I do not fully expect RB to be releasing content without at least expanding on the story for Outlast Trials first; but thus far, since the 1.0 update, not much has been added story wise that really differentiates the experience from EA. Newer players often complain the game being too easy, boring and repetitive especially with Genesis (criticism is criticism): https://steamcommunity.com/app/1304930/discussions/0/4353373240380742374/
https://steamcommunity.com/app/1304930/discussions/0/6171701036699965781/ (New player expecting more...is that really their fault?)
https://steamcommunity.com/app/1304930/discussions/0/4339861630175736052/

Finally the Summer Update is around the corner, lets hope RB delivers on the experience for players. People can always choose to play other games, this is true, but that should be something to avoid as Dev (because something is stale or redundant about the experience perhaps).

"That's like taking a bird out of its cage while having an open window in your room and telling everybody, that you've always grabbed it before it was able to fly off. You can catch it a 1000 times and you might be fine as long as you're able to, but it only takes 1 mistake and your bird is possibly gone forever" - A Metaphor, interesting...

The point here is multiple weapons trained on a single target or more, the Murkoff agents are not running out in the field to shoot the Reagents, or trying to catch them. Catching a bird is much harder than shooting the damn thing. They can see you at all times, weapons trained. Also, the bird does not have a reason to leave unless threatened, the incentive may be to run but....can the Reagent really make out of the area before being killed, or to the very least, chased down by the wandering ex-pops. But of course, "Telling everyone you've always grabbed before it was able to fly off" is hard to believe because birds do not sit still, catching them would prove too difficult without an immediate solution.

THE IMMEDIATE SOLUTION - EXPLOSIVE RIGS VIA PROXIMITY: Here is another idea to solve the bird problem/metaphors, Murkoff can go as far as to attach explosives to the rigs of Reagents. If a Reagent wanders too far away from the area then the explosives will trigger and kill the Reagent. Once the bird flies out the window, the bird ceases to exist, boom....death.
Terakhir diedit oleh Mickterminator30; 1 Jul 2024 @ 6:02pm
Maya-Neko 2 Jul 2024 @ 3:01am 
Diposting pertama kali oleh Mickterminator30:
The main objective of most Trials is to start players at the shuttle bus, do an objective, and return to the shuttle bus. Players must decide carefully the paths they choose because the maps are large, making tactful decisions are important so as to survive and reach to the end of the journey. Like most Trials, the so-called "Journey" is perhaps created by Murkoff to test Reagents mental and physical capabilities over longer periods of time, the ultimate test for mental and physical strength. 4 players is recommended but obviously solo is possible.

Sounds like the current trials to me, just with a more fancy name if you ask me. I'm still not sure, what your goal is here with you other than slowing down content drops for the sake of getting less smaller and more bigger maps, that doesn't offer more than what we would already get anyway.



Diposting pertama kali oleh Mickterminator30:
Outlast Trial still has bugs even after coming out of EA. From discussions I have had with players in the forums, many claim the EA version of Outlast Trials was in better state than the full release of Outlast Trials (I can agree to this). Perhaps you disagree, fair enough.

Never said, that 100 % of bugs will be fixed. If that would be your goal as a dev, then you would probably need to keep a game like 20 years in EA without ever adding any new content.



Diposting pertama kali oleh Mickterminator30:
As for content, I do not fully expect RB to be releasing content without at least expanding on the story for Outlast Trials first; but thus far, since the 1.0 update, not much has been added story wise that really differentiates the experience from EA. Newer players often complain the game being too easy, boring and repetitive especially with Genesis (criticism is criticism):

If you think, that the current maps are easy, repetitive, boring and have barely any story to it, then a larger maps would just get easy, repetitive, boring and low on story on a bigger scale. They won't be able to completely change gameplay just for the sake of a single map and reusing features from other maps would be as prevalent as in any other map, they would just reuse more features to fill the longer time to finish a map.

And i usually don't see beginners complain about anything, but rather experienced players of 30+ hours, which at the same time often still complain abotu Ultra or some weeklies being too hard.



Diposting pertama kali oleh Mickterminator30:
The point here is multiple weapons trained on a single target or more, the Murkoff agents are not running out in the field to shoot the Reagents, or trying to catch them. Catching a bird is much harder than shooting the damn thing. They can see you at all times, weapons trained. Also, the bird does not have a reason to leave unless threatened, the incentive may be to run but....can the Reagent really make out of the area before being killed, or to the very least, chased down by the wandering ex-pops. But of course, "Telling everyone you've always grabbed before it was able to fly off" is hard to believe because birds do not sit still, catching them would prove too difficult without an immediate solution.

THE IMMEDIATE SOLUTION - EXPLOSIVE RIGS VIA PROXIMITY: Here is another idea to solve the bird problem/metaphors, Murkoff can go as far as to attach explosives to the rigs of Reagents. If a Reagent wanders too far away from the area then the explosives will trigger and kill the Reagent. Once the bird flies out the window, the bird ceases to exist, boom....death.

Do i really need to explain you the concept of a metaphor? (and great, now you've to explain everyone in your neighborhood and the police, why there was an explosion next to the house, which shattered dozens of windows. That's for sure better than just keeping it in the cage from the beginning)

The actual point is, that it is an extremely dumb idea to leave the quite safe facility of where you can limit the access points and limit the movement through something as simple as walls, to put them into an area which needs like 100 times the amount of security (good by money), has like 100 times the amount of potential exit points, has like 100 times the risk of accidentally being found by strangers running up to this area (or having like people fly over it, having a no-fly zone just makes it again a 100 times more suspicious), it's 100 times more likeley, that someone hears an explosion, when it's done outdoors and making it like 100 times easier for journalists to gather informations about it. And on top of that, it's obviously also 100 times harder to control gas in an outdoors area.

Like this experiment grants hundreds of people an instant life sentence if it gets revealed to the publics, so why in hell should they risk all of their lifes and research, just for something, that could've been easily done within the facility 100 times easier anyway?

And overall i still don't get, why it needs to be outside other than being outside for the sake of it. You've complained about the story being too flat, but yet, you've not explained for how these maps would help in enriching the lore. As of now you've just bandaiding the complexity of the defenses somewhat, but the question for why it can't be underground is still not answered.
Terakhir diedit oleh Maya-Neko; 2 Jul 2024 @ 3:02am
"Sounds like the current trials to me, just with a more fancy name if you ask me. I'm still not sure, what your goal is here with you other than slowing down content drops for the sake of getting less smaller and more bigger maps, that doesn't offer more than what we would already get anyway."

All trials begin at the shuttle bus, players must do a couple of objectives, then return to the shuttle bus. This never changes, ever. The mode here is the following; the journey is a larger trial where players will encounter more stronger (disturbingly looking) ex-pops, prime assets (Coyle, Gooseberry, Lupa and More) and obstacles via barb wires, bear traps, sealed doors and blocked pathways (electric traps, mines also). The Trial itself contains several areas where players must navigate through in order to survive, "the objective is survival" and not some "Go do this then come back to the shuttle bus, like a good dog." Of course, players begin at the shuttle bus and will have to look for supplies, bricks, bottles or whatever and then proceed onwards to the area, immensely populated with ex-pops looking to kill the Reagents. The experience is similar to Outlast 2 when the player is up against multiple enemies, especially in an open area, and will have to use the environment their advantage or else become killed as consequence. The chases in the game were phenomenal, along with Outlast 1. Each area is large riddled with traps, blockades, various pathways and exits. secret rooms and various collectables via tape recordings, documents etc. Information that adds to the lore of the trial itself and the overall purpose behind Murkoff's experimentation related to Project LATHE.

"Never said, that 100 % of bugs will be fixed. If that would be your goal as a dev, then you would probably need to keep a game like 20 years in EA without ever adding any new content."

But the whole point of EA is to find bugs and flesh them out, it is what is, RB still has some work to do. That is just an excuse. Also, if your game takes 20 years in EA then you should probably abandon ship at that point.

"Do i really need to explain you the concept of a metaphor? (and great, now you've to explain everyone in your neighbourhood and the police, why there was an explosion next to the house, which shattered dozens of windows. That's for sure better than just keeping it in the cage from the beginning)"

Why would I have to explain to everyone in my neighbourhood and the police about an explosion when my house is not even around them to begin with. And so what, explosions may occur on properties (not all the time) because the landowner has permits to use explosives, perhaps they are mining or doing infrastructure work. The point is, one could never know, but why risk especially with an organisation like Murkoff. Plus it is private property and (with permits) explosions. Place signs saying keep out. What the hell. You are assuming Murkoff is stupid enough to have this facility located in a place where sounds can easily be heard, let alone explosives. The metaphor itself is a trick because you are in a safe-place where people exist, in the situation with Murkoff, people exist but on the basis on brutality and torment. They will not care about some dead..little..bird, let alone some Reagent (they are not caught, instead Reagents are executed).

"The actual point is, that it is an extremely dumb idea to leave the quite safe facility of where you can limit the access points and limit the movement through something as simple as walls, to put them into an area which needs like 100 times the amount of security (good by money), has like 100 times the amount of potential exit points, has like 100 times the risk of accidentally being found by strangers running up to this area (or having like people fly over it, having a no-fly zone just makes it again a 100 times more suspicious), it's 100 times more likeley, that someone hears an explosion, when it's done outdoors and making it like 100 times easier for journalists to gather informations about it. And on top of that, it's obviously also 100 times harder to control gas in an outdoors area. Like this experiment grants hundreds of people an instant life sentence if it gets revealed to the publics, so why in hell should they risk all of their lifes and research, just for something, that could've been easily done within the facility 100 times easier anyway? And overall i still don't get, why it needs to be outside other than being outside for the sake of it. You've complained about the story being too flat, but yet, you've not explained for how these maps would help in enriching the lore. As of now you've just bandaiding the complexity of the defenses somewhat, but the question for why it can't be underground is still not answered."

Look...that is fine you do not like the idea, I think you are looking way to deep into this because all players want is content whilst expanding on the story; yes, this is something I think would be cool and (also true) not everything RB creates is a pot of gold. But when you say "Like this experiment grants hundreds of people an instant life sentence if it gets revealed to the public" So what? When Reagents are released whose to say one of them wouldn't go and try to expose Murkoff for the atrocities committed in the Trials, despite probably being watched or monitored. When reading the document files on Lupa it says a Reagent was also in Cuba, away from Murkoff's facilities. Whose to say the Reagent didn't go talk to some waitress, grandma, random individuals about their time at the facility completing Murkoff's trials. Also, the main protagonist in the first video game is a journalist, but based on what your saying...and the fact that Murkoff's prison is located on public grounds via private property, then wouldn't more journalists show up? Let alone the aircraft carriers flying over Mount Massive Asylum. Why didn't more people show up as opposed to a facility in a secured area (perhaps) located in the middle of nowhere, where the possibility of finding and telling is highly unlikely considering Murkoff's extreme measures of confidentiality. And Journalists like the main character "Miles Upshur" makes sense considering Murkoff's Mount Asylum Facility can be located and discovered by the public.

And adamantly, I think using explosive rigs solves the problem of Reagents wanting to leave the area, also Outlast Trials is a damn video game, anything can be possible with the proper implementation. And maybe explosions do not have to be the case in order to draw suspicion, perhaps electrocuting the Reagents Rig is enough to kill them should the Reagents decide to wander outside of the area. I think idea is possible, to say the least. Murkoff also has the money to purchase land, operate on said land, privatise said land and place whatever restrictions they want (yes even a no fly zone, who is going to care about what goes on? Seriously) and only operate during nightfall or, nighttime. And you say this a lot "100 times more likely" which is a probable assumption; once again, you say, "it is 100 times more likely that someone hears an explosion, when its done outdoors, making it 100 times more likely that journalist to gather information about it" Would Murkoff be that stupid to purchase land that is close to city grounds? If someone heard the explosion and went to investigate then Murkoff would deal with that person, kidnap them or turn them into Reagents themselves. Also, do you ever pay attention to the guards voice lines in the game "These walls are not here to keep you in, they are here to keep the world out" now obviously this is referencing the idea that Reagents are confided from the world, but that doesn't remove the fact that Murkoff is a nefarious organisation that would kill anyone trespassing on their authority.

"You have not explained how the maps help enrich the lore" How does Outlast Trials fit in with the lore affiliated to Outlast 1 and 2 aside from Murkoff ties, this game is an exclusive prequel which is built on the lore found in the documents. Based on what I read in the documents Easterman and his colleagues are always trying to find ways to change the Trials experience whether through examples like winter's chill, toxic shock and prime time. The idea is to see the results of the therapy which is to test Reagents at their best and worst. I literally said how the mode could add to the lore, but maybe you didn't pay attention; the idea of the "journey" created by Murkoff is to test Reagents mental and physical capabilities over longer periods of time, the ultimate test for mental and physical strength. Lore wise, perhaps they are testing Reagents to be the next host for the Walrider, or the first initial idea/project of the Walrider. The stronger the Reagent, the better the host according to Murkoff.

"Why can't the game take place underground" Because it does not need to, Murkoff is an innovative company (secretive of course) and they could set up facilities in mountain ranges, valleys and forests. Even then, this mode COULD TAKE PLACE UNDERGROUND. Murkoff is shown to create very thematic scenes that affiliates to the style of Trials via Kill The Snitch (Police Style) and Grind the Bad Apples (Amusement Park Style). Anything is possible. As for the no-fly zone, the idea is simple: DO NOT FLY OVER THE FACILITY. Murkoff does not ♥♥♥♥ around....should anyone find them, they are only asking to get destroyed, kidnapped or worse. But more importantly, not everything has to be a certain way....way too many questions lol. That is fine you don't like the idea. Moving on...
Terakhir diedit oleh Mickterminator30; 2 Jul 2024 @ 5:10am
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