Outlast Trinity
Three first-person horror games from Red Barrels in one package: Outlast, the Whistleblower DLC, and Outlast 2. Run, hide, film, or die.
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Outlast Trinity bundles the complete Red Barrels horror catalog into one sitting-destroying package: the original Outlast, its companion piece Whistleblower, and the follow-up Outlast 2. If you have never touched any of them, this is the most efficient entry point into one of the more committed horror franchises in indie development. If you have played one and skipped the others, it fills the gaps cleanly. The core mechanic is as stripped as horror design gets. You carry a camcorder. You cannot fight. You run, you crouch, you squeeze through gaps, you hide in lockers and under beds and hope the shuffling stops. The night-vision mode is your lifeline in the dark, but it drains batteries fast, so scavenging becomes its own low-level anxiety. Documents and recorded events build out the lore if you choose to engage with them, but the games never force you to slow down. The original Outlast drops journalist Miles Upshur into Mount Massive Asylum, a psychiatric facility overrun by something between science experiment and nightmare. The asylum is claustrophobic, relentless, and earned its reputation for making players genuinely uncomfortable in their chairs. Whistleblower, though technically a DLC, functions almost as a standalone companion. It retraces the same asylum from the perspective of Waylon Park, the software engineer who triggered the whole disaster. It works as both prequel and partial sequel, and it leans harder on atmosphere and disturbing imagery than on jump-scare frequency. Some players find it more unsettling than the main game. Others find the looping cat-and-mouse with its more sadistic enemy cast repetitive. Both reactions are fair. It is shorter, but it closes the narrative loop that Outlast leaves deliberately open, and the handcraft in how the two stories interlock is genuinely thoughtful. Outlast 2 shifts everything: new protagonist Blake Langermann, a cameraman this time rather than a journalist, new setting in a sun-bleached Arizona desert community torn apart by a religious cult. The change of scenery from a dark corridor to wide-open corn fields and broken rural buildings is striking, and the sound design in this one carries a particular dread. The world feels vast and unknowable in a way the first game does not attempt. Community reception on the sequel is slightly more divided, largely around pacing and some narrative ambiguity, but players who respond to oppressive atmosphere over tight linear scares tend to find it the most affecting chapter of the three. Across all three experiences you are looking at over 20 hours of gameplay if you take it at a reasonable pace and hunt for documents. None of these games will satisfy players looking for combat systems, upgrades, or agency beyond survival. That is the point. They are intentionally helpless experiences. If that proposition bores you, this collection will not convert you. If it draws you in, the Trinity package is the most complete way to see how Red Barrels refined and expanded a single coherent design philosophy across multiple settings and stories.

Indie & narrative
Etiquetas
Requisitos del sistema
Mínimos
- Memory
- 4 GB RAM
- Storage
- 10 GB
- Graphics
- 1GB VRAM NVIDIA Gece GTX 260 / ATI Radeaon HD 4xxx
- Processor
- Core i3-530
- System requirements
- Windows Vista / 7 / 8 / 10, 64-bits
Recomendados
- Memory
- 8 GB RAM
- Storage
- 30 GB
- Graphics
- NVIDIA Gece GTX 660
- Processor
- Intel Core i5
- System requirements
- Windows Vista / 7 / 8 / 10, 64-bits
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Información del juego
- Desarrolladora
- Red Barrels
- Distribuidora
- Red Barrels
- Fecha de lanzamiento
- 25 abr 2017

