ForumsGamesAmnesia: The Dark Descent

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Liivoja
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Liivoja
33 posts
Nomad

http://i53.tinypic.com/29xhtg0.jpg

Amnesia: The Dark Descend is a graphic adventure survival horror game by Frictional Games, who previously developed the Penumbra series.

Gameplay
In a similar vein to the developer's previous games, Amnesia is an exploration-based adventure game played from a first-person perspective. The game retains the physical object interaction used in Penumbra, allowing for advanced physics based puzzles and interactions such as opening doors and fixing machinery.

Story
Set in the year 1839, the game casts the player in the role of Daniel, a young man from London, who awakens in the dark halls of the Prussian Brennenburg Castle with little to no memory about himself or his past. All he can remember is his name and that something is hunting him.

Let's talk about this scary **** !

  • 56 Replies
locoace3
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locoace3
15,053 posts
Nomad

I watched the Let's Play by Flameofgodith on Youtube, and holy crap was it scary to even watch. I have the game on Steam, and even the ambient noises are enough to drive the player mad, not just the character. I could have sworn I heard breathing behind me several times. I often play in a corner so I can be sure nothing sneaks up on me.


exactly, i wonder why movie makers don't take some notes from that game, or better yet make a movie out of that game. I would watch it no matter how scary
Highfire
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Highfire
3,025 posts
Nomad

@Highfire: I wouldn't recommend using it to prepare for a first date...

Dang...

Why not?
I often play in a corner so I can be sure nothing sneaks up on me.

I play in a corner but I face more in the corner than FROM the corner.
Christ, that'll be scary.

even the ambient noises are enough to drive the player mad, not just the character

Yes... It is very scary indeed, probably the only game that would be capable of scaring me.
No offense, but any other horror game I've played...
Sucks.
:<

I watched the Let's Play by Flameofgodith on Youtube

I've seen Hey Jay, let's play: Amnesia: The Dark Descent, which isn't as scary (but you can see the affliction it has instilled in Jay on part 2. I don't even need to explain which part, just watch it, and you will know), because he is talking more than half the time.

and holy crap was it scary to even watch

Yes I've seen Totalbiscuit too, that was quite bad... Brr, I'm actually thinking about it and felt a chill up my spine.

Sod off, stupid thoughts :<

better yet make a movie out of that game.

Only if it is a guy with a secretly attatched camera on his head or something so it is exactly what he sees, etc.
I will not watch it if it is third person etc, because I swear, that would ruin it utterly.

I would watch it no matter how scary

Same with videos etc, horror movies aren't all that scary because of the third person spoilers and things like that.
Cloverfield was slightly scary due to the actual human perspective you was in (it was played like a rookie holding a camera, but I hope you know what I mean).

- H
jsparrow
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jsparrow
47 posts
Nomad

that game is the scariest game ever and an awesome game

Highfire
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Highfire
3,025 posts
Nomad

It can't be that bad, right?

Ohhh-ho-ho you ain't got NO IDEA what you're getting into <3

Good luck buddy.

- H
Freakenstein
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Freakenstein
9,503 posts
Jester

This game suffers from spoon-feeding the horror for the player and holds their hand for the few puzzles and thinking problems, meaning they show you everything. REAL fear is what's not shown until you yourself see it, and true conundrums are trying to solve problems while the fear is not yet experienced. Amnesia would have been much more successful with the elements of fear if they did this.

Highfire
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Highfire
3,025 posts
Nomad

Umm Freakenstein - half of the horror is the devastation and immersion the game puts you through with the use of audio, amazing voice acting and the lack of that kind of stuff. That form of horror is to obvious and annoying for me to want to deal with, I like this, it's a psychological effect of "Is something REALLY there?" and not "Suck it up when that thing jumps out on you".

For instance, look how scared this guy gets. You think he's pathetic? I did, and my brother-in-law REALLY did until he tried the demo.

One of the good things is that it doesn't let you wrap your head around the puzzles as it has interesting lore pieces (which can help in the long run), items, audio sounds (which if you're playing properly, you cannot say are not intimidating, properly, as in in the middle of the night, by yourself, no lights on with the headset pretty much booming), as well as it appearing as if something is in your way - getting to the cellar. What about that growl?

Also you can sometimes lose control of your character when you just mess around with stuff like bottles. It just slings it up in the air and it smashes violently loud. An example is when Totalbiscuit made a video of this game.

With that, I wish you all farewell and fun <3

- H

Freakenstein
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Freakenstein
9,503 posts
Jester

Umm Freakenstein - half of the horror is the devastation and immersion the game puts you through with the use of audio, amazing voice acting and the lack of that kind of stuff. That form of horror is to obvious and annoying for me to want to deal with, I like this, it's a psychological effect of "Is something REALLY there?" and not "Suck it up when that thing jumps out on you".


That's really great and all, but my argument still stands. If I am playing a horror game such as Amnesia, the effects would be much better if they didn't point it out to me and didn't hint that something was going to happen.

One of the good things is that it doesn't let you wrap your head around the puzzles as it has interesting lore pieces


Which are tossed much too frequently about the game, so much so in fact that it is disrupting the gameplay. I am fine with these lore pieces and flashback moments in the game to relay more information about what the hell is going on in the game, but not when it is so frequent that it hardly merits as horrendous. It's horrendous in the fact that I just want to play my game. Now don't get me wrong, I love how you can metaphorically &quotick up pieces of your memory", but they should not do so by scattering them in clustered and, dare I accuse it, in abnormal places.

I thought that the scarcity of the items, such as the lamp oil and what I like to call "fire sticks", was spot on, as conservation of resources can also contribute to fear. "I better not use too much of my fire sticks; I might be alone in the dark if I run out!" Puzzle items, however, seemed to be spoon fed to you, as in the items are most definitely in the same area as you are when you stumbled upon the conundrum that you must solve, the game guides you to the items by using script-encoded scenes, and by using the Shadow (the game's infamous stalker). If you have no idea where the items are, you must simply navigate areas where these scripts are triggered. If the Shadow is nearby, then it is obvious that said items are there and he does not want you to progress.

Audio was meh. I'm not too versed in this kind of subject. I do, however, want to point out the fact that the scripted sounds in trigger scenes aren't in perspective--they are played out to seem that the cause of the noise is in your area. An example would be the Shadow's growl, as you pointed out, Highfire. I can be navigating a corridor and I would hear his growl almost as if it was next to me, yet I would find him chillin' near the ceiling.

Let's not forget about the Shadow itself. The guy has got to have the lowest attention span in the history of horror monsters that have been spawned by video game sadists. If I were to be spotted by the monster, all I gotta do is find a corner, crouch, and sit there for a well-timed 10 seconds. Now here's the thing. If I were to instead be the monster and I had the inhumane urge to hunt down my prey, I wouldn't just give up in that short amount of time, now would I? No, I would hunt that pansy with the excessively-soiled pants down!

http://www.ramblingso***amer.com/wp-content/uploads/2010/11/Amnesia-screenshot-1-590x368.jpg
[i]Why hello there! I'm a hungry monster with a low attention span that wants to kill you, but am afraid of corners![i]

You know what would contribute to fear? A monster that would hunt you down to the ends of the earth unless you are wily enough to escape his scent.
Linktopast30
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Linktopast30
109 posts
Jester

I must say, this game is probably the absolute scariest game I've played. It's not "jump out at you and chase you" scary. It's "Oh crap what was that" scary. It's "oh man I don't want to go any farther, but I have to" scary. As you are drawn in to the lore and history surrounding the castle, it becomes "oh my gosh this place really is evil" scary.

There is one part of the game I remember someone doing a Let's Play of where there was a piano playing in the background. He found one piano, and there was nobody near it. On his way out of that area, after a wall collapsed and he had to find a way to get out, he found yet another piano. For this one, he turned back to look, and right when he did, the music stopped, and there were footsteps.

What I'm saying is this is the kind of high-octane nightmare fuel that draws you in because you almost feel the need to know the story, but at the same time makes you want to just go to your happy place and forget it all happened. If one is serious about the game, they'll find the various pieces of lore and Daniel's journals, which paint quite a grim image of the castle and the past.

Things you see in this game are made to lull you into a false sense of security (like a trail of blood leading to a room with dead pigs hanging) while the real thing to be afraid of is in the very next room. Yes, I am describing the scenario in the teaser for the game. After hearing the tortured screams, you hear the sound of something being dragged along the floor. Soon after, you see a trail of blood from something that was indeed dragged. The room it leads to would logically be the one to avoid, but you enter it anyways, and are relieved to see hanging pigs. Then you hear the screams again, and another, more bestial sound. In the very next room, before you even open the door all the way, the thing - whatever it is - hears you.

What I'm getting at is the developers know how to get your mind to react. They rely on the mind's unique ability to simulate and to overthink. They take advantage of the fact that for most people, no matter how scary that thing was you just heard, you are going to go see what it was. Their use of light and dark and ambient noise really made this game worth playing.

bunniecorps
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bunniecorps
467 posts
Nomad

I'm not going to lie, when I started the game I nearly wet my pants.

This game just oozes atmosphere. Because of lighting effects, sounds and just getting you to do scary things in general makes the game 100x more frightening. I love the part where the water(or whatever) is chasing you and you have to throw the limbs of other human beings at it to distract it.

This game is the perfect survival horror game.

Highfire
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Highfire
3,025 posts
Nomad

the effects would be much better if they didn't point it out to me and didn't hint that something was going to happen.

I've not seen such a thing in Amnesia, can you be more specific and give an example... please?

dare I accuse it, in abnormal places.

Yep, a creep-infested castle with monster protectors, there's certainly a normal place there.
Think about it - you've lost your memories and your mind, you are toppling between whether what you're doing is the right thing and furthermore if you can achieve it. You have this invulnerable monstrosity looking for you as you attempt to piece everything together, in life (which ofc this isn't), figuring out what the hell is going on is probably your top priority.

Your second paragraph... I can't really argue with but let's be honest - how else will they do it? I think random encounters with the shadow could offset the predictability of the game but also setting them in too-random places will make it very difficult, insanity and boredom will reach high levels and it would be more frustrating than immersive. I think they have the balance of horror / gameplay / realism well done.

I can be navigating a corridor and I would hear his growl almost as if it was next to me, yet I would find him chillin' near the ceiling.

It's a drought up memory of what happened to you when you drunk the tonic, or a sound of the sphere. I don't know - the lore reason could just be a contrivance but nonetheless yes, that is something not incredibly helpful and is entirely made for horror. Perhaps your sensitivity and insanity is just flashing it out to you so that your instincts kick in (which can happen in real life as you play) and you just RUN (in the game).

Also, somewhat bad excuse - it's an indie game

Your fourth paragraph (after the second quote ofc) is not a bad argument but they are protectors of the orb, not savage hungerers. Obviously the reason for their looks is probably just horror and there's little backing it up (although you have tortured several people using different methods, are these "shadows" part of your past in a physical manifestation? THAT is pretty awesome). It's a shame they lose track of you eventually - I haven't played the game much since I bought it (£6.50 Steam offer hell yea) because I haven't found the time to play it (properly) but in some ways I don't want to

Apologies for double post in a minute but I get Blue Screen of Death randomly - not taking chances.

- H
Highfire
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Highfire
3,025 posts
Nomad

What I'm getting at is the developers know how to get your mind to react. They rely on the mind's unique ability to simulate and to overthink. They take advantage of the fact that for most people, no matter how scary that thing was you just heard, you are going to go see what it was. Their use of light and dark and ambient noise really made this game worth playing.

The last self-defense someone could use is logic, I mean, it's the ultimate power (aside from violence) because in the end there is NO reason against it and all the reason going for it. You overthink and make perfectly plausible excuses, only denied by the harsh reality of the game that "You have to".

Who's "Let's Play" was it? I've only seen Jenomorph's Let's Play and Totalbiscuits play through (and the video with the guy screaming <3).

Oh, and iZenix :P

Also you mentioned a "scary thing you just heard"... In a way it's the tension that makes it so scary, they appear to be taking advantage of the general "Jump out on you" thing that others do, you go around tense, nothing happens, then you hear a piano in the next room. The worst thing in the horror is probably the women screaming, even if you know what's going on you still question yourself in an almost perfectly reasonable argument - what if... are the two words that strike you in this game, chances scare you, however small they can be.

It shows how much the risk / reward value is, the risk is incredibly high, and waiting around could even elevate it, the reward?
Nothing. I mean - do you continue playing it the next night thinking "I CAN DO THIS!!!", without backing out thinking "Wait... Okay, maybe I shouldn't go rushing in..." the first 5 minutes through the continued game?

Horror games you can't really get better at, and if you do, then chances are you are not playing it properly - in the blue, given context, being immersed, having a nice story.

... Of course you don't HAVE TO BE scared, chances are some horrors are poorly done but in no way is this one of them.

I love the part where the water(or whatever) is chasing you and you have to throw the limbs of other human beings at it to distract it.

It's a hidden monster in the water. Feeding it that is a sign that it is indeed a savage hungerer - or perhaps a defense mechanism against biological things. I really don't know, shall we just go with "A wizard did it!"?

That is an intense moment when you discover what it wants you, it's pretty dang bad that he only wants to eat you and not that you plan on... spoilers by the way (then again this is about the game, you should expect it):

It's not that you plan on the guy opening a portal to the ethereal realm (or w/e), but it's the fact that it is your dire situation of where you are that this thing is hunting you without fail.

- H
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