

I, for one, felt like DreadOut did some things I haven't seen before in a horror game, or at least, that I'm not used to seeing in horror games, and that, combined with its Indonesian development roots and its emphasis on Indonesian culture and folklore (for instance, at one point you actually get attacked by Penanggalan - decapitated heads with all of their guts and entrails dangling out from their neck) made DreadOut feel like a unique and refreshing experience for me.


Some moments of horror can feel a little marred by the game's sometimes obtuse logic or just generally poor design choices (like an enemy who can effectively chain-stun you to death before you can even get a chance to do anything about it), but these instances are few in number and generally pretty minor. These scares range from subtle moments of creepiness where you hear a noise off-screen and spin the camera around to find a ghost standing in a corner (who wasn't there before) staring straight down at the floor, or walking down an infinitely repeating hallway and then turning around to find a giant spider-like woman with a face the size of your entire body taking up the entire hallway steadily crawling its way towards you, to more frantic moments where you're being chased by a ghost through an invisible maze that you can only see by bringing up your camera view, which slows your movement speed to a slow walk, and so you can't really tell where you're going and it feels like the ghost is always right about to get you because it looks like it's right next to you, even when it's on the other side of an invisible spirit wall. At other times it places you in no-win situations where you're expected to die, or "fail" the scenario, and it's legitimately stressful trying to figure out what you have to do to "win" while running for your life and everything you try seems futile. One of the boss encounters switches the inputs on your control stick by 90-degrees so that "right" is now "forward," and you have to run around dodging attacks with screwed-up controls it's not really scary, but it's mechanically disorienting and makes the situation a little terrifying. For instance, the game trains you to think that when you take a picture of a ghost and see a special effect, followed by it disappearing from the screen, that it's been vanquished, but then it later tricks you by doing that same pattern and having the ghost respawn behind you, which is then pretty startling when it attacks you. The game is weirdly manipulative, obscure, and obtuse about its gameplay systems, with the rules sometimes changing from situation to situation so that you don't always understand what's going on or why things aren't working the way you'd expect. The rest of the game shows a steady escalation of the tension as your classmates go insane, get possessed, and get killed off by the ghosts.ĭespite these mechanical shortcomings, which I'd normally consider essential for creating tension in a survival-horror game, DreadOut still manages to instill a sense of horror into its gameplay through actual mechanical gameplay elements. This section is pretty drawn out, with no action or confrontation as you simply wander around exploring the town in broad daylight, until the sun sets and you wind up trapped in the school, representing a sort of gradual descent into the hellish madness you'll soon encounter. From there the group wanders into the ghost town, which is completely deserted and feels strongly reminiscent of Silent Hill with its muted colors and light fog.
Dreadout game find the ghosy plus#
It starts very grounded in reality, with the school characters (your player-character Linda, plus a few other students and their teacher) driving somewhere on a field trip, perhaps a little lost, when they come to a ruined bridge and decide to go exploring on foot in search of a way around it. The ghost town vibe comes across really strong in this game, and I think it does a good job of balancing a realistic interpretation of the real world with the fantastical elements of ghosts.
