Why I Loved Outlast
Why did I enjoy Outlast so much? It certainly relied pretty heavily on jump-scares, a horror crutch that often annoys me. But none of the jump-scares in the game really bothered me, though, there was one that had no accompanying sting that stands out as possibly my favorite moment. I believe part of the reason I didn’t care so much is that it makes narrative sense to me. You’re being stalked and hunted by insane inmates of the asylum. It follows that they would surprise and attack you with no warning. And, past the opening few areas, they sort of fade away.
I liked the feeling of being in a movie. It certainly helped that your character carries around a camcorder with the intention of recording as much as possible. It has a nightvision mode that looks right out of a found-footage horror film, complete with grainy resolution and limited visibility. Entering any dark room was an exercise in creeping terror, much akin to the final sequence in The Silence of the Lambs. Creeping around in the dark, peering through the viewfinder at objects rendered in a grainy green, catching a glimpse of an inmate’s glowing eyes, not knowing if he’s harmless or intent on murder. Those moments were definitely the most nerve-wracking. That’s what most of the game ended up like. Extended moments of dread, as you creep through this broken asylum.
And, then, when you are chased, it really felt like you were in control, vaulting over desks, slamming doors shut behind you, sliding under a bed to hide. There are moments of pure brilliance, such as when, pursued by two enormous naked murders, I spied an open window. Immediately, I turned and jumped through it, grabbing onto the sill and shimmying to freedom. It was all so seamless and effortless, exactly like a movie. Despite the ease of moment and escape, you never feel safe. You’re always on edge, heart always pounding. It all felt very real to me, not game-y.
I dunno, I just really liked it.