Outlast 2

Outlast 2

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BhaalSakh Apr 25, 2017 @ 5:44pm
Die and retry nonsense
This game is really becoming irritating. There are many sections in the game where I died countless times because of bad level design and cheap enemies. But this part takes the cake.

http://image.noelshack.com/fichiers/2017/17/1493167112-20170425203402-1.jpg

I just died 15 times in a row. As soon as I spawn these stupid enemies straight out of demon's souls kill me in 2-3 blows, and no matter where I go I get killed because there isn't any freaking place to go. I liked this game at first but now I realize it's just another bland walking simulator with a few jumpscares here and there and aweful die and retry mechanics.

/rant off
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Showing 1-15 of 50 comments
вαтαк Apr 25, 2017 @ 6:47pm 
the reason why you keep dieing is because of you just want to run and not take your time
BhaalSakh Apr 25, 2017 @ 8:44pm 
How am I supposed to take my time when I'm in a small barn surrounded by almost 10 ennemies?
Quite honestly the worst part for me was that stupid narrow area right after the crucifixion scene.
Kiaren Apr 25, 2017 @ 11:11pm 
Yeah, the game is made for stealth. Far moreso than Outlast 1. But the stealth mechanics are flawed.

They added the microphone, making the player depend on sound in some instances. Which is great :) I love that. Hiding in grass listening to enemies pass by: wonderful.

However, there is no light or noise indicators. No indication if this patch of corn is hidable or not. No indication if this wall / window / door is interactable beside trial and error.

These wouldn't be a big deal if the environment design was consistant. But an area shrouded in darkness may mean you are invisible, may mean you are wide open. That door might open or might not. That hole might be able to crawl through, or not. The only way to tell is trail and error.

Additionally the enemy "AI" / scripting is similar to Alien Isolation: The AI knows where you are, and will slowly saunter over. While this makes the player move, it also means hiding is useless. Example: At the first "you can hide in corn" scene, I pass a patrol and go inside a cabin using a side window hiding by corn. I lock the door, and start exploring the cabin. Within 10 seconds an enemy walked in the same window, for no reason, blocking my escape. Nothing to do but wait until he hacks me to death.

Add in the fact that enemies run faster than you combined with "Is this door a door or eye candy" makes any escape once discovered futile.

Other games used similar systems, but these enemies in this one are overtuned. They will instantly move toward you if you are in their "patrol" area. Other games give you 30 - 60 seconds to plan your next move. Combined with "Is that the door out of here or just decoration" plus the "one or two hits = death" plus "you can't outrun enemies" leads to try, get discovered, wait for death, reload. Which is cheap and frustrating. It stopped being interesting after the first 3 times, let alone the next 30.

It drained all the tension out of the game for me. In Outlast 1 I'd hide in a locker for several minutes waiting for enemies to pass, or lay in a vent watching the enemies pathing so I can plan a route. Or if I'm discovered I'd run for the hills looking for a door or barricade to hide behind.

In this one, hiding means they find you in 20 seconds or so, while running is near useless. I just wait until they kill me and try again. It is boring. I've essentially given up on trying to play and am just save scumming to get through it :/

It feels like the game was made more for youtubers to stream than players to play tbh. I am not certain I want to continue playing. I will probably just watch the rest on youtube, as this game is more frustrating than scary at this point.
Yeah at the area after the crucifixion area I was doing the long healing animation and three of the AI enemies were literally standing at the tent door waiting for it to finish then I just auto-died.
Alexander452 Apr 26, 2017 @ 3:54am 
Originally posted by Kiaren:
Yeah, the game is made for stealth. Far moreso than Outlast 1. But the stealth mechanics are flawed.

They added the microphone, making the player depend on sound in some instances. Which is great :) I love that. Hiding in grass listening to enemies pass by: wonderful.

However, there is no light or noise indicators. No indication if this patch of corn is hidable or not. No indication if this wall / window / door is interactable beside trial and error.

These wouldn't be a big deal if the environment design was consistant. But an area shrouded in darkness may mean you are invisible, may mean you are wide open. That door might open or might not. That hole might be able to crawl through, or not. The only way to tell is trail and error.

Additionally the enemy "AI" / scripting is similar to Alien Isolation: The AI knows where you are, and will slowly saunter over. While this makes the player move, it also means hiding is useless. Example: At the first "you can hide in corn" scene, I pass a patrol and go inside a cabin using a side window hiding by corn. I lock the door, and start exploring the cabin. Within 10 seconds an enemy walked in the same window, for no reason, blocking my escape. Nothing to do but wait until he hacks me to death.

Add in the fact that enemies run faster than you combined with "Is this door a door or eye candy" makes any escape once discovered futile.

Other games used similar systems, but these enemies in this one are overtuned. They will instantly move toward you if you are in their "patrol" area. Other games give you 30 - 60 seconds to plan your next move. Combined with "Is that the door out of here or just decoration" plus the "one or two hits = death" plus "you can't outrun enemies" leads to try, get discovered, wait for death, reload. Which is cheap and frustrating. It stopped being interesting after the first 3 times, let alone the next 30.

It drained all the tension out of the game for me. In Outlast 1 I'd hide in a locker for several minutes waiting for enemies to pass, or lay in a vent watching the enemies pathing so I can plan a route. Or if I'm discovered I'd run for the hills looking for a door or barricade to hide behind.

In this one, hiding means they find you in 20 seconds or so, while running is near useless. I just wait until they kill me and try again. It is boring. I've essentially given up on trying to play and am just save scumming to get through it :/

It feels like the game was made more for youtubers to stream than players to play tbh. I am not certain I want to continue playing. I will probably just watch the rest on youtube, as this game is more frustrating than scary at this point.
This guy get's it
Alara_alara Apr 26, 2017 @ 4:45am 
You got to turn around to escape this one. I kept stealth for nearly 1 minute by keeping moving along the corner and walls first. Yet never thought about my back door until the 10th death. It felt like a real situition and a true instinct reaction for me, so i'm kind of more annoyed with myself.
v00d00m4n Apr 26, 2017 @ 6:06am 
Originally posted by Kiaren:
Yeah, the game is made for stealth. Far moreso than Outlast 1. But the stealth mechanics are flawed.

They added the microphone, making the player depend on sound in some instances. Which is great :) I love that. Hiding in grass listening to enemies pass by: wonderful.

However, there is no light or noise indicators. No indication if this patch of corn is hidable or not. No indication if this wall / window / door is interactable beside trial and error.

These wouldn't be a big deal if the environment design was consistant. But an area shrouded in darkness may mean you are invisible, may mean you are wide open. That door might open or might not. That hole might be able to crawl through, or not. The only way to tell is trail and error.

Additionally the enemy "AI" / scripting is similar to Alien Isolation: The AI knows where you are, and will slowly saunter over. While this makes the player move, it also means hiding is useless. Example: At the first "you can hide in corn" scene, I pass a patrol and go inside a cabin using a side window hiding by corn. I lock the door, and start exploring the cabin. Within 10 seconds an enemy walked in the same window, for no reason, blocking my escape. Nothing to do but wait until he hacks me to death.

Add in the fact that enemies run faster than you combined with "Is this door a door or eye candy" makes any escape once discovered futile.

Other games used similar systems, but these enemies in this one are overtuned. They will instantly move toward you if you are in their "patrol" area. Other games give you 30 - 60 seconds to plan your next move. Combined with "Is that the door out of here or just decoration" plus the "one or two hits = death" plus "you can't outrun enemies" leads to try, get discovered, wait for death, reload. Which is cheap and frustrating. It stopped being interesting after the first 3 times, let alone the next 30.

It drained all the tension out of the game for me. In Outlast 1 I'd hide in a locker for several minutes waiting for enemies to pass, or lay in a vent watching the enemies pathing so I can plan a route. Or if I'm discovered I'd run for the hills looking for a door or barricade to hide behind.

In this one, hiding means they find you in 20 seconds or so, while running is near useless. I just wait until they kill me and try again. It is boring. I've essentially given up on trying to play and am just save scumming to get through it :/

It feels like the game was made more for youtubers to stream than players to play tbh. I am not certain I want to continue playing. I will probably just watch the rest on youtube, as this game is more frustrating than scary at this point.


If they will dumb down game in patches because of you, i will sacrifice you on my stealth altar to please gods - Sam Fisher , Solid Snake, Garret and 47! XD

They only thing i agree with - there should be more consistency and you should run faster (there is a weird momentum involved, when you just start running, you are very slow, as you gain moment you start to run faster, but you have to run straight forward for a while to gain it)/ But giviing you 30-60 seconds is ♥♥♥♥♥♥♥♥,

I loved how they improved stealth and AI this time, enemies now can hear and see you more realistically and react instanlty, im tired of dumb ai in modern stealth games.

As for light indicator - you dont really need it, i think this game does not count light and darkness, which is thing i dislike about its stealth system. The only section where light counts is that chase in dark, where they have flashlghts, And it playes fair - once they hihglight you they see you instantly and run for you, and they can see you in dark if they close enought.
Basically you body is the indicator - if you can see yourself they can see you too.

I loved how they borrow Body = hud model from Alone in the dark 2008, especially for bandages and and batteries.
Spindles Apr 26, 2017 @ 6:28am 
Originally posted by FlacidSnake:
This game is really becoming irritating. There are many sections in the game where I died countless times because of bad level design and cheap enemies. But this part takes the cake.

http://image.noelshack.com/fichiers/2017/17/1493167112-20170425203402-1.jpg

I just died 15 times in a row. As soon as I spawn these stupid enemies straight out of demon's souls kill me in 2-3 blows, and no matter where I go I get killed because there isn't any freaking place to go. I liked this game at first but now I realize it's just another bland walking simulator with a few jumpscares here and there and aweful die and retry mechanics.

/rant off

It's no different than the first one, you bought it knowing what it is.
Captain Cockslap Apr 26, 2017 @ 6:46am 
Originally posted by Kiaren:
It feels like the game was made more for youtubers to stream than players to play tbh. I am not certain I want to continue playing. I will probably just watch the rest on youtube, as this game is more frustrating than scary at this point.

This pretty much 100%.

The game already throws any sense of tension, dread or build-up out the window after the first 10 minutes by already exposing you to too many actual threats.
After that the remaining 99% of the game is just tedious. Without any remaining bits of horror left you end up playing the game for its gameplay alone - and the gameplay is Outlast II's worst aspect.
cdc-951 Apr 26, 2017 @ 2:58pm 
Cannot agree more, this game is based on dying and retrying.
Hannah Apr 26, 2017 @ 3:07pm 
Game stops being scary when you keep dying, first encounter with the witch pretty much set the tone for the game, run backwards as far as you can and she disappears. Bad design.
Tev Apr 26, 2017 @ 3:15pm 
Originally posted by Orex/www.twitch.tv/riken13:
Quite honestly the worst part for me was that stupid narrow area right after the crucifixion scene.
Quite possibly the same. Went left, dead end. Went right, dead end. Then I realized the damn tree and oh, how stupid I felt.
Horny Shrimp Apr 26, 2017 @ 3:36pm 
The game is disappointing. Impressive mood and graphics ( and lighting ). But the ennemies very often spot you even if you just turn your head around and it's a chase with a couple of bad guys behind you... just feel like a painful try'n'reload giant QTE disguised as a chase scene.

I loved the first game and its DLC. The sequel? Not so much...

Having so many of these useless chases completely ruin the horror and suspense. I found the sequence when they look for you int othe corn field much more immersive than most of the experience.
Tev Apr 26, 2017 @ 3:40pm 
Originally posted by Horny Shrimp:
I found the sequence when they look for you int othe corn field much more immersive than most of the experience.
Probably like the only part I got done on first try too. Ha.
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Date Posted: Apr 25, 2017 @ 5:44pm
Posts: 50