Outlast Writer on Writing the Scariest Horror Game of All Time That Didn’t Try to Mimic Alan Wake

by Pelican Press
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Outlast Writer on Writing the Scariest Horror Game of All Time That Didn’t Try to Mimic Alan Wake

In the genre of horror gaming, few titles have managed to leave as lasting an impression as Red Barrels’ Outlast (2013). While Alan Wake (2010) had already established a successful formula of blending supernatural elements with meta-narrative storytelling, Outlast‘s creators deliberately chose to take their horror in a completely different direction.

A screenshot of an eerie gameplay sequence in Alan Wake 2.
A scene from Alan Wake 2 (2023). | Image Credit: Remedy Entertainment

As we reflect on what makes a truly scary game, especially in light of Alan Wake 2‘s recent success with its mind-bending psychological horror, it’s fascinating to revisit writer J.T. Petty’s approach to crafting Outlast‘s narrative. His philosophy on horror storytelling stands in stark contrast to the metaphysical elements that have become increasingly common in modern horror games.

A Different Kind of Horror Story

When Outlast first hit the shelves, it stood out for its commitment to realism in a genre often dominated by supernatural threats and psychological twists. In a 2013 interview with Bloody Disgusting, Petty revealed the thought process behind this approach:

We tried to make sure that the hospital always felt like a functioning environment, and keep everything grounded.

This philosophy stands in sharp contrast to games like Alan Wake, which embrace the supernatural and meta-narrative elements as core parts of their identity.

While both approaches can be effective, Petty deliberately chose to avoid the easy route of explaining everything through madness or ghostly intervention:

As soon as you put a sane person in an asylum, the audience is waiting for a story about a person going crazy / discovering they’re crazy, (Shock Corridor, Shutter Island, etc.).

The decision to avoid these popular clichés was deliberate and calculated, and more importantly, it was a challenge that the team at Red Barrels wished to face head-on:

But insanity or ghosts would be too easy of a way out for this game.

This grounded approach has arguably aged like fine wine, especially when compared to more recent horror titles that often rely heavily on supernatural elements to drive their narratives forward.

The Evolution of Horror Gaming

A gameplay screenshot from Outlast, perfectly showcasing the game's terrifying atmosphere.
The game has inspired countless others. | Image Credit: Red Barrels

Looking at the current horror gaming market, particularly with releases like Alan Wake 2 and more recently, Silent Hill 2 Remake pushing the boundaries of meta-narrative storytelling, it’s interesting to consider how Outlast‘s approach holds up. While Remedy’s latest masterpiece has rightfully earned acclaim for its innovative blend of psychological horror and meta-commentary, there’s something to be said for Outlast‘s more straightforward approach to terror.

The success of both styles raises an interesting question about the nature of horror in gaming. While complex narrative structures can create a unique kind of psychological dread, Outlast proves that sometimes the most effective scares come from keeping things grounded in a terrifying reality.

This contrast becomes even more striking when we consider that Red Barrel’s approach has influenced countless horror games since its release—even as the genre has evolved to embrace more complex and “artistic” storytelling methods. The game’s legacy lives on not just in its direct sequels, but in how it showed that sometimes the scariest stories are the ones that feel like… they could actually happen.

What do you think about these different approaches to horror gaming? And, more importantly, did we make you recall the nightmares you had after your first Outlast playthrough? Let us know in the comments!



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