Outlastis one of the scariest and most impressive horror games in recent memory. In it, you walk around a creepy Asylum, trying to avoid any dangerous monsters that may be stalking the halls. 'Avoid' is the keyword, as there is no way to fight back in this title. You simply must hide from your adversaries.
It's a mostly linear experience, as there are no side quests to complete or giant areas to explore. So, as you can guess, it's not the longest game in history. If you want to know its exact length, all the information is included in this guide.
According to HowLongToBeat, it takes around 5 hours to beat the story. Because of the linear nature of the game, your first playthrough probably won't be much longer than that.
Achieving 100 percent competition in Outlast means finding all the documents and recordings, plus earning all the achievements or trophies. This type of run will take you around 10 hours to complete.
One of the most distinctive things about collectible documents is that they allow you to flesh out little details in the world, without interrupting the flow of the main story. The Silent Hill franchise exploits this to great effect, by littering the streets of its eponymous town with insightful, non-compulsory extras, like brochures and advertisements for local events.
From these, we get a lot of worthwhile context about the location and those who once populated its schools, seedy apartments and eerie amusement parks. Being able to immerse yourself in all this history makes for a much more absorbing experience, as the town feels like a real, lived-in place, as opposed to a bunch of pixels on the screen. Team Silent are evidently proud of this aspect, as they give you a pop-quiz on the subject in the second game!
With collectible documents, developers are given license to include details like these, without having to worry about bogging down their products with too much backstory or superfluous information. Such an opportunity is not afforded to a medium like film, where storytelling needs to be more concise and creators are regularly forced to trim anything that is deemed inessential to the plot.
The section of the DLC wherein you are pursued by this frenzied madman is one of the most unnerving in recent memory, a quality that is accentuated perfectly by the exquisite build-up. Particularly ominous is the little rhyme that you come across immediately before the encounter:
This feeling of uncertainty is emphasized by an assortment of Dictaphone recordings, that force you to contemplate your deeds, as you kill multiple innocents in order to rescue your surrogate-daughter, Ellie. The collectibles do this by humanizing and generating sympathy for each of your victims, especially Marlene.
Despite numerous reinventions over the years, there are certain things that remain consistent across the Resident Evil series. Surely one of the most notorious staples is the use of overly-elaborate architecture, as almost every game features a setting that is inexplicably riddled with secret passageways and labyrinthine corridors.
Some of the more substantial nuggets of intel can actually be gleaned from item descriptions, as the developer uses these paragraphs to economically provide context about the surrounding world. For example, in Bloodborne, there is a projectile known as the Pungent Blood Cocktail, which is essentially a form of bait used to lure enemies.
Despite having repeatedly stated that his dream project is a hockey biopic about the Philadelphia Flyers, rocker-turned-filmmaker Rob Zombie has developed an inaccurate reputation as a predictable director who can only tell stories about foul-mouthed redneck murderers. Thankfully, Zombie got the chance to make at least a couple of movies that broke the Firefly Family mold, and the best of these has to be his supernatural spook-fest, The Lords of Salem.
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