Outer Wilds

Outer Wilds

View Stats:
dragonmcmx Jul 12, 2023 @ 3:50pm
(DLC) (Spoilers) Reduce frights is useless
I wanna preface by saying that I finished both the main game and DLC a long time ago and they're my favorite gaming experience of all time. I'm only writing this now because the past few days I've been going back into the game (even though I can't really replay it in the traditional sense, it's still a lot of fun diving back into the solar system, finding ways to mess with the mechanics and getting to know the world more intimately).

After some testing and pondering, I have decided that the reduce frights option does not actually address the scariest element of the EotE DLC.

What reduce frights currently does:

- Removes the music when the Strangers spot you/search for you
- Removes the music when the Strangers chase you
- Reduces the Strangers' chase speed to slightly below the player's walking speed

What reduce frights should do:

- None of the above
- Make all the Strangers have their lanterns on

Obviously everyone has a different perspective on horror games and this game. Some people seem scared ♥♥♥♥♥♥♥♥ of the horror elements in this game, others seem unbothered. I can't speak for anyone other than myself of course, but it's always seemed to me that the scariest element is the fact that there are things in the dark hunting you in that you can't see unless you expose yourself to them. That's the part the setting in question should be addressing, at least if the goal of the setting is really to make the DLC more accessible to everyone, as stated. Making the strangers visible at all times would remove much of the fear without compromising the primary gameplay bits of avoiding them + coaxing them to get past them.

That's all. Devs pls fix?
Last edited by dragonmcmx; Jul 12, 2023 @ 3:54pm
< >
Showing 1-6 of 6 comments
Bobywan Jul 13, 2023 @ 6:11am 
What you suggest would kind of break some of the puzzles but I agree that the sentence "reduce frights" is poorly chosen.
Sonic Titan Jul 13, 2023 @ 12:29pm 
Eh, don't really agree. I see where you're coming from, but your suggestion basically removes the ability for people to use the mode and still learn how to navigate through the stealth sections without it (i.e. using your lantern to bait/kite the Owlk) - you'd need to have your lantern mechanic work the same way, which I guess could work, but the lack of the Owlks using theirs the way they should, plus the lack of complete darkness, kind of ruins it.

The changes the current mode makes does reduce frights and basically trivialises those sections, but the operative word is "reduce", not "remove". There's also mods for both lights in stealth sections, flashlight in stealth/dreamworld, and friendly owlks, if someone really wants.
Salamimann Jul 17, 2023 @ 12:28pm 
If my friend wasn't with me in discord I'd have alt f4d the game several times...
Too scary even with reduced frights enabled.
It was scary enough that its dark. And that you gotta light candles with your lamp wich has a very narrow cone... All of that already scares me. Then, realising you aren't alone is scary wnough, don't need to meet any of the owlpeople.
Remember the dude watching a movie? Seeing his shadow and realising someone's there scared me so hard...
Making him stand up felt like i fckd up bigtime and i ran away as if he'd really hunt me.
admiral1018 Aug 4, 2023 @ 1:11pm 
I generally agree, and I also question if the the trigger warning before the game starts is an effective way to aid players. I've seen many players post that the warning was actually worse than the trigger, as they were constantly expecting some horrific jump scare at any moment and didn't even want to explore areas in the simulation world. The actual scares weren't nearly as bad as what they were envisioning.

But yes, for people who are very sensitive to horror, I do think having the lantern lights always on would help. Perhaps the current reduced movement speed as well.
shadowthief011 Aug 9, 2023 @ 2:45am 
Originally posted by dragonmcmx:
I wanna preface by saying that I finished both the main game and DLC a long time ago and they're my favorite gaming experience of all time. I'm only writing this now because the past few days I've been going back into the game (even though I can't really replay it in the traditional sense, it's still a lot of fun diving back into the solar system, finding ways to mess with the mechanics and getting to know the world more intimately).

After some testing and pondering, I have decided that the reduce frights option does not actually address the scariest element of the EotE DLC.

What reduce frights currently does:

- Removes the music when the Strangers spot you/search for you
- Removes the music when the Strangers chase you
- Reduces the Strangers' chase speed to slightly below the player's walking speed

What reduce frights should do:

- None of the above
- Make all the Strangers have their lanterns on

Obviously everyone has a different perspective on horror games and this game. Some people seem scared ♥♥♥♥♥♥♥♥ of the horror elements in this game, others seem unbothered. I can't speak for anyone other than myself of course, but it's always seemed to me that the scariest element is the fact that there are things in the dark hunting you in that you can't see unless you expose yourself to them. That's the part the setting in question should be addressing, at least if the goal of the setting is really to make the DLC more accessible to everyone, as stated. Making the strangers visible at all times would remove much of the fear without compromising the primary gameplay bits of avoiding them + coaxing them to get past them.

That's all. Devs pls fix?
I would disagree on one of your points, reducing the Stranger's chase speed was the only way someone as clumsy as me managed to pass by the guardians of the hole in the ground because I was always getting caught, I spent a good 6 hours on and off trying to get past them and was frustrated to no end.
This is outer wilds so I was not about to look up a guide or tips, because it would most likely spoil everything.
So briefly turning on reduced frights was the only reason I managed to pass by them and finally continue playing this great game.
Quillithe Aug 9, 2023 @ 10:34pm 
Originally posted by Bobywan:
What you suggest would kind of break some of the puzzles but I agree that the sentence "reduce frights" is poorly chosen.
Absolutely pretty badly named. I didn't turn it on because I wasn't particularly frightened, but I would have been very fine with making Strangers move slower - I wasn't really enjoying those sections.
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Jul 12, 2023 @ 3:50pm
Posts: 6