No need to apologize for your well-reasoned opinions. People can disagree with you all they'd like. If they respect you at all, they'll continue to watch, regardless.
Mauler could probably stand to apologize to that Investigamer guy after mocking him over the door mechanic, considering Mauler was totally wrong about that.
Almost positive you can't actually *close* the doors quietly. You can open them forcefully or silently, but not for closing. The reason for that mechanic is because the game developers assumed you'd only close doors to slow pursuers, not after you enter a room. I'm surprised MauLer made this mistake.
Nuclearchezburgr 385 Yeah you can’t, it actually bothers me that he ragged on the guy for being unobservant while also being unobservant himself by completely misinterpreting what the guy was saying
@@MrDudeman9442 was this during the Whistleblower DLC? I think the characters close the doors differently - which you can take to mean it was a corrective action from the original Outlast, or that it shows the characters having different personalities (one more aggressive, and the other more timid)
It's funny when you realize TheInvestigamer has less subscribers now than he did 2 years ago and rebranded his channel to talk exclusively about politics.
I'm of the opinion that this community is better off staying out of politics. I dont care what side of the fence your on but you can alienate your fans that do. Were supposed to be here for games because people of all backgrounds and opinions can enjoy a video game and that unifies people in a way dont it. Dividing a fanbase with the current political climate is a step backwards in my opinion.
Outlast frustrates me because it's pretty much a mess but there are moments like Trager that really work for me. Pretty mediocre game from what I remember, but hey it was good let's player fodder... If I remember Whistleblower was significantly better but it's been a while. Great analysis as always, you are the Mr. Plinkett of horror games.
Recently started watching Mauler's content because of his phenomenally well done TLJ review and gotta say good shit through and through. Will say that little rip on invetigamer at 3min in though was a little weird as he was saying that there is no way to close a door quietly only slamming them shut, yes you can slowly open them to peek into a room but the game has only SLAM for closing them. Its a weird little nitpick I know and even weirder on the devs side that they didnt make the mechanic go both ways in the operation of the doors.
The two valves part is where I stopped caring for the game. At this point it all became artificial and gamey. It was not a horror anymore, I stopped seeing Chris and started to see a programmed obstacle I had to avoid. This is where I basically gave up and stopped playing. The game lost me because it was no longer an investigation of a creepy manor. It was a straight up task to perform and it's not what horror should be. There should be such set pieces in horror games, but they should serve a purpose: learn more by doing them or escape by doing them. Here, they are the goal within themselves. I wasn't given a chance to investigate on my own. I shouldn't be just told what to do in a horror game! I should find it out or someone/something should suggest it. Here, by spelling it out before I even knew where I was, all mechanics became obvious and the layer of horror disappeared. It that was left was just a mechanical toy.
"but they should serve a purpose: learn more by doing them or escape by doing them. Here, they are the goal within themselves." Sorry to break it to you, but draining the water actually enabled you to *escape* down the ladder. So no, it was not entirely a goal just being a goal.
@@goji5887 the problem is, this task was given to me before I even had a chance to absorb the fact that there is a ladder and this is a way to escape I should take. If they just let me explore a bit and find it out on my own, I'd be fine with it, but when they first tell me WHAT to do and then I learn WHY, this is just garbage.
You probably won't see this but great series on Outlast. Although I love outlast 1, you made me realize it's many flaws I would have otherwise ignored. I'm still gonna go back and it play it tho lol
My interpretation for why you need to use the camera to get notes is that the character is quietly narrating those thoughts into the camera for documentarian purposes. Kinda like when, in a found-footage movie, the character would point the camera at their face to give a little monologue about how scared they are or how messed up everything is -- except without having to stop the game and play a little cutscene of the character talking at the the front of the camera.
I just now saw this, pretty good analysis! I'm not surprised someone would dunk on a 10 year old video of mine, you'll probly find a lot of wrong things in the videos of me being 19 and acting 19 hahaha. Interestingly though... you were totally wrong about my 19 year old self in this case! The video you responded to was my first Outlast video. The closing doors silently mechanic was not in Outlast at first launch, it was added in the Whistleblower DLC 😅. Even funnier, if you watch my follow-up video on Outlast Whistleblower, at time stamp 2:13 I mention my previous critique and intentionally give props to the devs for adding quiet door closing to the game in Outlast Whistleblower. Also the opening tutorial explained how to open a door slowly not close it slowly, and I stand by my decision to turn off tutorials and continue doing so to this day 😂 Otherwise though, great video buddy, solid and nuanced critique overall!
One of the best things about alien isolation to me was the dynamics of how your enemies would interact sometimes. In areas where a lot of humans were trying to kill me, I usually just baited them into making enough noise to draw the alien out. And while the alien killed them I would hide and or escape. Personally I adore alien isolation and would love to hear your thoughts, but the game’s following is kind of a niche group, and the game has its frustrating flaws and features like how raising the difficulty basically just puts the alien on a shorter range tether from the observer AI.
i was surprised that isolation could make me scared of gigers alien again. It just doesnt look scary, its a dildo on legs. Even more respectable that the game made this silly model so frightening
>niche group >one of the most hyped double-aa horror games of all time regularly and unjustly having it's braindead antagonist be included in some sort of "Top Bazillion AI enemies so smart you would not believe this" list
+MauLer Currently, I'm playing Outlast and Whistleblower again to see if it was as good as I remembered it and to make sure your problems with the game are valid (I'm not saying that I don't believe you, I just want to make sure we're all on the same boat and if it's not just me being too positive about the game), especially with the story leaving certain details vague. There were some problems I definitely remember, like the game being too scripted and that one moment where Chris teleports right in front of you, that moment was cheap and lame.
I wanted to thank you, Mauler, for your well-crafted review of this game, and one I so far have found myself agreeing with on the vast majority of points you have raised so far. I always felt like a bit of an outsider when I repeatedly heard of people saying this game was a great horror experience, yet my experience with it throughout was ok-ish at best and very disappointing at worst. I always appreciate finding someone who can put into words what you can't quite explain yourself, and your series of videos have so far done that quite well.
Might I add too that one thing which is really special about Frictional is how they tell a complete story (sometimes in multiple parts) but they tell a story, are done with it, and then move on to their next project. I swear to god RedBarrels is milking the living fuck out of Outlast. You got the game, then the DLC, then the sequel (which I didn't play but it looked bad) then the comics, all this extra shit...and I heard they're making a VR game "in the Outlast universe". Oh yeah, Outlast, what a great "universe". I don't hate this game or anything, I enjoyed it for what it was but the Outlast "universe"? Gimme a break!
@@danielsurvivor1372there is a difference between milking a franchise to actually exploring, expanding and adding new ideas to an already made work . For example I will use Shrek the Franchise. The second movies masterfully explored the previous ideas of shrek and fleshing out shrek as a character and person . In the end Shrek 3 was just milking the Franchise, it didn't expand or add anything and completely made a joke of it self . Happily Ever after is also a great end to the Shrek Franchise .
Hmm, there’s a disturbing lack of torture going on in this game, seriously I think it would have been much improved if you actually got to wander passed rooms where bad things are happening, No .. I don’t find a lot of what is going on all the scary. You see the aftermath of certain events but hardly any actual cruelty in progress. Just think it would have made for a far more visceral, disturbing and entertaining game. These game developers always seem to have a one track mind .. picking on evisceration, amputation and nullification as their main torture. I find it boring, considering there are far worse non-destructive, but equally pain and terror inducing tortures to choose from. I dunno? .. I just want some damn variety.
As far as AI goes, the fact that I, an admittedly novice speedrunner, managed a decent time on insane mode without much issue should say a lot. Its beyond easily manipulated
I don't get that. He complained that there was no way to close doors quietly, which there isn't. Then the creator of this video basically called him a retard for not reading the first tutorial. Which says how to OPEN a door quietly. Mauler totally missed the point.
I don't want to be an asshole but i believe the noisy door issue is in closing the door if im not mistaken not opening. You can control opening and closing the door genly but as far as I know he always slams the door shut if you didnt start the opening door animation. Im not sure tbh but I remember checking it cause I kept thinking I was gonna alert enemies.
It can actually be fun to critique games you love ( or watch it be critiqued in my case) because it allows for a deeper understanding and appreciation for the game in question. I personally adore outlast but not being the best at understanding what makes a good game, story, and world I like to watch people lay it out so I can begin to understand it.
You cannot close doors quietly. You can only open them quietly. Unless you're being chased, closing a door behind you isn't necessary, so Miles always slams it.
A lot of my biggest problems with the immersion could have been fixed if they actually had it established that the wallrider kills everyone that escapes the asylum.
I would have to agree, but you'd have to redesign the entire first level though as the courtyard would be littered with corpses and bodyparts. You need that segment in the beginning when things are eeri quiet to make a player feel unsertain. Maybe additional fencing around the asylum? That would make sence considering patient population and MURKOF being zealosly protective of information on their "reaserch". As player walks from the outer fence to the inner one you keap things quiet, may be throw in some clues for visual storytelling. On the other hand it creates a bunch of problems. If you show the spooky monster right at the start of the game their will be no build up. Plus a bloodbath in the courtyard would be enough evidence for Upshur to film and leave immidiatly so there have to be an explanation why he can't. And it can't be the Wallrider. Maybe another squad arriving cutting of the escape route and they would know an outsider is sneaking about because they would've seen Upshur's badge in the car (or the car it self would be enough). By the way, where is the bloody parking lot? How the hell people are supposed to get to their working places? Do they all catch a bus? I dunno that checkpoint area looked pretty narrow. Could add that parking lot in between them fences... Whatever... Have the player hear mercenaries' chatter something like "Search the area" and "Shoot first, ask questions later" so the player would be pushed inside the asylum. Have them shoot the plaeyer if he tries to leave (miss him a couple of times so there would be an understanding that those mercenaries mean buiseness) The front door would be closed (after escapees are killed) as "father" Archinsomething wouldn't want anyone leaving as they are about to witness his god in full glory. The slaughter in the courtyard wouldn't make sence to the player, so have a couple of notes or writings on the walls to hint at what happened. Maybe have there a patient murmuring something about the courtyard and the Wallrider or, even better, have the "father" explain that to you as he has the player by security monitor as he shows him how newly arrived squad being wiped out by the Wallrider. The question remainig is why wouldn't Wallrider kill Upshur outright but the game has this problem also so I don't want to think about it right now. After that the game goes as normal. EDIT: Pacing is awful, I'll admit, but what you gonna do...
Even though it's completely false. You can't CLOSE doors quietly you can only OPEN them quietly. Mauler was only being an asshole there. An incorrect one at that.
Would it be better to have a a selector option at the beginning of the tutorial sections to toggle what options you would need guidance through? For someone picking up a game for their first time ever they could choose all. A person who has played many games could choose game specific. And someone who has played the game before could select none at the very beginning.
In the console release of outlast you can't close the door quietly. Its just tap x to close the door and it always slams. You can't close the door quietly on console.
I realized after running it twice or more that everything is very scripted Even if walker basically never saw me period he still follows me Like how thats not how people work
You call the camera a restriction, which is what Noah called it at the beginning of his review - which you questioned in an earlier part. Sounds like the same point to me.
I have to criticise the very first cutscene, where Miles is barely moving the steering wheel to take a sharp turn at the very and for parking the car. This looks so stupid and lazy at the same time.
I don't know about that. Isn't every choice in a video game made to avoid boredom? The choice to play a game at all is usually to fight boredom. The question is not if you're fighting boredom, it's did you win?
i go to the config files and increased my walking speed because I got bored by the time I reached the prison cell area for the first time and left the game for a month I didn't even finish it
I was drunk as fuck when i beat this game, all i did was run past anything that was gonna kill me and when i was turning billy's life support off i only saw hime once after i saw him killing chris, and that was because i got lost and then didnt even hide from him, he just floated past
Oh, so you didn't actually watch any of his videos, like his 14-part orgasm over Amnesia and SOMA and his general praise of RE7 (with caveats). You should probably do that before posting off comments so you don't look like a negative moron.
A pretty good series so far but you spend way too much time shitting on small RUclipsrs and not enough talking about the game. Yes, there’s a lot of poor quality videos from smaller creators. No, we don’t need you to pause to make fun of one every 5 minutes. Just talk about the game.
What was that rip on the Investigamer? He was talking about how you're unable to close a door quietly then you basically said "what the fuck are you talking about, you can open doors quietly, you idiot, can you not even read?" How did you miss the point so spectacularly?
He was right. Mauler was wrong. You can OPEN doors slowly and quietly, but you can only slam them shut when CLOSING them. Mauler makes a lot of factual mistakes in his videos, especially when he's trying to insult someone; don't take his word as gospel.
No need to apologize for your well-reasoned opinions. People can disagree with you all they'd like. If they respect you at all, they'll continue to watch, regardless.
Mauler could probably stand to apologize to that Investigamer guy after mocking him over the door mechanic, considering Mauler was totally wrong about that.
@@jroggs85 nah. :/
@@jroggs85 He really should, but being an asshole is part of the schtick
well reasoned? xD Like not knowing how mechanics work and then giggling at other creators who actually know whats up? :D
@@ich3730 ... are we really trying to open an argument on a 4 year old comment? I feel there are better ways to do it.
Almost positive you can't actually *close* the doors quietly. You can open them forcefully or silently, but not for closing. The reason for that mechanic is because the game developers assumed you'd only close doors to slow pursuers, not after you enter a room. I'm surprised MauLer made this mistake.
Nuclearchezburgr 385 Yeah you can’t, it actually bothers me that he ragged on the guy for being unobservant while also being unobservant himself by completely misinterpreting what the guy was saying
I’ve done it many times, it’s extremely possible
@@MrDudeman9442 was this during the Whistleblower DLC? I think the characters close the doors differently - which you can take to mean it was a corrective action from the original Outlast, or that it shows the characters having different personalities (one more aggressive, and the other more timid)
Nuclearchezburgr 385 good point, I don’t remember if it was base or DLC. Only one way to find out lol
@@nuclearchezburgr3857 i think its possible if you use mouse and keyboard
It's funny when you realize TheInvestigamer has less subscribers now than he did 2 years ago and rebranded his channel to talk exclusively about politics.
Damn
Hi chaseface!
I'm of the opinion that this community is better off staying out of politics. I dont care what side of the fence your on but you can alienate your fans that do. Were supposed to be here for games because people of all backgrounds and opinions can enjoy a video game and that unifies people in a way dont it. Dividing a fanbase with the current political climate is a step backwards in my opinion.
That's pretty gay, ngl
Outlast frustrates me because it's pretty much a mess but there are moments like Trager that really work for me. Pretty mediocre game from what I remember, but hey it was good let's player fodder...
If I remember Whistleblower was significantly better but it's been a while. Great analysis as always, you are the Mr. Plinkett of horror games.
Watching this after EFAP makes Mount Massive so funny.
Recently started watching Mauler's content because of his phenomenally well done TLJ review and gotta say good shit through and through. Will say that little rip on invetigamer at 3min in though was a little weird as he was saying that there is no way to close a door quietly only slamming them shut, yes you can slowly open them to peek into a room but the game has only SLAM for closing them. Its a weird little nitpick I know and even weirder on the devs side that they didnt make the mechanic go both ways in the operation of the doors.
The two valves part is where I stopped caring for the game. At this point it all became artificial and gamey. It was not a horror anymore, I stopped seeing Chris and started to see a programmed obstacle I had to avoid. This is where I basically gave up and stopped playing.
The game lost me because it was no longer an investigation of a creepy manor. It was a straight up task to perform and it's not what horror should be. There should be such set pieces in horror games, but they should serve a purpose: learn more by doing them or escape by doing them. Here, they are the goal within themselves.
I wasn't given a chance to investigate on my own. I shouldn't be just told what to do in a horror game! I should find it out or someone/something should suggest it. Here, by spelling it out before I even knew where I was, all mechanics became obvious and the layer of horror disappeared. It that was left was just a mechanical toy.
"but they should serve a purpose: learn more by doing them or escape by doing them. Here, they are the goal within themselves."
Sorry to break it to you, but draining the water actually enabled you to *escape* down the ladder. So no, it was not entirely a goal just being a goal.
@@goji5887 the problem is, this task was given to me before I even had a chance to absorb the fact that there is a ladder and this is a way to escape I should take. If they just let me explore a bit and find it out on my own, I'd be fine with it, but when they first tell me WHAT to do and then I learn WHY, this is just garbage.
What i wouldnt give to see an alien isolation review😊
You probably won't see this but great series on Outlast. Although I love outlast 1, you made me realize it's many flaws I would have otherwise ignored. I'm still gonna go back and it play it tho lol
Yeah same I still think it’s a good horror game but he has a lot of valid points
- xXCrhiss-WalkerXx joined the server
- MILES_UP has abandoned the server
This comment is giving me 2012 vibes
My interpretation for why you need to use the camera to get notes is that the character is quietly narrating those thoughts into the camera for documentarian purposes. Kinda like when, in a found-footage movie, the character would point the camera at their face to give a little monologue about how scared they are or how messed up everything is -- except without having to stop the game and play a little cutscene of the character talking at the the front of the camera.
I just now saw this, pretty good analysis! I'm not surprised someone would dunk on a 10 year old video of mine, you'll probly find a lot of wrong things in the videos of me being 19 and acting 19 hahaha. Interestingly though... you were totally wrong about my 19 year old self in this case!
The video you responded to was my first Outlast video. The closing doors silently mechanic was not in Outlast at first launch, it was added in the Whistleblower DLC 😅. Even funnier, if you watch my follow-up video on Outlast Whistleblower, at time stamp 2:13 I mention my previous critique and intentionally give props to the devs for adding quiet door closing to the game in Outlast Whistleblower.
Also the opening tutorial explained how to open a door slowly not close it slowly, and I stand by my decision to turn off tutorials and continue doing so to this day 😂 Otherwise though, great video buddy, solid and nuanced critique overall!
new efap guest? 🤔
9:20 - obviously he'd prefer having a rear-view mirror at the top of the screen, visible at all times for your convenience.
One of the best things about alien isolation to me was the dynamics of how your enemies would interact sometimes. In areas where a lot of humans were trying to kill me, I usually just baited them into making enough noise to draw the alien out. And while the alien killed them I would hide and or escape. Personally I adore alien isolation and would love to hear your thoughts, but the game’s following is kind of a niche group, and the game has its frustrating flaws and features like how raising the difficulty basically just puts the alien on a shorter range tether from the observer AI.
i was surprised that isolation could make me scared of gigers alien again. It just doesnt look scary, its a dildo on legs. Even more respectable that the game made this silly model so frightening
>niche group
>one of the most hyped double-aa horror games of all time regularly and unjustly having it's braindead antagonist be included in some sort of "Top Bazillion AI enemies so smart you would not believe this" list
+MauLer Currently, I'm playing Outlast and Whistleblower again to see if it was as good as I remembered it and to make sure your problems with the game are valid (I'm not saying that I don't believe you, I just want to make sure we're all on the same boat and if it's not just me being too positive about the game), especially with the story leaving certain details vague. There were some problems I definitely remember, like the game being too scripted and that one moment where Chris teleports right in front of you, that moment was cheap and lame.
Another id love to see your take on is “Call of Cthulhu: Dark Corners of the Earth”.
Is it sad that my life passes by so quickly I don't realize it's been two days since the last part and I swear you uploaded Part 3 only yesterday?
I wanted to thank you, Mauler, for your well-crafted review of this game, and one I so far have found myself agreeing with on the vast majority of points you have raised so far. I always felt like a bit of an outsider when I repeatedly heard of people saying this game was a great horror experience, yet my experience with it throughout was ok-ish at best and very disappointing at worst. I always appreciate finding someone who can put into words what you can't quite explain yourself, and your series of videos have so far done that quite well.
Might I add too that one thing which is really special about Frictional is how they tell a complete story (sometimes in multiple parts) but they tell a story, are done with it, and then move on to their next project. I swear to god RedBarrels is milking the living fuck out of Outlast. You got the game, then the DLC, then the sequel (which I didn't play but it looked bad) then the comics, all this extra shit...and I heard they're making a VR game "in the Outlast universe". Oh yeah, Outlast, what a great "universe". I don't hate this game or anything, I enjoyed it for what it was but the Outlast "universe"? Gimme a break!
And despite all of those extra bits, it's story is still smaller and less insightful than a Frictional work < from my perspective anyway
What about Machine for pigs? And then Amnesia 2? Isn't that basically milking the game?
@@danielsurvivor1372there is a difference between milking a franchise to actually exploring, expanding and adding new ideas to an already made work .
For example I will use Shrek the Franchise. The second movies masterfully explored the previous ideas of shrek and fleshing out shrek as a character and person .
In the end Shrek 3 was just milking the Franchise, it didn't expand or add anything and completely made a joke of it self .
Happily Ever after is also a great end to the Shrek Franchise .
Hmm, there’s a disturbing lack of torture going on in this game, seriously I think it would have been much improved if you actually got to wander passed rooms where bad things are happening, No .. I don’t find a lot of what is going on all the scary. You see the aftermath of certain events but hardly any actual cruelty in progress. Just think it would have made for a far more visceral, disturbing and entertaining game. These game developers always seem to have a one track mind .. picking on evisceration, amputation and nullification as their main torture. I find it boring, considering there are far worse non-destructive, but equally pain and terror inducing tortures to choose from. I dunno? .. I just want some damn variety.
As far as AI goes, the fact that I, an admittedly novice speedrunner, managed a decent time on insane mode without much issue should say a lot. Its beyond easily manipulated
The "Find the Fuses" puzzle reminds me of the "Find the car batteries" puzzle from Half-Life 2. Except there it was actually done properly
0/10 - my mouse sensitivity is too high!
Doesn't make you feel like batman
That slam doors part was sooo good! Well done investigamer!
I don't get that. He complained that there was no way to close doors quietly, which there isn't. Then the creator of this video basically called him a retard for not reading the first tutorial. Which says how to OPEN a door quietly. Mauler totally missed the point.
If the original Outlast was a linear trial and error game full of cheap jumpscares, then Outlast 2 is that cranked up to eleven.
They are both as linear as cock of duty.
I don't want to be an asshole but i believe the noisy door issue is in closing the door if im not mistaken not opening. You can control opening and closing the door genly but as far as I know he always slams the door shut if you didnt start the opening door animation. Im not sure tbh but I remember checking it cause I kept thinking I was gonna alert enemies.
You *can* open the doors quietly, but they didn't allow you to close the doors quietly until Whistleblower if my memory is correct.
Looking at him, I thought the "Investigamer" was Quinton :O
"only one way to go and thats fast" s...ss....sonic?
It can actually be fun to critique games you love ( or watch it be critiqued in my case) because it allows for a deeper understanding and appreciation for the game in question.
I personally adore outlast but not being the best at understanding what makes a good game, story, and world I like to watch people lay it out so I can begin to understand it.
BROO can we just acknowledge how amazing mauler is at making these critiques I love his videos
>Turns off tutorials
>Doesn't know how to close doors silently
>Buttmad
Don't forget "Investigamer"!
You cannot close doors quietly. You can only open them quietly. Unless you're being chased, closing a door behind you isn't necessary, so Miles always slams it.
You can't close them quietly though, only open them quietly
@@dthbdbsfgh they should have tbought about it anyway
I know right? Honestly one of the most bizarre annoyances I've ever seen someone have. I also have the feeling he doesn't know how to smoke
I love outlast and I’m enjoying the series a lot.
A lot of my biggest problems with the immersion could have been fixed if they actually had it established that the wallrider kills everyone that escapes the asylum.
I would have to agree, but you'd have to redesign the entire first level though as the courtyard would be littered with corpses and bodyparts. You need that segment in the beginning when things are eeri quiet to make a player feel unsertain. Maybe additional fencing around the asylum? That would make sence considering patient population and MURKOF being zealosly protective of information on their "reaserch". As player walks from the outer fence to the inner one you keap things quiet, may be throw in some clues for visual storytelling. On the other hand it creates a bunch of problems. If you show the spooky monster right at the start of the game their will be no build up. Plus a bloodbath in the courtyard would be enough evidence for Upshur to film and leave immidiatly so there have to be an explanation why he can't. And it can't be the Wallrider. Maybe another squad arriving cutting of the escape route and they would know an outsider is sneaking about because they would've seen Upshur's badge in the car (or the car it self would be enough). By the way, where is the bloody parking lot? How the hell people are supposed to get to their working places? Do they all catch a bus? I dunno that checkpoint area looked pretty narrow. Could add that parking lot in between them fences... Whatever...
Have the player hear mercenaries' chatter something like "Search the area" and "Shoot first, ask questions later" so the player would be pushed inside the asylum. Have them shoot the plaeyer if he tries to leave (miss him a couple of times so there would be an understanding that those mercenaries mean buiseness) The front door would be closed (after escapees are killed) as "father" Archinsomething wouldn't want anyone leaving as they are about to witness his god in full glory. The slaughter in the courtyard wouldn't make sence to the player, so have a couple of notes or writings on the walls to hint at what happened. Maybe have there a patient murmuring something about the courtyard and the Wallrider or, even better, have the "father" explain that to you as he has the player by security monitor as he shows him how newly arrived squad being wiped out by the Wallrider. The question remainig is why wouldn't Wallrider kill Upshur outright but the game has this problem also so I don't want to think about it right now. After that the game goes as normal.
EDIT: Pacing is awful, I'll admit, but what you gonna do...
I like this game and some of its choices. But damn if I don’t grit my teeth with some of your points and go, “I mean yeah”
Just saying Alien Isolation let's different interaction with the Alien and Humans and Andriods is super cool.
I love that jab at the investigamer
Even though it's completely false. You can't CLOSE doors quietly you can only OPEN them quietly. Mauler was only being an asshole there. An incorrect one at that.
Would it be better to have a a selector option at the beginning of the tutorial sections to toggle what options you would need guidance through? For someone picking up a game for their first time ever they could choose all. A person who has played many games could choose game specific. And someone who has played the game before could select none at the very beginning.
Mauler you should play / review subnautica. It's a great game.
In the console release of outlast you can't close the door quietly. Its just tap x to close the door and it always slams. You can't close the door quietly on console.
It's also not possible on PC.
um, yes you can, i believe you have to hold the button...
The Gmork Nope. That only works for opening. When you try the same with closing, nothing happens/it slams it. However, it does work in Outlast 2.
It worked and still works on ps4
I kinda want to see your let's play of soma
I wanna actually play it now.
BTW is STALKER horror game enough for you :P ?
If your curious, go ahead and check it out ;)
As for stalker, it's on my list of games to go get to :)
Be prepared for bugs and half-baked mechanics.
Slight nitpick but I’m fairly sure you can only open doors slowly. To close them, you will have to slam them.
It’s a good thing they fixed all these issues in Outlast 2
Absolutely not, outlast 2 is awful
@@deusvult7903 story wise yes. Gameplay wise it is better (except on hard difficulty and above)
@@SnoppleWopple wtf even was that story. I can’t go back and watch the same, its so ridiculous
@@SnoppleWopple it felt like what Resident evil did where We started off in Mansions and cities to Villages for some reason lol
@@pokespartytv8086 yep
I realized after running it twice or more that everything is very scripted
Even if walker basically never saw me period he still follows me
Like how thats not how people work
You call the camera a restriction, which is what Noah called it at the beginning of his review - which you questioned in an earlier part. Sounds like the same point to me.
To be fair you can’t close doors slowly which was his whole point that’s when you close it’s too loud
I mean. I dont agree with your opinions, but I do love watching videos where people are passionate about THEIR opinions. So thx.
Why is "THEIR" in full caps?
@@SnoppleWopple honestly I made thus comment so long ago that even I cant remember anymore.
12:45 God how did I get jumpscared there?
So did I, I really did expect him to be further away
There’s no such thing as a coincidence. The fact that you’re reading this means that we’re energetically alligned.
I have to criticise the very first cutscene, where Miles is barely moving the steering wheel to take a sharp turn at the very and for parking the car. This looks so stupid and lazy at the same time.
I know that you are currently working on TFA but pls make game critiques/dissection again!
17:09
What is this from?
I think Childhoods end, a syfy miniseries
I don't know about that. Isn't every choice in a video game made to avoid boredom? The choice to play a game at all is usually to fight boredom. The question is not if you're fighting boredom, it's did you win?
....What a bad take.
@@akashajones6079 What a boring response.
Love the video, but I don’t understand why you had to take the mick out of little kids trying to enjoy themselves
17:09 Who is that?
Super man
@@Michelob-Ultra Riiiight
i go to the config files and increased my walking speed because I got bored by the time I reached the prison cell area for the first time and left the game for a month I didn't even finish it
I was drunk as fuck when i beat this game, all i did was run past anything that was gonna kill me and when i was turning billy's life support off i only saw hime once after i saw him killing chris, and that was because i got lost and then didnt even hide from him, he just floated past
Every 60 seconds in Africa, a minute passes.
But together we can stop that...
Africa had its chance.
O great one I hear your call
Problem with Mauler is that he seems to like nothing. What a negative nerd.
Oh, so you didn't actually watch any of his videos, like his 14-part orgasm over Amnesia and SOMA and his general praise of RE7 (with caveats). You should probably do that before posting off comments so you don't look like a negative moron.
Well, that's a very stupid thing to say.
hahaha mouse sensitivity guy. Couldn't not comment on that. What the fuck.
Lmao complained about not being explained but turned off tutorials. Wtf????????? Logic
is that dude smoking a blunt
A pretty good series so far but you spend way too much time shitting on small RUclipsrs and not enough talking about the game. Yes, there’s a lot of poor quality videos from smaller creators. No, we don’t need you to pause to make fun of one every 5 minutes. Just talk about the game.
What was that rip on the Investigamer? He was talking about how you're unable to close a door quietly then you basically said "what the fuck are you talking about, you can open doors quietly, you idiot, can you not even read?"
How did you miss the point so spectacularly?
person: *skips tutorial*
person: *doesn't understand basic game mechanics*
person: game's fault not mine 0/10 trash experience nothing is explained
He was right. Mauler was wrong. You can OPEN doors slowly and quietly, but you can only slam them shut when CLOSING them. Mauler makes a lot of factual mistakes in his videos, especially when he's trying to insult someone; don't take his word as gospel.
It’s a good thing they fixed all these issues in Outlast 2