(09-07-2013, 05:09 AM)Streetboat Wrote: It is linear as hell. Then again, so was Amnesia. What's your point?
Not really.
You see, in Outlast it's just moving forward with the frequent monster encounters and the occasional key needed for a door. There were no real puzzles, and like I said before, very very linear with all the objects blocking lots of potential explorable rooms.
In Amnesia, you were given the goal right away, and as you progress there were constant puzzles that required side quests and exploration. For example, let's say you've just completed the water part and have reached the Back Hall. You're not restricted to going to the Guest Room first, you can go to the Storage first too if you want.
Sure, it's still linear, but it's not all that restricted. However, I'd say Outlast has strict linear progression, something that doesn't really have any wiggle room for free exploration.