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At first it was kind of scary, and then some strange disappointment because of the short passage.
Even your character is leaving Sinyala to touch grass.
I wasn't disappointed, but it left me feeling a bit short. Seeing what's behind the scenes is quite terrifying. Not seeing the staff who worked behind the scenes carrying the bodies is already a bad sign. Finding the medicine cabinets destroyed only accentuated the hopelessness. Walking through brightly lit hallways with several doors that are completely dark when opened creates uncertainty because you don't know who or what's behind them, or if there's a hole to go through. Staircases that all lead down to a basement you don't want to go into. Finding a hierarchical area with discarded set pieces helps you understand that you're in the stage where the sets are set up.
Having all your belongings taken away, including your night-vision goggles and even your clothes, prepares you for something to come.
The objectives to complete are few, but they generate enough tension because they managed to make it much more atmospheric, and that feeling of loneliness is present all the time. In fact, it reminded me of what happened at the end of the first Outlast, which was a rollercoaster of emotions oscillating between nerves and hopelessness, especially when you had to limp away from your pursuer and barely managed to escape. But the character they put in place to chase you, while fulfilling his role as an obstacle, is also disappointing. At first, you think it's just the beginning of a real nightmare, but no. Once you complete your objectives and reach the rocky path where you can already smell the fresh air, it brings back memories of the first Outlast: "it's all over now" music, the light appears, you wait for a plot twist or something before crossing the threshold, you arrive outside and our character flees, the credits roll, you wait until the end... NOTHING. It restarts like any other Reborn episode... I was expecting at least the appearance of the Walrider, and not even that.
If the people at Red Barrels ever read this, I think they should stop creating charismatically disturbed characters and go for something more inert, nothing could be more terrifying than being chased in the dark by a robot, a machine devoid of feelings and with enough energy to catch up with you, to be able to see in the dark, detect your body heat and find you in every hiding place you use, and in exchange you can use the few weapons you have to be able to disconnect it and restart it in 30 seconds to have the time to escape, if they had created that type of character for the escape scenario the game would have gained points and they would have left us sick with fear.
I saw someone in the sleep room who didn't have night vision goggles, I thought an 'ESOP / NV less' cosmetic unlock woulda been neat.
And well considering she's pretty much the only threat you meet during the escape trial its sad. I expected either a whole new enemy (not a rework)
Or at the very least something that felt new mechanic wise. Don't get me wrong I love the map itself and the feel, but its really just running to find objectives that we did 10's of times already, and just running across one enemy. its cool, the design is lovely, but damn did we really forget we had 3 prime assets?
I don't know, I feel like if reagents were trying to actually escape, their priority would be that word doesnt get out no? In that case them just sending their prime assets to do some house cleaning WITHOUT any rules holding them back sounded logical to me (hell they would have a reason to give bambino live ammo even XD)