The norm of the horror genre these days is to have something follow you; an evil spirit, a monster, or some other thing that wants you dead will roam the same halls as you while you try to escape. No Way Out scraps this idea in favor of allowing the atmosphere of the area be what really messes with your mind. While this may sound like the game will just feel like a walking simulator, it surprisingly takes it's sound and location to an unsettling level as every little noise and new item in your peripherals become something akin to the dark figure in the corner of your eye.
Even though I praise the game for it's atmosphere and the fact that it basically makes the player their own worst enemy, it does have places where it falls short: first off, the notes menu system will glitch on itself and not allow the player to read certain things at random, and it feels like it could've also been used to show the inventory of the player. Second, when picking up and equipping items, there's no indication of what the player has is or holding, so you'll find yourself spamming the item button on doors or places of interest hoping for things to happen. My last (and biggest) gripe with the game is the build up of and the ending itself: for all the exploration done, there weren't enough notes to really explain what's going on except for something along the lines of "we're here together"-cliché note you can find, and once you get to the ending, it just sort of ends with you semi-seeing your captor. This is probably the biggest thing I've noticed with indie horror where devs just don't know how to end their game in a satisfying way.
All in all, I'd say give this game a try; while you may end up being disappointed by the ending, it'll definitely get you paranoid as you progress through the normal stages of the game
My playthrough: