Outlast 2 is, by all human concepts, the image and the opportunity of hell. With this play of connection to Dante’s hell in divine comedy, you will find surprisingly many similarities in the order of levels, parts of the story, etc. Of course this is by no means a coincidence – as opposed to the first part, the couple deals with religious themes He hates extreme motives – martyrdom, infanticide, sects, apocalypse and even pedophilia in priestly circles – these are just some of the motifs that Outlast 2 depicts hell on earth.
His hell is Temple Gate and it’s a small town in the midst of an American stake. The town is managed by Father Knoth who orders her subjects to kill all children for reasons that you discover later in the game. The unlucky place is for the couple, Blake and Lynn Langermann, to record a documentary about a murdered pregnant woman. Langermann quickly falls into the real nightmare, and the player in the role of Blake tries to save his wife and the living head of thirsty sectarian blood.

However, do not go too long before you understand how the plot is not going to be foreseen for a while. Blake experiences the hallucinations that lead him to past, traumatic times, and some of his comments do not match what he is currently experiencing. In addition to all this, it becomes clear to you that religion has made a break in Temple Gate so you do not just fight a single cult.
A significant piece of the story is left to the player to interpret. I would not want to serve your ideas before time, but I’ll just say that Red Barrells saw the best possible pattern when it comes to stories in horror games. However, the performance is a little problematic because for a deeper understanding of the story you still have to collect letters, which is the last thing you have in mind when you are terrified to see if there is someone behind you. If nothing – at least all the documents can be seen peacefully – even from the game’s main menu.
„The religious framework Outlast 2 gives a very interesting explanation of the basic question – why all of you want to kill in the game.“
The Outlast 2 religious framework gives a very interesting explanation of the most fundamental issue – why all of you want to kill in the game. For example, a very specific enemy constantly pronounces your lithium as you persecute, and when you listen to what you say, you see there is some reason, the conviction of why you should be punished. Like every exaggeration in the interpretation of biblical quotes – that belief is stupid from your perspective, but the enemy is more interesting because it is not usually a monster that is wild and attacking only you. On the other hand, there are enemies that do not attack you, but you never trust them because they knife them like they need sharpening.
Outlast 2 is truly maestral in setting a horror scene. In a single scene, run smoothly through the corn and search for the exit while you are watching the camera where enemies are. In the second scene, you see a woman drowning a dead baby beside four lizards with sordid children’s corpses. In the third scene you find yourself in the middle of a lazy camp and run away from a retarded two who want to bury you. Get on someone’s hose. Trumpet of the vase as decoration. You go through a bunch of chains and you’re not sure if you’re a noise or someone behind you.
„Outlast 2 is maestral in setting up a horror scene and is a true poetry for genre lovers.“
Rarely when you have a moment to surrender, and an even shorter place to feel safe. Unlike other horror games, in Outlast 2 your enemies are tracking you everywhere. If you think I can not crawl for you – you’re cheated. If you think you will stop them if you close and lock the door behind you – this is not Resident Evil 7. And it is still true that there is no rule of struggle, so you can meet your friends – as you know.

The game environment is now a bit more open than in the first part, though not much, it’s just an impression because most of the actions take place in the open air. Most of this space is in the dark so the main mechanics are still using night mode on the camera, with a convenient addition that now you can use the camera to track the sound of nearby enemies. You also have a lot more objects that you can hide, but this is mostly secondary mechanics. The best moments of Outlast are still in the pursuit, during which you have to react quickly and remain cold heads while the fools are playing for you. In those moments, you feel the pressure best, especially when you need to open the passage and you will doubt it if you succeed in time.
„Most of the close encounter with enemies here means automatic dying.“
Unfortunately, the rest of the gameplay is pure frustration for one single reason: most of the close encounter with the enemies here is instantly dead. One blow – you’re done, and it’s a normal weight setting. In only 5% of cases, I have the opportunity to reject the enemy of myself, but this is valid only for those who do not carry weapons, and that is very little. The result is that during the seven-hour campaign of Outlaw 2 I was killed over a hundred times.
Not that I’m particularly skilled in such games, but I’m not so tired that the problem is in me because such things did not happen in the first Outlast. At this first encounter with the enemy I had been killed eight times in a row before I realized that it was pointless to hide, run back, and so on. I literally caught the sprint and walked past the enemy as if it did not, which tactics I could not prepare in advance. But sprinting is not always the answer because it has died several times because I sprinted where it was supposed to walk.
„There is an option to dodge enemies, but it’s not very useful if space does not allow you.“
The problem with the design is visible because you have the option of dodging enemies before attacking you, only in most cases in slums where this dodge is not foreseen – the game simply lets you hide from the enemy. This is not a bad thing, but would not it be more useful to have mechanics of defenses than attacks, like Resident Evil 7, instead of the mechanics of eviction? Outlast may not need a weapon, but if there was a button that could protect you from the attack and halve the damage you would at least have an extra chance to get the situation out to the better if the enemy has noticed it. This is how you are dead if you see them because they need only one blow to kill you, and some can kill you remotely.

Particularly frustrating parts are taking place in the school where you are trying to find out. These enemies appear from the air, they always bend you and there is no eviction. The first two or three times are terrible, but when each end of the game is repeated at least three times, the fear of such deaths and even more frustration is lost.
„The most terrible segment of the game is its music – at its best possible compliment.“
In the end, it turns out that the most terrible part of the game is not huge crampons, broken limbs, worms, vomiting blood, or huge tongues out of the well. The most frustrating part of Outlaw 2 is his music I will love to declare the best music in horror games so far. Yes, that’s so good! One piece specially lays blood in the jugs and contains some sounds of old steam trains. Where is the inspiration for such a thing – there is no concept, but the thing works wonderfully in combination with the remainder of the soundtrack. The result is that my thorns were passing through the body each time a certain enemy appeared.
The graphics side of the game is not particularly spectacular, but the visual impression saves a great sense of contrast and light contrast. The most common source of light here is moonlight and fire, which is for horror lovers like some poetry. The dark corridors with the distant light look fantastic, and in some grimy way is the iconography of death, which you can see on the accompanying pictures in this review.
The only thing that screenshots will not portray is that unfortunate design that is more frustrating than it scares. Enemies are ugly and horrible enough to present a clear threat and no chance of killing you with one blow. It really did not need to overdo it, at least not at the lowest weight setting. This is how we have a very good horror title that is the sweetest treat for fans of genres, but the game best to chew it in shorts. If you go through it, there is a great chance that you can hardly wait the end just for the reason that you see a story break.



