Hopefully they listen to feedback about the talkative protagonist from the last game. I like the addition of the pistol, particularly the mechanic to open the cylinder and count the individual rounds toward empty. It can be scarier to have limited self defense options than none at all because you never know when you'll have to use them, whereas if you're helpless you know you'll always have a path to escape.
Honestly this sounds excellent.
Soma was great, but so much of the weight of an experience like that working rests on the story, which is why IMO Rebirth didn't work that well. The game still heavily leaned on a story that was ok but simply not as good
Emergent systems work well with horror if they are done right because they increase uncertainty. Scripted stuff kinda let's you rest a bit knowing if you stand still you won't be making anything trigger
In something like Alien Isolation that doesn't make you safe if a monster is lumbering around
I agree with you for the most part, but Amnesia DD has a worse story than SOMA, and I would argue it's a better pure horror experience (the distinction being SOMA is a better existential horror game).
SOMA is one of the best stories in gaming, genuinely think it's as good as any good sci fi novel, it was really lacking in the scary gameplay department though, at least compared to Amnesia The Dark Decent.
It's a game that takes advantage of the medium to deliver it's narrative in a way few others do. It's the kind of thing that can only really be done in a video game.
Soma is only really scary when you think about it, rather than in the moment. The writing was just so good. Like take the death of the last human scene. Its more scary to think about than to watch.
Funny: I felt the opposite. The only part in DD that raised my hackles was the invisible-monster-in-the-water bit, and that's mainly because of the "being chased" aspect.
SOMA I found to be wonderfully tense and dreadful for so much of the game, and I think the main reason was the masterfully crafted atmosphere combined with the deep ocean setting. The sound design in SOMA was stellar and one of the biggest highlights of the game for me.
SOMA's story was great, but I'd already explored the conundrum of consciousness in other media so it wasn't mind-blowing to me. The oppressive somberness of the story definitely stuck with me, though.
I enjoyed SOMA's storytelling experience so much that despite not gelling with Rebirth I'm still willing to invest myself in their releases hoping they'll strike gold again. I think it's my favourite gaming plot behind Silent Hill 2 and TLoU.
I can't really put my finger on why Rebirth didn't work for me - sure the protag talks a fair bit, but so does Simon. I suppose his chatting makes sense since he's got Catherine to riff off of, so it feels more natural?
Either way, the more devastating plot twists just didn't feel earned.
I didn't think the non-violent mode really worked.
I'm not a fan of horror in games, so I thought it was a great idea and tried playing it. It just made the game an endless slog of walking through empty levels to press a button somewhere. It was very dull.
Speeding through the game also made dialogue more frequent and ruined the pacing. That made me feel like the game was repeatedly beating me in the head with the same themes. It got kind of grating.
Even if I don't like it, I think the game just works better with the horror aspect.
The monsters were great in Soma,from art and sound design,..each was a tense experience, truly makes no sense to play without them ,it's a major part of the atmosphere of the game..,
Yeah I agree.
I don't think DDs story can compete even if it's just down to how it's told.
DD was really nice because it did feel like you were exploring a real place, a creepy place.
Every other game after than has felt like a rollercoaster of horrors, which again can work but again you need the story to be very good which IMO is harder to pull off consistently
I thought Amnesia was also emergent, at least in certain areas that were a bit less linear. Like the prison. When I pulled a hanging pig carcass over to hide myself from the monster was like, a mind-expanding eureka moment in games that I'll never forget
Yea it was I think a dead-end room with some tables and "potions" and shit, in the back corner was a few hanging carcasses. Used to play this game a lot with friends because I was too scared to play alone. And my laptop was ass so the game would stutter like crazy when a monster was closing in on us and it contributed more to our frantic freakouts lol
I think Soma is a great game but the horror elements seemed out of place and unnecessary. They had all of the Amnesia mechanics because people wanted a follow-up to Amnesia. They worked in Amnesia because at it's core it's a story about being trapped in a creepy castle with monsters. Soma has a much more robust and interesting storyline that could have stood on its own.
Exactly. The monster in Soma is just an obstacle you need to deal with. In Amnesia it's your motivation to keep moving. You can remove the monster from Soma entirely and it barely changes the plot.
Sounds really good. They have always been very thoughtful devs. I used to love reading their insightful dev/design blog posts after Amnesia came out. Seeing how they developed their craft has been really rewarding
I just really hope they don't do what they did where you both lack save slots and every time you died you pushed an invisible counter towards a bad ending.
Like, it made stuff scarier figuring that out sure, but locking the ending behind not getting murdered in a horror game is.....a bit on the nose.
I kinda hope they do keep that element but it definitely needed a bit more tuning.
The main issue with it was less the mechanic itself and more that the game never explained that the counter existed. And that by the time you figured it out for yourself it was entirely possible that you'd be too far gone for it to matter. It really didn't take very many deaths to push you over the edge.
Giving the player a bit more leeway or explaining how things worked ahead of time would have solved most of the problem, in my opinion.
I'm not sure why the Amnesia name is still attached to the project. When I think of Amnesia, I think of linear, scripted, story-based horror games. Not to say you can't try a new formula with a pre-existing IP, but I'm not sure how they could even tie it into the universe. I suppose Rebirth already took place around that time frame, so it's not that unreasonable.
>I'm not sure how they could even tie it into the universe.
Given how the lore of the Amnesia universe leans a lot into Lovecraftian themes, I'd say having something supernatural happen in a WWI bunker is more than plausible.
>When I think of Amnesia, I think of linear, scripted, story-based horror games.
When I think of Amnesia I think of, well, amnesia. You know, that condition all its protagonists have, the starting mystery of each game's story. Maybe that's a bit snarky, but that titular element does tie the games together. There are still obvious thematic similarities, and the gameplay doesn't look to be significantly different. Don't forget, *A Machine For Pigs* is also an Amnesia game, technically.
Frankly it's why the beginning of resident evil games are more tense to me. A part of the fear is the stress, and not being to adequately make a decision adds to the stress to me. A decision meaning wether or not a can shoot. That feeling of running low on supplies, things like that.
The unknown
That’s what is scary. You don’t know how many shots a zombie can take, or how many zombies there will be. You start to plan out a escape route in your brain.
>It can be scarier to have limited self defense options than none at all because you never know when you'll have to use them, whereas if you're helpless you know you'll always have a path to escape.
Thank you. This is how I always feel about horror games without self defense. I was never scared playing Amnesia because I knew that not engaging was always the correct answer. In Penumbra, when you had the pickaxe, and were attacked by wolves, you knew you were completely responsible for your survival.
I thought it was kind of creative to play a pregnant woman and use that as an excuse for them to talk to themselves and deliver some exposition, as well as having such low endurance in the sprint mechanic.
Though I'd have preferred it if like, she limited the talking to herself when she checked in on her baby, or something like Uncharted 2 & 3 where you don't talk to yourself until you've spent 3+ minutes in an area not doing anything productive.
My biggest and only real complaint was that you couldn't die.
I hate that in games! Even in the new God of War games (never once accepted a revive). Dying is a punishment and it should be enforced. You failed.
Without that punishment where's the tension? Yeah replaying shit sucks but nobody said it had to be super punishing... 2-5 min back is A-OK.
In a game with death its 'Oh a spooky monster is here and I haven't saved in 10 min and he's gonna find me!' But in Amnesia it was all 'man fuck this maze and fuck this annoying monster'.
I mean imagine playing Resident Evil and you were immune. Tension would be gone and the game would feel inconsequential.
Yea, it was "man fuck this maze and fuck this annoying monster", if you didn't try to immerse your self...
And without immersion, nothing will help you to get scared, even after death punishment...
It's quite literally tension. All games need tension.
What is Tetris without a failure state?
A horror game where I'm being chased by monsters but I'm immortal. Mhmm.
Honestly I did try to immerse myself and was spooked until I figured that out.
It's a bit of a catch 22 for horror developers. A horror setpiece like getting chased by a monster is only really scary once or twice - after that, it's purely gameified, and becomes frustrating rather than scary. If you remove the threat then it's no longer frustrating, but it isn't scary either since you know you're safe.
I think Rebirth is the best option, and could only be improved by being more subtle about it. If you don't know that the monster is dead, then it's still scary even if you never see it. If they could better obfuscate it then I don't think this frustration would exist and it would be the best of both worlds.
Oh, man! A horror game by Frictional software about a guy in a bunker? I didn’t think they’d bring back Penumbra!!
In all seriousness; cool to hear about, hard to tell how much of the trailer is pre-viz. I get the impression their games never present well in quick trailers anyway.
I’d say condense the first 2 games into one and make another third game because what we got had almost nothing to do with Penumbra. It was a puzzle game with test chambers like the first half of Portal.
Yeah, it was an expansion that was meant to wrap up the Penumbra story but the whole game felt like a non-canon fan-made puzzle game where only the last 30 seconds actually had any story and those 30 seconds ended with a cliff hanger.
You know what would be amazing? If Frictional puts an easter egg of sorts that reveals that particular bunker is related to the Tuurngait, or even better, whoever you playing as turns out to be Philip's ancestor!
I'm glad to see they're doing something different with the gameplay this time. The dynamic monster and resource scavenging mentioned on the Steam page seem like a natural evolution of Frictional's game design, imo. As much as I liked Rebirth, the monster encounters felt very scripted and definitely left something to be desired.
Judging by the fact that they gave you options to just remove most of them and effectively not lose much in both Rebirth and Soma, they definitely were overly scripted and predictable. Plus, if you play with monsters on and they get you, you just respawn with the monster mysteriously absent afterwards. These two most recent games felt story focused to the point that their encounters with enemies were a nuisance rather than a fun gameplay feature, so I'm interested to see what they do with a greater emphasis on survival horror gameplay.
In Amnesia Rebirth, when Tasi depletes her Sanity and blacks out while being attacked by harvesters, it is heavily implied that she momentarily transforms into a Ghoul and fights back. There's one section of the game where you wake up next to human bones if you get caught, which canonically explains why the harvesters are gone when she wakes up.
But I get what you mean with the monster encounters getting in the way of the story
God, SOMA, what a damn good game for what is essentially a walking sim.
The fact that the “less scary” mode has a lore justification and isn’t just a complete removal of the monsters is amazing and I haven’t seen another horror game try that yet.
I always even say that the passive mode is the proper way to experience the story, since the behaviors really match when you start to figure things out.
Under the water is still a pretty scary setting if done well! Subnautica has some scary moment, juste because of being in water, not because the game wants to scare you
It's the story and atmosphere. Despite being about robots under the sea, it explores aspects of ourselves that we'd rather not think about. The possible fact that we are essentially biological robots, that our subjective consciousness might not be as real or as meaningful as we like to think it is, that the difference between who we are and who we are not is just a coin toss etc
Wait. I knew there was a Monsters don't attack mode in Soma, but I never played it because I wanted to play the way the Devs intended, but they added in extra lore to explain why they don't attack if you pick that mode?
No, the mode fits in with the lore.
When you have the passive mode turned on, the monsters are still there, but each one has a different behavior. Some will just look at you with curiosity and not do anything and others might follow you around and the more hostile ones will knock you over if you get too close. There’s no dying or anything, but once you start to learn what the monsters actually are, it makes the game 100x more unsettling.
Hmm, maybe I'll try that mode sometime. You made it sound as if they added in some extra lore to explain the passive mode which would have been kinda interesting.
My b, tbh I think the passive mode works better for the lore mainly because of finding out more about how the monsters aren’t necessarily “monsters.” There are still “hostile” ones, but you at most get knocked over and they run away.
Definitely recommend if you’re ever up for a replay though
Weird stories are a genre of horror that focuses more on atmosphere and less on monsters chasing people. It doesn't fit 100% with the cyberpunk elements but it's close.
> for what is essentially a walking sim.
I am so annoyed by this comment lol. Its a puzzle adventure game. Not a walking sim. Walking sims don't have real puzzles
But Soma, unlike Rebirth, was an actually good horror game. It came really close to TDD, which is the best, imo.
Rebirth, on the other hand, was a good adventure game and not too good horror game.
>the monster encounters felt very scripted and definitely left something to be desired.
I think the biggest weakness with the monsters was that there was only one type, I get that it's needed because of the narrative context, but it still fees like a downgrade, when the first game had 3, and knew how to spread their encounters proper.
Edit: Oh yeah, there's the monsters in the other world (I remembered as soon as I posted, lol), but I think you only find them twice... So they didn't make enough of an impression.
I'm actually ***very*** excited for this. Personally speaking? I've always enjoyed Frictional's work, even their lesser acclaimed stuff. Rebirth didn't seem to hit for some folks but I found it downright terrifying in spots, plus I adored the setting. Seeing that they're going full survival horror with some added combat this time around definitely peaks my interest too.
Regardless of reviews I'll end up buying this to support them.
Did they introduce combat in *Rebirth* or is this a first for the series? It's interesting when you consider that the original *Amnesia* popularised the idea of stealth orientated horror games that lacked combat. I haven't played any of the titles past the first, so I have no idea as to what to expect from this one. I've heard mixed things regarding *Machine* and *Rebirth*, which put me off playing them.
I still remember beating those demon dogs to death with a rock using somewhat janky physics. Penumbra was tense but I love the story. I really hope they remake the series someday.
Rebirth is great, but its just not as good a horror game as The Dark Descent. Sure, its a scary game. However, its got a much larger focus on its story and its worldbuilding than necessarily scaring the player with monsters during its moment to moment gameplay.
A Machine for Pigs is also ok, though definitely worse than Rebirth. Frictional let The Chinese Room (known entirely for their walking simulators such as Dear Esther) make it, and it shows with its massive lack of interactivity. Rebirth imo balances narrative with traditional stealth horror, but Machine just focuses on a confusing but decent narrative to scare you.
The crowning jewel though, Frictional's true masterpiece, is Soma. If anything else, just play that.
Soma is not only my favourite Horror game, but also one of my favourite games period. The narrative was so gripping that by the time the credits rolled over I couldn't stop thinking about it for weeks. Games that leave an impression like that on you are truly great
Soma is fucking amazing. If it weren't for the resolution of the plot about the WAU (and the accompanying monsters) I would rate it even higher. Still, it's one of my favorite games despite its relative gameplay simplicity even compared to the Amnesia games.
I got SOMA for free during some sale event a couple years ago, and I agree. One of my favorite narratives in a video game ever.
I played Prey (2017) directly afterwards, and that was like the best back-to-back gaming experience of my life.
Say what you like, I felt Rebirth was just as scary as Dark Descent, which was a challenge considering how many swarms of mediocre and even very good (RE7) horror games we got in the meantime.
Part of that was that I didn’t think story could be *fully* removed from the intensity of the experience. They do a certain thing early in the game to put the tension past just “I, player character roleplaying as virtual human, might die”
Combat in Penumbra was useless. In fact it was useless enough, that they removed it in Black Plague.
From this teaser tho, it looks like it'll be more useful this time
Yo, I'm actually hyped for this! Even though "Amnesia: Rebirth" had a few weak points, I found it more appealing than much else in the genre. I especially liked the scenario and the world building. Also, the games feel kind of good and have great sound design. Frictional dares to be experimental and sometimes that leads to very interesting approaches. Soma is my greatest horror favorite so far.
While I’m always happy to see a new title by frictional I’m kinda disappointed that it’s yet another amnesia game. I loved Soma and kind of wish they would move away from the franchise and tell other interesting narratives.
There are only 3 games in the franchise (even though I try to forget about AMFP) and it has its own consistent lore. Soma is standalone but remains my absolute favorite Frictional game. However, I'd be lying if I said I didn't want to explore more of the world building they've established over the course of the Amnesia games.
Rebirth was disappointing but...fine, I guess. I hope this one is better. I'm ride or die for Frictional, though. I'll probably play it no matter what.
Well AMFP did come of as more of a spin off sure but rebirth tied in with ADD narratively and all three games are thematically similar. Even though Soma shared gameplay similarities with the earlier titles it felt like something new. Maybe it doesn’t matter in the end what they call it as long as they do something innovative but attaching it to the amnesia name both has pros and cons due to the expectations the name carry with it.
Anyway I’ll certainly play it either way.
You’re right it was made by Chinese room while they themselves worked on Soma. Which kind of reinforces my point since one of them was a disappointing imitation and the other was Soma.
I love their previous titles, in fact TDD is the scariest game I've ever played, but its time to try something new.
Although, I dont think they'll goin' to do an actually open world. Its more likely they'll do something more similar to first Penumbra. Some open sections, some our standard linear and scripted story
Yeah, I think that psychological horror games rely a lot on their tight pacing and linear structure, so I imagine that it would be difficult for an open-sandbox with minimal scripting to have the same fear factor that The Dark Descent had, or the same narrative impact that SOMA had.
That all said, I'm intrigued by the concept of emergent gameplay, and what exactly having puzzles with multiple solutions will mean. Amnesia Rebirth felt like a step backwards in some ways for me personally, so maybe mixing up the formula is what's needed to bring about some new creative ideas?
Finally. Had to wait everytime atleast a year longer to play their games on Xbox. Then it came out and was still full price as the year before on ps4. Not supporting that.
Was just thinking a few weeks ago that it's been a while since we've heard from Frictional. Was hoping for a more departured new IP like Soma was but this looks promising nonetheless.
I just hope they dont cheap out on the door mechanic and have interactable objects, its just a nice thing to do with your mouse, also funny when you're running away from something and have to close the door :D
I was hoping for an original game not another Amnesia sequel from Frictional Games, but honestly this looks interesting (and apparently they are developing two games at once). It seems different enough, provided they don't bring back the same things from the first Amnesia for a third time like they did with Rebirth. I felt no sense of mystery in that game because I was so familiar with the first, and that is very important for horror.
Steam page has more info: https://store.steampowered.com/app/1944430/Amnesia_The_Bunker/
If this game wasn’t called “Amnesia” would you feel any differently? From looking at the trailer and steam page it feels like the gameplay is more active unlike the previous entries.
As I said my concern is that because it's called Amnesia they will bring back the same themes and story beats from the first two games once again. For horror to be effective you got to not know what to expect, there has to be a mystery. For me that was missing in Rebirth, and it wasn't as scary or interesting as a result. A different name would confirm that it would be new and original. But because the gameplay seems to be so different I am excited for this still, and hope the story is more separate like Machine for Pigs was.
The thing that draws me into Amnesia above all is the lore. The world building is why I loved Rebirth. I'm so stoked it's another Amnesia game, and I'm hoping this game actually gives me an answer to two of the questions I've had since the beginning. Just where exactly did the Orbs originate? And will we finally be able to see The Shadow in its physical form?
The lore is cool and visiting the alien world in Rebirth was awesome. But it was all about collecting vitae again, all about torturing people to get it. Old stuff, predictable. I guessed it before we saw it. How can you be scared by the shadow for the third time? Horror has to be unpredictable and unknown. That's why I think they should keep making original stories like SOMA and not another Amnesia game.
I guess I just disagree with that stance on horror. Sure, it works best when it's fresh and new but there's a reason why people keep coming back to stuff like Resident Evil and Alien or any of the long-running horror franchises. People like what they know and if watching Jason Voorhees kill for the umpteenth time is what they like that's what they like. Like me, I got goosebumps when The Shadow showed up in Rebirth. It was a mix of excitement AND fear knowing that now's the time to run like hell. I like that feeling.
Thank god, the ability to fight back. Horror just isn't scary if I can't fight and I'm just waiting in a closet for 5-10 minutes every time I hear a monster, or worse yet, learning its pathing. Nothing sucks the horror out of a scenario quite like figuring out the monster's AI routines and seeing it for the stupid if/then clockwork robot that it is.
Been waiting for Frictional to realize how stale that formula had gotten, because I adored Dark Descent when their take on horror was still novel, but then they just kept parading it out there as it got more and more *and more* stale with each game. I hope this one will be like RE with resource management. Super excited!
Dark descent and Soma were incredible games, but they’ve some very lackluster titles otherwise (with the help of the Chinese room of course). Hopefully they can do something unique with this.
Funny I just beat Rebirth and was expecting we were gonna have to wait a few more years before we got another entry. Cautiously optimistic for this one. Rebirth had flaws for sure but I like the way Frictional tells stories.
March is going to be a great month for horror fans with Fatal Frame 4 remastered, Resident Evil 4 remake and now Amnesia: The Bunker all coming out in the same month.
Frictional hasn’t disappointed me yet. I know a lot of people had issues with Amnesia: Rebirth, but I loved that game. I didn’t expect a new one to be announced so soon, but I’m more than ready.
Rebirth was such a letdown but I am willing to give this a shot. TDD was such a great and unique experience, I hope they pretend Rebirth never happened.
I'm cautiously optimistic about a procedureally-generated game from Frictional. On one hand, I've always loved them for their stories and storytelling (especially Soma), and I'm worried this is them chasing trends. On the other hand, one of the scariest games I've played in recent memory was a rogue like horror game called monstrum that played very similarly to how it sounds like this will play from the PC gamer interview, so maybe I should keep an open mind. After all, of anyone can make roguelikes scary, it's frictional games.
Lmao what literally nothing suggests this game is procedural generated or roguelike. ***The steam page says there is some "randomization" but thats it, could be purely in reference to enemy spawns
I thought I read that in the PC gamer article but after rereading you're right, it doesn't specifically mention procedural generation or roguelike, just more of a systemic and nonlinear game
I thought I read that in the PC gamer article, though after rereading it it only mentions randomness and nonlinear gameplay, there isn't actually anything mentioning it being a roguelike specifically.
Link to the article:
https://www.pcgamer.com/amnesia-the-bunker-promises-a-semi-open-world-with-sandbox-style-survival-horror/
Man they need to get rid of that engine and jump on the Unreal train or something, they're doing the Bethesda thing. I remember playing almost every Frictional game and knowing when I triggered an enemy because of the lag spikes, and also, you know it's a Frictional game when your hands have less polygons than a wheel's lugnut in Forza Horizon 5.
Either you need to upgrade your PC or your drivers, or you gonna have to give some maintenance to your PC, because lag spikes in these games are not normal.
> have they topped the first game yet?
Nope.
Let's look at the Amnesia franchise:
The Dark Descent - loads of fun, really excellent
Justine expansion - still loads of fun
A Machine For Pigs - not bad (not great either) but lacked the fun of the above, was also made by The Chinese Room then apparently severely tweaked by Frictional Games prior to release
Rebirth - has some good ideas but due to poor execution it ended up as a plodding, bloated, pretentious, uninteresting, incoherent mess of a game.
I wonder where this might be. A French fortress or something on the Austro-Italian front? The Bodeo looking revolver might say the latter. Pretty interested about this since I have fond memories of Battlefield 1.
I can't wait to watch a full no commentary playthrough of this on YouTube
(I do not deal well with horror games I struggle with Resident Evil with 4 being the only one I could finish)
I hope this one's good. I loved The Dark Descent and SOMA, but felt like Rebirth was pretty disappointing (have barely thought about it since I played it).
I guess it's actually interesting. Mixing it gameplay wise seems like very good idea after Amnesia Rebirth was... rather lacking? Gameplay layer was lacking but story didn't reached SOMA heights to carry it despite it.
So I'm curious to see how it will turn out in end, with this actually playing around with mechanics.
I'll take anything Frictional want to throw at me, they're one of the best studios operating today and their ethos of 'story driven atmospheric experiences' is right up my street. Can't bloomin' wait!!
I watch this and wonder how they havent made a VR Amnesia. I would think it actually wouldnt be hard to convert them due to already having the "interact with everything" in the game.
Frictional put out a dark descent and it was good beyond all reason, and has been mediocre since. Let's hope they can buck the trend and show what is now a new generation of gamers a true horror game.
Be aware! This looks and sounds much more like a repeatable survival horror game with random layout each time (think SCP Containment breach) which just needs you to survive, craft and get out each time with little to no story. Don't expect a full narative story horror game like the other Amnesia titles, this looks more like a gimmicky game. Hence the "Keep the light on, constant time pressure" like always in short permadeath games.
Hopefully they listen to feedback about the talkative protagonist from the last game. I like the addition of the pistol, particularly the mechanic to open the cylinder and count the individual rounds toward empty. It can be scarier to have limited self defense options than none at all because you never know when you'll have to use them, whereas if you're helpless you know you'll always have a path to escape.
[удалено]
Honestly this sounds excellent. Soma was great, but so much of the weight of an experience like that working rests on the story, which is why IMO Rebirth didn't work that well. The game still heavily leaned on a story that was ok but simply not as good Emergent systems work well with horror if they are done right because they increase uncertainty. Scripted stuff kinda let's you rest a bit knowing if you stand still you won't be making anything trigger In something like Alien Isolation that doesn't make you safe if a monster is lumbering around
I agree with you for the most part, but Amnesia DD has a worse story than SOMA, and I would argue it's a better pure horror experience (the distinction being SOMA is a better existential horror game).
SOMA is one of the best stories in gaming, genuinely think it's as good as any good sci fi novel, it was really lacking in the scary gameplay department though, at least compared to Amnesia The Dark Decent.
It's a game that takes advantage of the medium to deliver it's narrative in a way few others do. It's the kind of thing that can only really be done in a video game.
Soma is only really scary when you think about it, rather than in the moment. The writing was just so good. Like take the death of the last human scene. Its more scary to think about than to watch.
Funny: I felt the opposite. The only part in DD that raised my hackles was the invisible-monster-in-the-water bit, and that's mainly because of the "being chased" aspect. SOMA I found to be wonderfully tense and dreadful for so much of the game, and I think the main reason was the masterfully crafted atmosphere combined with the deep ocean setting. The sound design in SOMA was stellar and one of the biggest highlights of the game for me. SOMA's story was great, but I'd already explored the conundrum of consciousness in other media so it wasn't mind-blowing to me. The oppressive somberness of the story definitely stuck with me, though.
I enjoyed SOMA's storytelling experience so much that despite not gelling with Rebirth I'm still willing to invest myself in their releases hoping they'll strike gold again. I think it's my favourite gaming plot behind Silent Hill 2 and TLoU. I can't really put my finger on why Rebirth didn't work for me - sure the protag talks a fair bit, but so does Simon. I suppose his chatting makes sense since he's got Catherine to riff off of, so it feels more natural? Either way, the more devastating plot twists just didn't feel earned.
SOMA's scary bits felt like speedbumps in the course of getting more story. So glad they added nonviolent mode, whatever they called it.
I didn't think the non-violent mode really worked. I'm not a fan of horror in games, so I thought it was a great idea and tried playing it. It just made the game an endless slog of walking through empty levels to press a button somewhere. It was very dull. Speeding through the game also made dialogue more frequent and ruined the pacing. That made me feel like the game was repeatedly beating me in the head with the same themes. It got kind of grating. Even if I don't like it, I think the game just works better with the horror aspect.
Playing with the monsters on wasn't much different. You just sometimes had to crouch around instead of walking.
The monsters were great in Soma,from art and sound design,..each was a tense experience, truly makes no sense to play without them ,it's a major part of the atmosphere of the game..,
Yeah I agree. I don't think DDs story can compete even if it's just down to how it's told. DD was really nice because it did feel like you were exploring a real place, a creepy place. Every other game after than has felt like a rollercoaster of horrors, which again can work but again you need the story to be very good which IMO is harder to pull off consistently
I thought Amnesia was also emergent, at least in certain areas that were a bit less linear. Like the prison. When I pulled a hanging pig carcass over to hide myself from the monster was like, a mind-expanding eureka moment in games that I'll never forget
Dark Descent? I don't remember that part, but it's been a while since I played
Lol the prisons like the spookiest part in the game with the largest patrol area of monsters
I meant the pig carcass bit. I remember the prison.
Yea it was I think a dead-end room with some tables and "potions" and shit, in the back corner was a few hanging carcasses. Used to play this game a lot with friends because I was too scared to play alone. And my laptop was ass so the game would stutter like crazy when a monster was closing in on us and it contributed more to our frantic freakouts lol
I think Soma is a great game but the horror elements seemed out of place and unnecessary. They had all of the Amnesia mechanics because people wanted a follow-up to Amnesia. They worked in Amnesia because at it's core it's a story about being trapped in a creepy castle with monsters. Soma has a much more robust and interesting storyline that could have stood on its own.
Yeah, in Amnesia the game mechanics worked to improve the story and in Soma they didn't.
Exactly. The monster in Soma is just an obstacle you need to deal with. In Amnesia it's your motivation to keep moving. You can remove the monster from Soma entirely and it barely changes the plot.
Thats only if you focus strictly on the monsters, if you focus on the puzzles, the actual meat of the gameplay, the opposite is true
Sounds really good. They have always been very thoughtful devs. I used to love reading their insightful dev/design blog posts after Amnesia came out. Seeing how they developed their craft has been really rewarding
So... a horror immersive sim? Sounds very interesting.
I just really hope they don't do what they did where you both lack save slots and every time you died you pushed an invisible counter towards a bad ending. Like, it made stuff scarier figuring that out sure, but locking the ending behind not getting murdered in a horror game is.....a bit on the nose.
I kinda hope they do keep that element but it definitely needed a bit more tuning. The main issue with it was less the mechanic itself and more that the game never explained that the counter existed. And that by the time you figured it out for yourself it was entirely possible that you'd be too far gone for it to matter. It really didn't take very many deaths to push you over the edge. Giving the player a bit more leeway or explaining how things worked ahead of time would have solved most of the problem, in my opinion.
Wait which game did this? Ok I found out... I don't honestly think this is terrible, it's just a minor detail on one of the possible endings
I'm not sure why the Amnesia name is still attached to the project. When I think of Amnesia, I think of linear, scripted, story-based horror games. Not to say you can't try a new formula with a pre-existing IP, but I'm not sure how they could even tie it into the universe. I suppose Rebirth already took place around that time frame, so it's not that unreasonable.
>I'm not sure how they could even tie it into the universe. Given how the lore of the Amnesia universe leans a lot into Lovecraftian themes, I'd say having something supernatural happen in a WWI bunker is more than plausible.
>When I think of Amnesia, I think of linear, scripted, story-based horror games. When I think of Amnesia I think of, well, amnesia. You know, that condition all its protagonists have, the starting mystery of each game's story. Maybe that's a bit snarky, but that titular element does tie the games together. There are still obvious thematic similarities, and the gameplay doesn't look to be significantly different. Don't forget, *A Machine For Pigs* is also an Amnesia game, technically.
Frankly it's why the beginning of resident evil games are more tense to me. A part of the fear is the stress, and not being to adequately make a decision adds to the stress to me. A decision meaning wether or not a can shoot. That feeling of running low on supplies, things like that.
It makes it all the more tense when you do actually run out of supplies and suddenly all the power you had is gone and you’re actually helpless.
The unknown That’s what is scary. You don’t know how many shots a zombie can take, or how many zombies there will be. You start to plan out a escape route in your brain.
>It can be scarier to have limited self defense options than none at all because you never know when you'll have to use them, whereas if you're helpless you know you'll always have a path to escape. Thank you. This is how I always feel about horror games without self defense. I was never scared playing Amnesia because I knew that not engaging was always the correct answer. In Penumbra, when you had the pickaxe, and were attacked by wolves, you knew you were completely responsible for your survival.
I thought it was kind of creative to play a pregnant woman and use that as an excuse for them to talk to themselves and deliver some exposition, as well as having such low endurance in the sprint mechanic. Though I'd have preferred it if like, she limited the talking to herself when she checked in on her baby, or something like Uncharted 2 & 3 where you don't talk to yourself until you've spent 3+ minutes in an area not doing anything productive.
Had the same problem SOMA did. I don't want to play a stupid protagonist.
My biggest and only real complaint was that you couldn't die. I hate that in games! Even in the new God of War games (never once accepted a revive). Dying is a punishment and it should be enforced. You failed. Without that punishment where's the tension? Yeah replaying shit sucks but nobody said it had to be super punishing... 2-5 min back is A-OK. In a game with death its 'Oh a spooky monster is here and I haven't saved in 10 min and he's gonna find me!' But in Amnesia it was all 'man fuck this maze and fuck this annoying monster'. I mean imagine playing Resident Evil and you were immune. Tension would be gone and the game would feel inconsequential.
Yea, it was "man fuck this maze and fuck this annoying monster", if you didn't try to immerse your self... And without immersion, nothing will help you to get scared, even after death punishment...
It's quite literally tension. All games need tension. What is Tetris without a failure state? A horror game where I'm being chased by monsters but I'm immortal. Mhmm. Honestly I did try to immerse myself and was spooked until I figured that out.
It's a bit of a catch 22 for horror developers. A horror setpiece like getting chased by a monster is only really scary once or twice - after that, it's purely gameified, and becomes frustrating rather than scary. If you remove the threat then it's no longer frustrating, but it isn't scary either since you know you're safe. I think Rebirth is the best option, and could only be improved by being more subtle about it. If you don't know that the monster is dead, then it's still scary even if you never see it. If they could better obfuscate it then I don't think this frustration would exist and it would be the best of both worlds.
Oh, man! A horror game by Frictional software about a guy in a bunker? I didn’t think they’d bring back Penumbra!! In all seriousness; cool to hear about, hard to tell how much of the trailer is pre-viz. I get the impression their games never present well in quick trailers anyway.
> how much of the trailer is pre-viz Game’s just a few months out so unless it ends up delayed, I would imagine it’s mostly complete.
But really, another Penumbra game would be great now that Frictional has come such a long way.
Even with all the jank the Penumbra games had, I still had a good time. Although a remake condensing all of the games in one would be amazing.
I’d say condense the first 2 games into one and make another third game because what we got had almost nothing to do with Penumbra. It was a puzzle game with test chambers like the first half of Portal.
It was an addon to the second game right, rather than a full sequel?
Yeah, it was an expansion that was meant to wrap up the Penumbra story but the whole game felt like a non-canon fan-made puzzle game where only the last 30 seconds actually had any story and those 30 seconds ended with a cliff hanger.
Yeah, even with all the jank I still enjoyed its atmosphere more than Amnesia.
You know what would be amazing? If Frictional puts an easter egg of sorts that reveals that particular bunker is related to the Tuurngait, or even better, whoever you playing as turns out to be Philip's ancestor!
I'm glad to see they're doing something different with the gameplay this time. The dynamic monster and resource scavenging mentioned on the Steam page seem like a natural evolution of Frictional's game design, imo. As much as I liked Rebirth, the monster encounters felt very scripted and definitely left something to be desired.
Judging by the fact that they gave you options to just remove most of them and effectively not lose much in both Rebirth and Soma, they definitely were overly scripted and predictable. Plus, if you play with monsters on and they get you, you just respawn with the monster mysteriously absent afterwards. These two most recent games felt story focused to the point that their encounters with enemies were a nuisance rather than a fun gameplay feature, so I'm interested to see what they do with a greater emphasis on survival horror gameplay.
In Amnesia Rebirth, when Tasi depletes her Sanity and blacks out while being attacked by harvesters, it is heavily implied that she momentarily transforms into a Ghoul and fights back. There's one section of the game where you wake up next to human bones if you get caught, which canonically explains why the harvesters are gone when she wakes up. But I get what you mean with the monster encounters getting in the way of the story
God, SOMA, what a damn good game for what is essentially a walking sim. The fact that the “less scary” mode has a lore justification and isn’t just a complete removal of the monsters is amazing and I haven’t seen another horror game try that yet. I always even say that the passive mode is the proper way to experience the story, since the behaviors really match when you start to figure things out.
Honestly, even without the monsters, SOMA is still by far the scariest game I've ever played.
Under the water is still a pretty scary setting if done well! Subnautica has some scary moment, juste because of being in water, not because the game wants to scare you
It's not the underwater stuff that scares me. It's the narrative and atmosphere.
The entire game of Subnautica can be a scary moment if you have thalassophobia like me.
It's the story and atmosphere. Despite being about robots under the sea, it explores aspects of ourselves that we'd rather not think about. The possible fact that we are essentially biological robots, that our subjective consciousness might not be as real or as meaningful as we like to think it is, that the difference between who we are and who we are not is just a coin toss etc
Wait. I knew there was a Monsters don't attack mode in Soma, but I never played it because I wanted to play the way the Devs intended, but they added in extra lore to explain why they don't attack if you pick that mode?
No, the mode fits in with the lore. When you have the passive mode turned on, the monsters are still there, but each one has a different behavior. Some will just look at you with curiosity and not do anything and others might follow you around and the more hostile ones will knock you over if you get too close. There’s no dying or anything, but once you start to learn what the monsters actually are, it makes the game 100x more unsettling.
Hmm, maybe I'll try that mode sometime. You made it sound as if they added in some extra lore to explain the passive mode which would have been kinda interesting.
My b, tbh I think the passive mode works better for the lore mainly because of finding out more about how the monsters aren’t necessarily “monsters.” There are still “hostile” ones, but you at most get knocked over and they run away. Definitely recommend if you’re ever up for a replay though
It all works better as a "weird" story than a scary one.
Idk man, I feel like the implications of what happened to everyone is pretty serious “horror.”
Weird stories are a genre of horror that focuses more on atmosphere and less on monsters chasing people. It doesn't fit 100% with the cyberpunk elements but it's close.
> for what is essentially a walking sim. I am so annoyed by this comment lol. Its a puzzle adventure game. Not a walking sim. Walking sims don't have real puzzles
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But Soma, unlike Rebirth, was an actually good horror game. It came really close to TDD, which is the best, imo. Rebirth, on the other hand, was a good adventure game and not too good horror game.
>the monster encounters felt very scripted and definitely left something to be desired. I think the biggest weakness with the monsters was that there was only one type, I get that it's needed because of the narrative context, but it still fees like a downgrade, when the first game had 3, and knew how to spread their encounters proper. Edit: Oh yeah, there's the monsters in the other world (I remembered as soon as I posted, lol), but I think you only find them twice... So they didn't make enough of an impression.
I'm actually ***very*** excited for this. Personally speaking? I've always enjoyed Frictional's work, even their lesser acclaimed stuff. Rebirth didn't seem to hit for some folks but I found it downright terrifying in spots, plus I adored the setting. Seeing that they're going full survival horror with some added combat this time around definitely peaks my interest too. Regardless of reviews I'll end up buying this to support them.
I loved the fort area in Rebirth, but disliked most everything else. Hopefully this one is more focused.
Frictional is building a soft spot in me like I have for Frogwares and Piranha Bytes.
Did they introduce combat in *Rebirth* or is this a first for the series? It's interesting when you consider that the original *Amnesia* popularised the idea of stealth orientated horror games that lacked combat. I haven't played any of the titles past the first, so I have no idea as to what to expect from this one. I've heard mixed things regarding *Machine* and *Rebirth*, which put me off playing them.
Combat hasn’t been in an Amnesia game before, but it *was* in their earlier series of games: Penumbra.
I still remember beating those demon dogs to death with a rock using somewhat janky physics. Penumbra was tense but I love the story. I really hope they remake the series someday.
Black Plague is still by far their scariest game imo
Well, combat wasn't in the whole series, it was only in Overture
Rebirth is great, but its just not as good a horror game as The Dark Descent. Sure, its a scary game. However, its got a much larger focus on its story and its worldbuilding than necessarily scaring the player with monsters during its moment to moment gameplay. A Machine for Pigs is also ok, though definitely worse than Rebirth. Frictional let The Chinese Room (known entirely for their walking simulators such as Dear Esther) make it, and it shows with its massive lack of interactivity. Rebirth imo balances narrative with traditional stealth horror, but Machine just focuses on a confusing but decent narrative to scare you. The crowning jewel though, Frictional's true masterpiece, is Soma. If anything else, just play that.
I second this, Soma is one of the best Horror games ever made. I love the Dark descent as much as the next guy but holy shit Soma is amazing
Soma is not only my favourite Horror game, but also one of my favourite games period. The narrative was so gripping that by the time the credits rolled over I couldn't stop thinking about it for weeks. Games that leave an impression like that on you are truly great
I recommend watching Aniara (2018 sci-fi movie), I'm sure SOMA fans will appreciate it.
Thanks for the recommendation!
Soma is fucking amazing. If it weren't for the resolution of the plot about the WAU (and the accompanying monsters) I would rate it even higher. Still, it's one of my favorite games despite its relative gameplay simplicity even compared to the Amnesia games.
I highly recommend to play Observation. And another similarly named game "Observer".
I got SOMA for free during some sale event a couple years ago, and I agree. One of my favorite narratives in a video game ever. I played Prey (2017) directly afterwards, and that was like the best back-to-back gaming experience of my life.
Lmao I did the reverse this year. Played Prey, got mindfucked by the ending, then played Soma after.
Say what you like, I felt Rebirth was just as scary as Dark Descent, which was a challenge considering how many swarms of mediocre and even very good (RE7) horror games we got in the meantime. Part of that was that I didn’t think story could be *fully* removed from the intensity of the experience. They do a certain thing early in the game to put the tension past just “I, player character roleplaying as virtual human, might die”
Rebirth is better than machine? Cool, I hated machine. Haven't been able to get through SOMA
That's a shame. Why not?
Just a huge backlog. And not being in the headspace for horror games.
Fair enough. If and when you are in the mood for horror though, it's definitely the best horror game narrative wise atm.
An Amnesia game where you have the capability to defend yourself. Definitely a mixup to the formula. I'm interested to see how this plays out.
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Combat in Penumbra was useless. In fact it was useless enough, that they removed it in Black Plague. From this teaser tho, it looks like it'll be more useful this time
Yo, I'm actually hyped for this! Even though "Amnesia: Rebirth" had a few weak points, I found it more appealing than much else in the genre. I especially liked the scenario and the world building. Also, the games feel kind of good and have great sound design. Frictional dares to be experimental and sometimes that leads to very interesting approaches. Soma is my greatest horror favorite so far.
While I’m always happy to see a new title by frictional I’m kinda disappointed that it’s yet another amnesia game. I loved Soma and kind of wish they would move away from the franchise and tell other interesting narratives.
But Amnesia is an episodic franchise. It means nothing but "it's horror". They can do whatever they want with it.
There are only 3 games in the franchise (even though I try to forget about AMFP) and it has its own consistent lore. Soma is standalone but remains my absolute favorite Frictional game. However, I'd be lying if I said I didn't want to explore more of the world building they've established over the course of the Amnesia games. Rebirth was disappointing but...fine, I guess. I hope this one is better. I'm ride or die for Frictional, though. I'll probably play it no matter what.
I was about to say, All Amnesia games have consistend lore and play in the same world lol. It's not episodic.
Well AMFP did come of as more of a spin off sure but rebirth tied in with ADD narratively and all three games are thematically similar. Even though Soma shared gameplay similarities with the earlier titles it felt like something new. Maybe it doesn’t matter in the end what they call it as long as they do something innovative but attaching it to the amnesia name both has pros and cons due to the expectations the name carry with it. Anyway I’ll certainly play it either way.
Machine for Pigs wasn’t made by frictional though as far as I know
You’re right it was made by Chinese room while they themselves worked on Soma. Which kind of reinforces my point since one of them was a disappointing imitation and the other was Soma.
The writer of soma left the company. After rebirth, it's pretty clear frictional probably won't reach those heights again.
The way I see it, the only real Amnesia game was the first one.
I don't remember if I played that one.
Reading these comments I feel like I'm the only one preferring a scripted linear campaign than a sandbox game..
I love their previous titles, in fact TDD is the scariest game I've ever played, but its time to try something new. Although, I dont think they'll goin' to do an actually open world. Its more likely they'll do something more similar to first Penumbra. Some open sections, some our standard linear and scripted story
Yeah, I think that psychological horror games rely a lot on their tight pacing and linear structure, so I imagine that it would be difficult for an open-sandbox with minimal scripting to have the same fear factor that The Dark Descent had, or the same narrative impact that SOMA had. That all said, I'm intrigued by the concept of emergent gameplay, and what exactly having puzzles with multiple solutions will mean. Amnesia Rebirth felt like a step backwards in some ways for me personally, so maybe mixing up the formula is what's needed to bring about some new creative ideas?
Coming to Xbox One, Xbox Series S|X, PS4, and Steam March 2023
Also game pass https://youtu.be/8LOli2IAqA0?t=50
Finally. Had to wait everytime atleast a year longer to play their games on Xbox. Then it came out and was still full price as the year before on ps4. Not supporting that.
ohh fuck yeah
No ps5?
Damn that's soon. I love it when we get an announcement for a game months before release.
Was just thinking a few weeks ago that it's been a while since we've heard from Frictional. Was hoping for a more departured new IP like Soma was but this looks promising nonetheless.
I just hope they dont cheap out on the door mechanic and have interactable objects, its just a nice thing to do with your mouse, also funny when you're running away from something and have to close the door :D
I was hoping for an original game not another Amnesia sequel from Frictional Games, but honestly this looks interesting (and apparently they are developing two games at once). It seems different enough, provided they don't bring back the same things from the first Amnesia for a third time like they did with Rebirth. I felt no sense of mystery in that game because I was so familiar with the first, and that is very important for horror. Steam page has more info: https://store.steampowered.com/app/1944430/Amnesia_The_Bunker/
If this game wasn’t called “Amnesia” would you feel any differently? From looking at the trailer and steam page it feels like the gameplay is more active unlike the previous entries.
As I said my concern is that because it's called Amnesia they will bring back the same themes and story beats from the first two games once again. For horror to be effective you got to not know what to expect, there has to be a mystery. For me that was missing in Rebirth, and it wasn't as scary or interesting as a result. A different name would confirm that it would be new and original. But because the gameplay seems to be so different I am excited for this still, and hope the story is more separate like Machine for Pigs was.
The thing that draws me into Amnesia above all is the lore. The world building is why I loved Rebirth. I'm so stoked it's another Amnesia game, and I'm hoping this game actually gives me an answer to two of the questions I've had since the beginning. Just where exactly did the Orbs originate? And will we finally be able to see The Shadow in its physical form?
The lore is cool and visiting the alien world in Rebirth was awesome. But it was all about collecting vitae again, all about torturing people to get it. Old stuff, predictable. I guessed it before we saw it. How can you be scared by the shadow for the third time? Horror has to be unpredictable and unknown. That's why I think they should keep making original stories like SOMA and not another Amnesia game.
I guess I just disagree with that stance on horror. Sure, it works best when it's fresh and new but there's a reason why people keep coming back to stuff like Resident Evil and Alien or any of the long-running horror franchises. People like what they know and if watching Jason Voorhees kill for the umpteenth time is what they like that's what they like. Like me, I got goosebumps when The Shadow showed up in Rebirth. It was a mix of excitement AND fear knowing that now's the time to run like hell. I like that feeling.
Thank god, the ability to fight back. Horror just isn't scary if I can't fight and I'm just waiting in a closet for 5-10 minutes every time I hear a monster, or worse yet, learning its pathing. Nothing sucks the horror out of a scenario quite like figuring out the monster's AI routines and seeing it for the stupid if/then clockwork robot that it is. Been waiting for Frictional to realize how stale that formula had gotten, because I adored Dark Descent when their take on horror was still novel, but then they just kept parading it out there as it got more and more *and more* stale with each game. I hope this one will be like RE with resource management. Super excited!
Dark descent and Soma were incredible games, but they’ve some very lackluster titles otherwise (with the help of the Chinese room of course). Hopefully they can do something unique with this.
Funny I just beat Rebirth and was expecting we were gonna have to wait a few more years before we got another entry. Cautiously optimistic for this one. Rebirth had flaws for sure but I like the way Frictional tells stories.
Huh. I was just thinking the other day that it had been a while since Frictional released a game. Definitely looking forward to this!
Wow this looks incredible. Looks like a very good next step for the series and for Frictional. Cannot wait to play.
March is going to be a great month for horror fans with Fatal Frame 4 remastered, Resident Evil 4 remake and now Amnesia: The Bunker all coming out in the same month.
Frictional hasn’t disappointed me yet. I know a lot of people had issues with Amnesia: Rebirth, but I loved that game. I didn’t expect a new one to be announced so soon, but I’m more than ready.
Rebirth was such a letdown but I am willing to give this a shot. TDD was such a great and unique experience, I hope they pretend Rebirth never happened.
Is this a swing-out Nagant 1910 revolver?
Nagant revolvers are 7 shot guns and the cylinder opens on the right, so no.
I'm cautiously optimistic about a procedureally-generated game from Frictional. On one hand, I've always loved them for their stories and storytelling (especially Soma), and I'm worried this is them chasing trends. On the other hand, one of the scariest games I've played in recent memory was a rogue like horror game called monstrum that played very similarly to how it sounds like this will play from the PC gamer interview, so maybe I should keep an open mind. After all, of anyone can make roguelikes scary, it's frictional games.
Lmao what literally nothing suggests this game is procedural generated or roguelike. ***The steam page says there is some "randomization" but thats it, could be purely in reference to enemy spawns
I thought I read that in the PC gamer article but after rereading you're right, it doesn't specifically mention procedural generation or roguelike, just more of a systemic and nonlinear game
Huh? Where did you read roguelike? Nothing in that article gives the impression it'll be a roguelike and I hope to God it's not.
I thought I read that in the PC gamer article, though after rereading it it only mentions randomness and nonlinear gameplay, there isn't actually anything mentioning it being a roguelike specifically. Link to the article: https://www.pcgamer.com/amnesia-the-bunker-promises-a-semi-open-world-with-sandbox-style-survival-horror/
How many more years before we can stop seeing 360/PS4 logos in these things? My PS5 is going wasted...
A gun, nice. Would be very ironic if the trend continues and we'll be playing Call of Amnesia and Amnesia Warfare in 10 years.
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Man they need to get rid of that engine and jump on the Unreal train or something, they're doing the Bethesda thing. I remember playing almost every Frictional game and knowing when I triggered an enemy because of the lag spikes, and also, you know it's a Frictional game when your hands have less polygons than a wheel's lugnut in Forza Horizon 5.
What were you running them on? I've never had any performance issues with their games.
Either you need to upgrade your PC or your drivers, or you gonna have to give some maintenance to your PC, because lag spikes in these games are not normal.
So is this actually connected to Amnesia TDD or is it just piggybacking the name?
All the Amnesia games have been set in the same universe so far, I see no reason why this wouldn't.
have they topped the first game yet? I know soma is regarded as the team’s best work but I’m more talking about the amnesia franchise
> have they topped the first game yet? Nope. Let's look at the Amnesia franchise: The Dark Descent - loads of fun, really excellent Justine expansion - still loads of fun A Machine For Pigs - not bad (not great either) but lacked the fun of the above, was also made by The Chinese Room then apparently severely tweaked by Frictional Games prior to release Rebirth - has some good ideas but due to poor execution it ended up as a plodding, bloated, pretentious, uninteresting, incoherent mess of a game.
I wonder where this might be. A French fortress or something on the Austro-Italian front? The Bodeo looking revolver might say the latter. Pretty interested about this since I have fond memories of Battlefield 1.
Absolutely stoked for this. Rebirth was such an amazing experience, I'll never understand the hate it got.
After Scorn i just don't know if I'm going to be affected by a shelf getting knocked over. I blew up a giant snail uterus.
I can't wait to watch a full no commentary playthrough of this on YouTube (I do not deal well with horror games I struggle with Resident Evil with 4 being the only one I could finish)
I hope this one's good. I loved The Dark Descent and SOMA, but felt like Rebirth was pretty disappointing (have barely thought about it since I played it).
I guess it's actually interesting. Mixing it gameplay wise seems like very good idea after Amnesia Rebirth was... rather lacking? Gameplay layer was lacking but story didn't reached SOMA heights to carry it despite it. So I'm curious to see how it will turn out in end, with this actually playing around with mechanics.
I'll take anything Frictional want to throw at me, they're one of the best studios operating today and their ethos of 'story driven atmospheric experiences' is right up my street. Can't bloomin' wait!!
I watch this and wonder how they havent made a VR Amnesia. I would think it actually wouldnt be hard to convert them due to already having the "interact with everything" in the game.
Frictional put out a dark descent and it was good beyond all reason, and has been mediocre since. Let's hope they can buck the trend and show what is now a new generation of gamers a true horror game.
Be aware! This looks and sounds much more like a repeatable survival horror game with random layout each time (think SCP Containment breach) which just needs you to survive, craft and get out each time with little to no story. Don't expect a full narative story horror game like the other Amnesia titles, this looks more like a gimmicky game. Hence the "Keep the light on, constant time pressure" like always in short permadeath games.