The horror does not only come from the outside, but from the inside as well. Exploring the eerie pathways, you must also take part of Daniel's troubled memories. You stumble through the narrow corridors as the distant cry is heard.Īmnesia: The Dark Descent puts you in the shoes of Daniel as he wakes up in a desolate castle, barely remembering anything about his past. An experience that will chill you to the core. A game about immersion, discovery and living through a nightmare. You must escape.Īmnesia: The Dark Descent, a first person survival horror. Your mind is a mess and only a feeling of being hunted remains. You're hiding from a monster in the sole pocket of shadow in a room, and all you can do is stare at the floor.The last remaining memories fade away into darkness. Sometimes this not-looking isn't a problem because the monsters are invisible, but in places it's the most horrible thing in the world. Doing so drains your sanity and increases the chance they'll spot you. It's a game where you can't look at the monsters. It's about a lack of empowerment and control, which is enough of an acquired taste that none of the big publishers will fund it.Īmnesia isn't just a game where you can't fight the monsters. Scaring players is about more than inserting jumpy moments and a quivering string soundtrack into a level lit like a seedy club. 2 gave you enough weaponry to level whole buildings, Resident Evil 5 and Siren: Blood Curse traded some of their series' spookiness for more gung-ho action, Alone In The Dark featured ludicrously overblown stunt sequences and Alan Wake gave its monsters enough of a weakness that they'd probably qualify for disabled parking stickers. There's a reason that out of all the recent high-profile horror games of late, Dead Space and F.E.A.R. It takes balls to do a horror game right. If this physics-puzzler-mystery concept was expanded on, I'm sure an awful lot of people would want to play it. But what the puzzles lack in inventiveness they make up for in difficulty, with plenty of them sat in a sweet spot where they'll rarely stump you, but still make you feel smart. Physics aside, nosing around Amnesia's castle also holds your interest because it constantly rewards you with details, pick-ups, pieces of the story, surprises or varied environmental puzzles which often use that same grab mechanic, if not particularly imaginatively. I loved fighting for clotted milk and sour vegetables in Pathologic. You don't have to eat, which I feel is missing a trick. Or, perhaps more relevantly, slamming a door in the face of a monster. It's a system that's as beneficial to ransacking somebody's study as it is to turning some dusty, forgotten valve. You click the mouse to 'grab' objects within the world (a door, a boulder, a drawer), and then move the mouse to interact with that object in an immersive and intuitive way. This exploring takes up most of the game, and is made all the more engaging through the same excellent grabbing mechanic Frictional used in its Penumbra titles. As you explore the castle further the plot thickens eagerly and ominously, with diaries, rooms and panicked notations all providing scraps of a much larger and more unpleasant picture. Waking up on the stone floor of some ancient castle with no memory whatsoever except their character's own name ('Daniel'), the player's first discovery is an oddly brief letter from Daniel to Daniel, telling him to descend into the castle's basement and kill a man named Alexander. With Amnesia, you're also getting an engaging first-person adventure game that could have stood by itself had developer Frictional Games chosen to go that way.Īmnesia's plot alone is intriguing enough. Amnesia doesn't, which is one of the bigger reasons why it's the scariest game I've played in years.Īmnesia's also unusual for a horror game, which as a genre tends to put horror first, panic second, creepiness third and the actual game fourth. Then again, Mirror's Edge also gave you the option of fighting instead of running. It nails running away like Mirror's Edge nailed running away, which is a bit of a damning indictment of the latter game, since it was about a sexy free-runner leaping and rolling through the rooftops of a futuristic cityscape, while Amnesia is about a mentally unstable man fumbling doors open and squatting in cupboards.
0 Comments
Leave a Reply. |