the cutting room mirror

July 19, 2013 Prototype

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This is a sub-page of Proto:Outlast.

General Gameplay Differences#

  • No batteries are given at the start of the game.
  • Night Vision battery lasts for 120 seconds (150 seconds in Final).
  • Walking in water, slowly opening doors and exitting lockers makes more noise.
  • Several key items are missing their glow effect that makes them easier to see in the dark.
  • Short squeeze animations do not exist in this build, navigating through short squeezes causes the player to perform the full squeeze sequences (enterning, moving and exitting) instead of quickly moving through the squeeze.

General Differences#

Loading Screen#

Loading screen is a very simple "Loading..." text on a black background.

Prototype

Final

LoadingScreen_Proto.mp4
LoadingScreen.mp4

Miles' Head Model#

Miles' head model (used to simulate the shadow) in this build is lacking hair.

Prototype

Final

Fingerless Miles#

Miles' Fingerless Model lacks blood.

Prototype

Final

Miles Run Animation#

Miles' running animation is slightly different.

Prototype

Final

OutlastProtoPlayerRun.mp4
OutlastFinalPlayerRun.mp4

Chris Walker's Patrol Walk Animation#

Chris' patrolling walk animation is slightly different.

Prototype

Final

OutlastProtoSoldierWalkPatrol.mp4
OutlastFinalSoldierWalkPatrol.mp4

Patient (Weapon) Chase Run Animation#

The animation for patients running during chase wielding a weapon is unique. In Final, the animation is an adjusted version of the animation patients use whilst not wielding a weapon.

Prototype

Final

OutlastProtoPatientWeaponChaseRun.mp4
OutlastFinalPatientWeaponChaseRun.mp4

Early Options Menu#

This version contains an earlier, barebones version of the Options menu compared to Final. Notably, the Audio settings are separate from General in the prototype. The Gamma Calibration menu is missing the image and background.

Prototype

Final

Early Load Checkpoints Menu#

Like the Options menu, the menu for loading checkpoints is very unfinished. They display a generic save name and date. Notably, they use the internal names of the checkpoints which was changed to display the title of the chapter the save was made on in Final.

Prototype

Final

Early Credits Menu#

Credits are very unfinished, lacking a majority of the credits compared to Final. They use placeholder text and lack various company images as well as feature a different text font.

Prototype

Final

In-Game UI Differences#

Pause Menu#

Pause Menu has a 4th option "Exit to Windows", which will immediately exit the game. The text box outline is white instead of black akin to how it looked on launch.

Prototype

Final

Camera UI#

Camera UI lacks the recording time in the top left of the screen.

Prototype

Final

Notes and Documents#

Notes and Documents are very basic compared to Final, the menu features an earlier design and the Notes and Documents lack any stylization to make themselves look as such compared to Final.

Prototype

Final

New Objective Text#

Instead of "New Objective:" text appearing in top middle of the screen, a yellow exclamation mark icon briefly flashes in the bottom right of the screen, requiring the player to access the Tab menu to see what objective they were given.

Prototype

Final

Tutorial Text#

Tutorial text is located at the bottom of the screen instead of the top, the text itself inherits from a prototype shown in prerelease footage.

Prototype

Final

Saving#

Instead of "Saving..." text appearing in bottom left of your screen when you reach a checkpoint, a small diskette UI icon flashes for a brief moment in bottom right of the screen.

Prototype

Final