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Think about the possibilities that can be created from started to attack some enemies not from the beginning, but after the middle of the game, when we're already familiar with the whole scenario and etc.
I think that it'll improve the game a lot.
It wouldn't be ANY kind of Outlast, because Outlast is not that kind of game. Try some of the earlier Resident Evil Games or Dead Space, but don't expect to make a completely different game change just to please you.
You mean making it more realistic and removing the immersion breaking ♥♥♥♥♥♥♥♥ i had to deal with?
Again, i am not talking about a way of KILLING your opponent.
Heck, they could simply add an option to at least push your enemy away for all i care.
In Outlast this happened multiple times:
An enemy cornered me and all i could do was watching him beating my character to death.
That totally breaks the immersion and once you see that you realize how boring those sequences become.
And do not give me the "your character is no man of action" ♥♥♥♥♥♥♥♥.
It is a natural instinct to defend yourself. Your body is filled with adrenaline and you want to survive.
Even Amnesia had a way to stun your enemies for a couple of seconds.
adding a simple option would make this game magically an action game?
Yeah, no, make sense.
"Lets turn Outlast into something that isn't Outlast"
No.
If you don't like this kind of game, go play a different kind of game.
As a matter of fact I've enjoyed Outlast a lot, it's quite amusing since from the beginning. The scenario and the story is just what I was expecting from a horror game, don't be mad at me just for what I'm trying to explain, perfectly explained by RacistCoffee. I love you all!
Makes sense.
As for combat in Outlast II, the player's fighting ability would have to be carefully limited to keep the focus on hiding and running. Weapons would have to be improvised and fragile to promote their use as a frantic last resort, rather than as a reliable method of progressing. Could be cool, but might be hard to implement and balance, idk.
I think traps are an even better idea; they would mesh perfectly with the original game's action. Use stealth to gather all the trap's components and set it up out of the enemy's view, then start a chase and lead the enemy into it, without triggering the trap yourself (or being outrun and murdered). Seems like a great fit, IMO.