Amnesia: The Dark Descent
I will admit up front that I am not that big on horror games. It might have something to do with the fact that I am a fearful jumpy idiot – the kind of person who tenses up if they look off a ledge 4ft off the ground and who spends two hours at one in the morning tearing apart their room because they thought they saw a spider. I’ve never really been able to get into this mind-set of purposefully scaring myself for enjoyment or engagement, but I DO understand the people that do. Even I, the legendary seat-strainer of cowardice have to tip my non-existent hat off to Frictional Software and their masterpiece Amnesia: The Dark Descent.
Serving as the 2010 bulwark of horror, it was one of the
popularisers (if not the originators) of the 1st person gameplay in
which the player can only hide or run from threats; a system that has since
been used successfully by Outlast, Layers Of Fear, SOMA (another game developed
by Frictional) and many other aspiring releases. The ripples Amnesia left on
the industry washed away the preconceptions that scary games need to be
survival; that the focus should always be on limited ammunition for
pea-shooters pretending to be guns and planks of wood that disintegrate on
every third hit. Oh, and it decupled its budget in profits.
Amnesia follows the story of Daniel – British man of poor
memory and assistant who doesn’t ask questions to Alexander of Brennenburg; a
scientific cultist trying to play god. He decides to wipe his memory about 200
puzzle rooms away from his good friend Alex and then leaves you a note
instructing you to go murder him. For that is what friends are for. One little
foot note telling you to avoid the stitched horrors and carnivorous jam later
and you’re away – to have flashbacks revealing more of the story and notes to
keep you literate between the puzzles and pant-wetting portions of gameplay.
Your time will mostly be spent wandering the Brennenburg
castle and its many sub-levels of basements, collecting and using items to
solve puzzles. Between that, you’ll need to collect resources like Tinder Boxes
and Oil in order to turn on lights or just bring one with you in the form of a
lantern. Amnesia utilises a gameplay element in which you lose sanity when you
stand in the dark or experience traumatic events and gain sanity when you
complete puzzles, make progress or stand in light. This forces you to balance
out being visible to monsters and going insane; a balance that only gets more
precarious as you go (mad).
Your good friend Alex also has quite lax attitudes to
staffing management, and so you can occasionally run into his old drinking
buddies at various points and places around the castle. That said, he isn’t
about to let his staffers slack off when a puzzle gets solved. I think they may
actually hear the autosave function as a sort of dinner bell. When they do find
you and offer their impromptu death hug technique of combat, your only recourse
is to flee like a freshman from a school bully or hide like a freshman already
caught and stuffed in a locker.
The atmosphere constructed by the game is as deep as poetry
and about as intricately tuned. The ominous sounds that resonate throughout
these dusty, wind-swept halls echo the manifestations of nothingness. That
doesn’t stop them from chiming shadows in your mind, hiding in corners or past
physics props callously arranged in the shape of a smiley face – by me, of
course (it helps me cope). When it comes to horror games, the focus very much
needs to be on sounds. Each player will be put in a state of hyperawareness –
fearing the slightest footfall or splash of water. With this much attention,
the audio needs to be top notch, and I’d say Amnesia pulls it off brilliantly,
if a bit too heavy on British accents of various stereotype.
Each second spent aimless or exploring just adds to the heat
of the slow boil that quickly bubbles and churns out of all control. It takes a
good few puzzles and time for the player to encounter an actual threat, but
that’s not how the game feels. Every step is hounded by cold wind on your heels
and half-growls from creaking doors that make you glance over your shoulder
constantly. One time I simply had to turn a few valves to finish a puzzle, but
I stopped at least four times because the ambience was trying to convince me a
monster was creeping in. It was unbearable. I was actually a bit relieved when
I first saw the hairy bummed, jaw-less fiend that was to be my first challenge. No
longer was I running from shadows. I was merely running from a sewn-together
abomination carving clawed furrows in my squishy mortal back.
Finally, something I could deal with.
If it wasn’t clear, Amnesia sets out to do one thing right
and it does it with distinction. No combat, no jumpscares, there isn’t even
much resource management. Amnesia broke the mould, it took its smaller budget
and team and figured out how to do the best it could with what it had. Don’t
have the budget to make a combat system? That’s OK! Just put a monster at one
end of a room, put the player at the other, add fog effects, physics props and
see what happens. That’ll scare them. And it does scare them. So if you’re
looking for a scare, I can’t recommend Amnesia enough. If you aren’t, then
maybe try something else. Horror is and has always been a niche genre, and if
you’re in that niche then Amnesia is perhaps one of the best horror experiences
I’ve ever played.
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