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Followed by SOMA.
Outlast is not scary at all and does not deserve the horror tag it currently has.
Amnesia is mainly the horror of losing ones indentity and learning that you may not have been the sort of person you think you were while dealing with the results of your past.
Outlast is the horror of the darkness within humanity and how little it takes for that to be unleashed in some people.
Soma removes the guilt aspect of Amnesias horror and delves deeper in the questions of identity, what makes a human and the desperation and risks people will take to save themselves.
I would say its mostly solid all the way up and till the last hour. An honest 9/10 bcuz of da spooks. It was the first game I played to trully terrify the ♥♥♥♥ out of me, and system shock 2 and silent hill 2 got under my skin.
I am talking about the dead body getting slammed right in your face with a very loud orchestra playing in the background to shock you, about the TV turning itself magically on exactly when you enter the room, about light going out right as you enter a room for some reason, about people hiding behind obstacles to spook you at the right time, about the wheelchair guy that suddenly decides to jump you even though he didn't do ♥♥♥♥ the whole time etc etc etc.
Do not, I repeat, do not forget the loud orchestra that plays in the background every single time a jumpscare happens.
Good god, I hate that orchestra.
"Outlast has a lot less jumpscares" my ass buddy, stop lying to yourself.
I suspect its the orchestra that makes them a problem. If they merely happen, its atmosphere. If they need a musical sting to scream 'THIS IS SCARY!' at you, then their intent is to startle, which is a jumpscare.
I hate games that rely on startling rather than spooking the player, they just piss me off... it feels cheap, and it means the cycle of tension-release-rest that an effective horror uses is worth nothing, because at any second an ochestra might scream at you at high volume without warning.
The bodies in the library are to teach you the fate of those who get caught including the heavily equipped mercenaries. The TV teaches that your not the only one making changes in the world. The lights suddenly going out teaches that the only way you can be sure you will be able to see is with your camera so you should use it wisely. The hidden people teach that in this world danger can be anywhere and there are sometimes risks you must take. The wheelchair teaches the most important possible lesson with how much the game makes you backtrack, that just because your going back along a path you already followed things can change.
I'm not about to call Outlast a brilliant horror game as its focus is too much on the physical while it has elements that show it could have been better if they followed up on the threads of mental horror they tease. I just have to give it credit for what it got right and accept that the start of any good horror game is all about pushing the player into the right way of thinking for them to properly experience what follows later.
Its the same reason SOMA begins with you in you apartment getting ready for your scan so that the sudden switch will leave you feeling oddly disjointed and questioning which situation is real.
1) People hiding behind something and scaring you happens multiple times throughout the whole game.
2) I only listed the first five that came to my mind in a matter of seconds, I don't want to create a huge list of jumpscares, you wouldn't read it anyway and come up with another retarded argument so why even bother?
3) Me simply listing stuff as a jumpscare does not mean that it scared me, genius. I know a jumpscare when I see one and a tv turning itself on (with a loud noise as well) is a jumpscare. Fact. Period. You can't deny that.
4) Thank you for ignoring my biggest point, the orchestra.