Of all the subgenres to emerge from the horror landscape, few are as viscerally effective or as technically demanding as found footage. It’s a style built on a promise: that what you are about to witness is real, unvarnished, and unbearably authentic. It trades the polished sheen of traditional cinema for the shaky, grainy, and intimate perspective of a camera operator who is not a director, but a participant—often a victim. This aesthetic is not merely a visual filter; it is the entire narrative and emotional foundation. When discussing video game horror, few titles have weaponized this aesthetic as masterfully as Outlast 2, and its score, composed by Tom Salta, is the silent, screaming heart that makes this found footage nightmare feel terrifyingly real.

The genius of the Outlast 2 score lies in its paradoxical nature: it is a masterpiece of audio design that strives to be invisible. In a traditional horror score, the music often tells the audience what to feel—a swelling orchestra signifies dread, a sudden sting announces a jump scare. Salta’s approach is the antithesis of this. The score for Outlast 2 is environmental, diagetic, and psychological. It seamlessly blurs the lines between a composed musical cue and the natural (or supernatural) sounds of the game’s world, Arizona’s deep desert. You are never sure if the low, pervasive hum you hear is the score or the hum of the power lines you’re hiding under. Is that rhythmic, metallic scraping a percussive element of the music, or is it Marta’s heretical cross dragging along the canyon wall, just around the next corner? This intentional ambiguity is the key to the game’s found footage authenticity.
Salta achieves this through a brilliant fusion of organic and synthetic sounds. He recorded real-world sounds—the crunch of gravel, the chants of obscure religious groups, the strum of a detuned guitar, human breathing—and manipulated them beyond recognition, weaving them into a tapestry of unease. The score is less about melody and more about texture and dissonance. Layers of atonal drones, pulsating electronic frequencies, and distorted white noise create a constant state of auditory anxiety. This mirrors the core mechanic of the game: you are not a fighter; you are a recorder, a observer armed only with a camcorder. The music reflects your powerlessness. It doesn’t guide you; it suffocates you. It’s the sound of the environment itself being poisoned by the corruption emanating from the Temple Gate and the sinister radio tower broadcasting its maddening signal.
This approach is perfectly aligned with the found footage ethos. In films like The Blair Witch Project or [REC], the horror is amplified by what you hear but cannot see. The rustling leaves, the distant screams, the heavy breathing of the protagonist—these are the true sources of fear. Outlast 2’s score understands this intimately. During tense stealth sequences, the music often recedes, leaving only the hyper-realistic sound design: your own character’s panicked heartbeat and ragged breaths, picked up by the camcorder’s microphone. This first-person audio places you directly inside the body of Blake Langermann. Then, as danger closes in, Salta’s score doesn’t jump in; it seeps in. A low-frequency drone begins to vibrate, a subtle percussive element mimics a racing heart, and disembodied, distorted whispers scratch at the edge of your hearing. It feels less like a musical accompaniment and more like a direct auditory manifestation of Blake’s escalating psychosis.
The most profound application of this philosophy is in the game’s handling of its infamous chase sequences. Here, the score transforms into a relentless, panic-inducing engine. Unlike a traditional action score that might be thrilling or heroic, the music during Marta or Sullivan Knoth’s pursuits is pure, undiluted terror. Pulsating industrial rhythms, akin to a monstrously amplified heartbeat, drive the tempo. Screaming, distorted synths and chaotic, crashing percussion mirror the player’s desperate flight. There is no melody to hold onto, no sense of order. It is the sound of sheer, animalistic panic. This is the found footage equivalent of the camera shaking wildly as the filmmaker runs for their life—the audio is just as unstable and chaotic as the visual. It doesn’t score the action; it becomes the action.
Furthermore, Salta uses specific sonic motifs to deepen the psychological and narrative horror. The influence of the Heretic sect, led by the grotesque Val, is often accompanied by discordant, detuned guitar strings and chaotic, ecstatic chanting that feels both ancient and profane. In contrast, the memories of Blake’s childhood and the Catholic school trauma are scored with a different kind of horror: eerie, music-box-like melodies that are sweet yet deeply wrong, corrupted by reverse echoes and unsettling harmonics. These themes bleed into the main score, creating a soundscape that is not only scary but also narratively rich, illustrating the collision of Blake’s past trauma with his present hell.
In conclusion, to rate the Outlast 2 score on a scale of traditional horror music would be to miss its point entirely. Its brilliance is not in its memorable themes but in its terrifying absence of them. Tom Salta didn’t just compose music for a game; he designed an auditory prison. The score is the unseen force that ratchets the tension, the voice of the environment’s madness, and the sound of the protagonist’s shattered psyche. It is the crucial, invisible character that completes the found footage illusion. By rejecting convention and embracing dissonance, ambiguity, and diagetic sound, Salta created a work that doesn’t tell you you’re scared—it makes you feel it. It is the relentless, whispering static between radio stations, the hum of a nightmare given sound, and ultimately, the perfect audio companion to one of the most harrowing found footage experiences ever created.