Wednesday, 26 April 2017

The Opening Hour of Outlast is a Lesson in Horror Pacing

In the wake of the release of Outlast 2, I thought it would be a good time to make a start on one of the games that has been languishing in my Steam backlog, the original Outlast, released in 2013. Having played for the first hour or so, I thought that the opening was a great example of pacing in modern horror games.

Entering Mount Massive Asylum was one of the most nerve-wracking, tension building experiences I’ve had in a horror game. 

From the first moment, the tension builds as I drove up an abandoned-looking road at night, the radio playing ominous news announcements as I drew in closer. The signpost to Mount Massive Asylum passes by on your left and I arrived at the edge of an empty courtyard.

It is here I was able to first control my character. After reading a note detailing my reasoning for entering the asylum (to expose some kind of inhumane experimentation by a big evil corporation), the first thing I noted was the sense of atmosphere. As I have previously stated in blog posts, the sense of place is one of the most important aspects of a horror game, as it gives you the backdrop and the context for the horror. 

A mental asylum may be a cliché place to set a horror title, but here, it definitely works. The setting and environment looks ominous, the choice of night-time for the story obviously a deliberate choice. Shadows dance in a sinister way in the dark, and I am already on edge as I am looking for any movement, which, thanks to poor visibility because of the darkness, could sneak up on me any second.

Another thing I noted was how vulnerable my character was. Being told that I could not fight, only run and hide to survive, this was another deliberate choice by the designers. An important element of fear is the feeling of vulnerability, of fearing what could happen. I then learn that my mission as a journalist is to capture everything on tape, meaning I have to spend most of the game with a camera glued to my face, further reducing visibility. 

Experimentation with the controls reveals the game’s night-vision mode, which overlays the grim scenery with a green-tint, and, as I found later on, a creepy glow in the empty, lifeless eyes of the dead corpses I walk past. On top of this, when night-vision is active, while you can see somewhat in the dark, my vision of anything long-distance is drastically-reduced, and the overall blurry quality of the camera makes it harder to see. 

Given the inability to fight, the player’s only option being to run or hide, the fact that an enemy can so easily sneak up on me, given how limited my vision is, only makes that feeling of vulnerability worse.

The tension only continues to build, the music proving a dramatic masterstroke as I slowly make my way into the facility, every footstep an echoing boom as my over-sensitive ears desperately listen to the surroundings for anything that could be out of place. 

As I climb some scaffolding to get into the asylum through an open window upstairs (my character, Miles Upshur, seems oddly determined given how terrifying the game’s atmosphere is), the tension is at risk of swallowing me whole, thanks to a buildup of nerve-wracking noise from the music; that familiar building screech of any good horror film as the sound engineers give you a sense that something horrible is about to jump at any minute.

Then, as I enter the asylum proper, a horrible loud burst of static from the nearby TV, sounding like the shrill scream of an unspoken horror, startles me into alertness. I am not normally for jumpscares, but here, the jump serves only to terrify me more and build up that sense of foreboding, that overwhelming feeling in my gut that I shouldn’t be here, as I reluctantly gather my wits and continue.

As I delve deeper into the asylum, the horror in my surroundings notches the terror back up to a peak, thanks to the grim atmosphere of a broken-down facility, my imagination is wild wondering just what happened here, and seeing bodies moving just in the corner of my vision only serves to ratchet up that paranoia again.

Following this, I stumble through a dark room full of disembodied heads staring at me with pained, terrified expressions, and I’m jumpscared again, this time by a man impaled on a spike sticking out of the ground. He warns me of the horrible creatures I am due to encounter before he dies in agonising pain. 

This jumpscare was enough to scare the wits out of me and put my every sense on high alert, as I continue onward, squeezing myself through a gap until I hear a gruff voice mutter ‘Little pig’ at me from behind. 

Miles Upshur is just as horrified as I am, as he is thrown through a wall and onto the ground floor of the asylum below, as this nerve-wracking introduction draws to a close.

What I think makes this introduction so effective is the atmosphere. The developers of Outlast may have been aware that the setting for their iconic horror game, a broken-down mental asylum, is among the most cliché of locations. However, this doesn’t matter, as here the scares are done so effectively. Your surroundings all serve to build up the tension. Abandoned military vehicles and a locked front door hint at something sinister going on, but what exactly is happening here

The messy interior of the asylum itself, complete with nightmare inducing scenery and messages, hints at something horrible coming for you, allowing your imagination to dream up all kinds of horrific fates to befall the character. The sound is perfectly-paced, the intensity ramping up and down with expert pace as the game develops and you slowly unravel, and the fake-out jumpscares are well-timed, enough to let you build up that fear just enough to let the scares feel more real and visceral.

It is clear that many lessons can be learned from Outlast as to the pacing of an introduction section. So much has to be done in the introduction of a horror game; setting up the sense of place, leaving enough breadcrumbs of mystery behind for the player to be drawn in by the plot, and setting up the atmosphere so that the player feels horror in their surroundings. 

In just one hour, Outlast has done all of those things so expertly well, and it is clear how this title has influenced later survival horrors - with one sideways glance at Resident Evil 7, I can clearly see the lessons learned by the latter on how to introduce a horror story to the audience.

So far, my impression of Outlast as a horror game has been good; I do find issue with the part immediately after the introduction, however, as I found the enemies themselves somewhat lacking in effectiveness. The expert pacing of the introduction seems to have died down as the game has gone on. However, from the introduction alone, Outlast has been a terrifying treat that has gotten my adrenaline pumping and I am eager to delve back in for more.


I’m just going to wait until daylight before I play again. 

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