During the height of the Cold War, in a world besieged by fear, the Murkoff Corporation finds its calling: kidnap test subjects, surgically implant night-vision goggles, and then let them loose inside a giant game of hide and seek. The prize is freedom, but the risk is either death… or insanity.
Canadian developer Red Barrels is no stranger to things that go bump in the night. 2013’s Outlast and its 2017 sequel Outlast II were all about blending the fear of the unseen with the fear of being seen by whatever was lurking in the darkness. In a way, the similarities to a childhood game of hide and seek are quite clear – the not knowing if you’d been rumbled as you tried to stay quiet and motionless, even though you could see your pursuer inching closer to your hiding place.
Wrapped up in a heavy storyline involving the criminally insane, murderous cultists and MKUltra mind control experiments gone awry (not that they could go any other way), the Outlast games offered something of a unique horror experience in that they encouraged players to avoid confrontation and rely squarely on the flight component of the autonomic nervous system. Creeping through the unlit corridors of Mount Massive Asylum or among the cornfields and outbuildings of Coconino County with only the night-vision mode of your video camera to aid your investigation and escape, there was something truly primal about Outlast’s brand of survival/psychological horror that, while arguably reliant on many tropes of the genre, also made them some of the most intense games of their generation.
SOCK PUPPETS
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios