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Discovering a note from his past self, Daniel’s task is to find and kill a man named Alexander, though for what reason, we are not yet told. Before lips purse at the staple, amnesia storyline, it is integral to the game, not as a hackneyed plot device, but, rather, as a way of heightening tension, paying out a carefully paced string of horrors as Daniel’s past and the nature of his stay in Brennenburg Castle slowly unfolds with the story. Set in the brooding forests of Brennenburg, East Prussia, the player assumes the role of Daniel, an Englishman who wakes up inside an apparently deserted castle with no memory of how he got there.
#AMNESIA THE DARK DESCENT WATER MONSTER PC#
Now, nearly three years later, the small team have quietly unleashed Amnesia: The Dark Descent, a game which has gathered word of mouth momentum, thanks to its lethal ability to scare the living daylights out of most jaded PC gamers who play it and, to be honest, it is hardly surprising. Their three part horror series, Penumbra, remains high on horror aficionados’ lists, bringing with it a smart ability which allowed players to directly manipulate objects in a realistic way. It hit me: The monster path-finding fucked up, and it got stuck in the corner before the barrels, the model clipping through the wall as it tries to run towards me.When it comes to horror adventures, Swedish developer, Frictional Games have a good pedigree. Little dots coming out of the corner of the wall across from me. In any other situation, I would be laughing my ass off in victory, but well, here's the updated map: It hit me: The monster path-finding fucked up, and it got stuck in the corner before the barrels, the model clipping through the wall as it tries to run towards me. I turn, thinking about catching my breath, when I see something that took it away, sweat instantly flooding my whole body. At this point, I'm pretty satisfied with my barrels, and the monster must be barreling up and down the hallway looking for me. Nothing again, but I still hear the music, and monster noises are louder than ever. The barrels are covered in shadow, so I creep a little closer and start the lantern again.
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Ok, I figure the barrels stopped him, so I SLOWLY open the door. Nothing there, even peeking around the corner, I can see about to the barrels but no monster walking around. I slowly fall off the statue, creep over to the door and use my lamp to look through. So I peek around and look towards the door, but it's covered in shadow. I waited around again for the monster to lose interest. So I reloaded my game to figure out what the fuck was happening. The minimalist game design style is one of the major elements, I think, since it just adds to the feeling of lonesomeness. It's not a field with a huge amount of contenders, unfortunately, but I think Amnesia goes about doing it in a way that would excel even if there were. It's difficult for me to disagree with John Walker of RPS' assessment of Amnesia as probably the most successfully frightening game ever made. Probably the only piece of media between then and now that has evoked a similar feeling has been playing the first STALKER, though it's a bit different in that case due to the genre.Īnd someone brought up Demon's Souls - there are some obvious thematic similarities there, and this game probably reminds me more of Demon's Souls than any other game, but DS wasn't necessarily scary so much as it was unrelentingly tense (this also goes for a lot of the attempts we've had at horror games in general). I haven't played a game that's creeped me out like this since Silent Hill 2, and I was younger then.
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