This was occasionally an issue in the first game as well, but you often had more freedom and could play more strategically-if you're trying to avoid one bad guy in a large area while sneaking from room to room to collect valve handles, you can decide, "Okay, he'll see me when I dart across here, but I think I can make it back to this locker and hide before he catches me." In Outlast 2, you generally just need to run from whatever's directly behind you and hope you figure out the one correct path as you go. At that point, the game stops being scary and simply becomes frustrating. It might be a tiny opening you have to crawl through or a bookcase you have to move, but you'll only have a few seconds to figure it out before your pursuers catch up and kill you, forcing you to replay most of the chase in order to return to the apparent dead end where you got stuck. Almost invariably, these chases are scripted, meaning you must get from point A to a specific point B as quickly as possible. To make matters worse, the game's most harrowing moments-those sequences where you're spotted by an enemy and must flee to safety-frequently devolve into trial-and-error tedium.
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