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Loading screens tell you about The Gospel of Knoth, the words of a man sickened by the freely-fornicating ways of the world, and has set up his own civilization adhering to his own perceived word of God. Very early on in the game, you enter a wooden boarded house, with a picture of a large priestly-looking man hanging on the wall. Then, of course, you have the subject matter. It's a triple whammy of discomfort, being blind, terrorized by incidental music and never knowing when your next rest is coming from. In an effort not to spoil what those four things are since they're pretty large plot points, I will say that despite its predictability and ease of piecing the story together, Outlast 2's execution is indeed shocking and difficult. After about half an hour in, I wrote down four things that I would expect to happen over the course of the game, and they were all correct. Outlast 2's premise is shocking - shockingly predictable. When you review the footage back, Blake has narrated some information over the top of it, filling in some blanks for us. Blake will prompt you with, "I should get a shot of this," so aim your camera at it while the red reticule fills up and the time-code runs. Since you're an investigator's cameraman, you get to shoot all of the hideous and awful footage yourself. If you have forgotten what the bloody hell is going on after being chased through a shanty town by something that looks like it could scare Death himself, you can review the information you have recorded and collected. There's a little touch here I don't think many will notice or appreciate, and that's when you hit "LS" if you're within this "inventory." Blake will move on and the menu closes, which I feel like adds a sense of urgency to the overall feel of Outlast 2.Įvery time you look at the camera, Blake will repeat your current objective, and you might be so scared you forgot. There you can see how many batteries you have remaining, how many bandages you carry, and check your camera. Hitting the window button on the Xbox Controller changes the screen's point of view, looking down at Blake's coat. If you can escape for long enough, or you have a bit of breathing space and you're still bearing enough of your wits to pay attention, you can heal any hurts Blake has with bandages.
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I liked that I could leave the night vision mode on as I raised and lowered by the camera, preventing me from needing to activate it every time I looked through. In the darkest areas, you'll need night vision to see the extra consumables. Forcing you to choose between the relative comfort of being able to see with your night light or saving what battery power you have left puts you in an even harder situation. This turns the screen from pitch darkness to a sea of ghostly green, but activating it depletes the battery quicker. Blake, unfortunately, did not eat his carrots as a young boy, and you'll have a heavy reliance on the night-vision mode on his camera. If you allow the game to intimidate you it can be challenging, but keeping a cool head and taking in your surroundings as much as possible is imperative. The music changes to thumping drums and howling synths and strings the second you're in danger, which can be a surprise at times, being caught unaware. It's this kind of relentless attitude that makes Outlast 2 so much more stressful.
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Guys will appear seemingly out of nowhere, and the antagonist you see in the trailer above with the large scythe pops up and chases you off, only to appear behind you once you return. Enemies chase you for extended periods of time, you'll be running for your life to break line of sight long enough to hide, and you'll be requiring to use the "LB" button a lot to check over your shoulder to see how close your pursuer is. So the only way to survive anything is to run or hide. Outlast 2 plays a little bit more like an action game than Outlast did, however, you're still not able to attack or fight back in any way.