Outlast 2 patch dials down the difficulty

Outlast night vision camera

Horror splatterfest Outlast 2 [official site] has been patched to reduce the difficulty and boost the measly battery life of the player’s night vision camera – two issues that Adam flagged up in his review.

The camera is your main tool for seeing the game’s over-the-top gore through the shadows, and worrying about how much juice it has left can get in the way of exploring what is a technically brilliant setting.

The latest patch means that the camera’s microphone – which you use to track members of a bloodthirsty religious cult through walls – no longer uses extra batteries. I would’ve liked to see the battery usage of the night vision reined in too, but it’s a step in the right direction.

Developer Red Barrels has also tweaked the game’s difficulty in “key areas and moments”. Here’s what the team said in full:

“While the launch of Outlast 2 has been a commercial success we have kept a close eye on the feedback from countless community members, let’s players, and reviews.

“Today’s patch introduces some minor adjustments to the game’s difficulty in key areas and moments. On Normal difficulty this will offer players a more appropriately balanced experience while still maintaining higher levels of challenge on Hard and Nightmare difficulties.”

There’s a long list of other minor tweaks including some lighting and physics fixes, listed in the patch notes.

It’s not going to fix the game’s core issues (its shock tactics will still be, in Adam’s words, “the equivalent of a flaming bag of poo on a doorstep”), but if you were on the fence then these changes are at least worth bearing in mind.


  1. Jalan says:

    The night vision being a battery drain was something that was in the first. The big issue that this game introduced was the fact that the addition of the directional mic on the camera also chewed away at battery life.

    (I realize this seems like I’m parroting information in the article, but I just really REALLY didn’t like that the mic sucked away on the battery power in addition to the night vision which is much more essential given how dark the game usually is)

    I’m all for immersive mechanics, but feeling like I need to sprint to a store just to buy a truckload of batteries is a bit too much for me.

  2. poliovaccine says:

    This article prompted me to revisit the original. It really was a perfectly good game of “horror hide and seek,” that was all it aspired to and it was good at it, I enjoyed it as much as a lot of Thief levels (which is maybe the highest praise, coming from me). Was bummed to hear lukewarm stuff about the sequel, and needless expansion of the camera mechanics… but even in the first one, the camera batteries are too damn short. It’s shocking sometimes how quick they’ve gone, and that leads to it being silly just how many spare batteries are lying around the place.

    Anyway, if they were going to make something more of the camera, I always thought it would be cool to actually cobble together a film at the end using footage from your ingame camera views – times when you view something significant, video actually captures, and it’s highlighted out to be put in your final report, sort of like the ending slides in New Vegas, in spirit, but they’re just ingame samples to the mad libs of your linear Outlast conclusion. Frankly I expected the game to do something like that with the whole camera thing the first time I played it, hence the idea.

    I love a good game of horror hide and seek, and I might still spring for the sequel someday. I still play Sir, You Are Being Hunted, still love it, and I’ve still never beaten it. Related: Toggle crouch is for the weak!

    • malkav11 says:

      Outlast 2 does actually let you record short videos of specific things, although weirdly they come with narration by your character that your character is absolutely not providing during the actual filming and that not infrequently contains information he has no way of knowing at that time. I haven’t finished watching the Let’s Play I’m following so I can’t tell if this is just a strange and immersion-breaking choice or if there’s some story reason for it.