Wednesday 20 June 2012

Amnesia: The Dark Descent.

FZ: Here we have our first horror related games review from 
Drikanyx so please enjoy!
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Most people who have a good knowledge of video games have at least heard rumours of Amnesia: The Dark Descent. It’s supposedly one of the scariest horror survivals out there; you can’t fight back against the monsters, you can’t run away, you can only hide. For many game connoisseurs like myself, it wasn’t the first horror game I have played, nor will it be the last; but what drew me to it was its supposedly unique game-play.
 
 
Frictional Games’ "Amnesia" wasn’t their first, but is probably their most memorable title. And with a sequel being released for the game next year, now could not be a better time to pick up the game which is now considered a cult classic among fans of the survival horror genre.
 
 
"Amnesia: The Dark Descent" is set in Prussia, in 1839. The protagonist, a young man named Daniel, finds himself alone in Brennenburg Castle, with no memory of his past apart from his name and his hometown of London, Mayfair. The castle around him is decrepit and abandoned, falling further into disrepair with every step you take. Strange bellowing noises can be heard from within the bowels of the castle, and the building itself is far from normal. This is the world of Amnesia.


First impressions of the game certainly don’t strike me as "pants-shitting" scary, as such. The game however, tries its very hardest to lull you into a false sense of security at almost every turn, and before you know it, you are assailed by screams, bellows, and noises that will put a lesser human being on the very edge of their seat. At one point in the game you are witness to the pleading screams of what sounds like a young girl. Later on, you hear her die.


Stay out of the water, god-damn it. They bite.


There is one part early game that was the closest I came to actual fear. You are locked in a winding corridor, which is knee-deep with water. Step in the water, and you are chased by some unknown creature – the Kaernk - that thrashes and roars until it makes you its dinner. The mechanics of the game here actually give a sense of urgency and it feels like an actual risk to make that short dash across the water-logged floor. For the first half of this puzzle, you have boxes that keep you just out of the water monster’s reach. A few sections require you to distract the monster with whatever you can grab; books, rocks, human flesh; so you can dash through the water safely.
 
 
And then finally, the real challenge. No boxes. No ledges. No distractions. Just a full-pelt sprint down several very long, blocked corridors to get away from it. Nail-biting stuff, especially when posed with a closed door. I’ll talk about why this makes it much scarier in a moment.


The Steam Engine puzzle. I enjoy these kinds of "challenges".



As things go, this is as scared as I have become in the game so far. I’ve jumped a few times at the sudden appearance of the lovable Corpsey - or the Servant Grunt as he is properly known – or at his attempts at breaking down the door whenever I get too close whilst searching for pieces to complete the rather fun puzzles Amnesia throws at you.
 
 
People have called this game "difficult" to the point that they could no longer continue playing. I wouldn’t call it that, at all. Most of the puzzles I have so far encountered at about a third of the way through the game have been pretty simple if you followed the clues conveniently placed at every turn. The only thing that makes them difficult is fear. Fear of the monsters, fear of the noises, fears of Daniel’s sudden decision to drop to the ground once his sanity falls too low.
 
 
For me, after the initial shock of encountering our friendly neighbourhood Gatherer, it was more of an annoyance having to run and hide in a dark corner until Corpsey decided I wasn’t an adequate meal. And even when the unsettling music stopped, that wasn’t a given that he had left you alone.
 
 
That slack-jawed menace could just be waiting in the next room for the hug he oh-so craves; hugs that hurt if he gets too close. Ouch. Those iron claws were not built for friendly gestures.
 
 
And so we’ll move on to one of my favourite mechanics within the game. Interacting with objects has never felt so immersive in any other game I’ve played. Doors and levers actually feel heavy, and almost seem to require effort to move and open by dragging the mouse in the correct direction and manner. This is one of the reasons why the flight from the Kaernk was so urgent. Damn doors, you actually have to stand back, stop, pull on them until they open, and then start legging it again.
 
 
This mechanic isn’t for everyone, but in this sort of game, it works very, very well. Things actually feel difficult, and less super-human. Daniel can’t lift large rocks, but he can shunt them out of the way with a little work. Doors (apart from area transitions) don’t open on a single click. Frail objects break when you throw them against a wall or to the floor, and weak walls or windows shatter when a heavier object is thrown. This is what I really like to see in a horror game. It’s somewhere where realism actually works. I threw a small rock at a pot of explosives. The pot subsequently began to fizzle and pop. I legged it, and from behind me – BANG. That was one of the key, "real-feeling" moments.
 
 
So now, for my opinionated conclusions on the game. It’s good. I’m not just saying that to appease my fan-boy friends who absolutely jizzed all over the title, pardon my French. I am genuinely enjoying the game so far. I look forward to Amnesia: A Machine For Pigs which will be hitting our shelves next year, and I hope the Dear Esther crew can do this series justice. I may not be finding it as scary or as difficult as many of the fan-base do, but it doesn’t stop it being a genuinely enjoyable title to play. The mechanics, immersive story, and innovative style certainly makes me want to play more. If I wasn’t writing this article, or being pestered by friends to play Team Fortress 2 right now, I would be playing a bit more.
 
 
I’ll continue to delve deeper into the world of Amnesia looking for a scare, and I would recommend any gamer worth his salt to do so, too. Even if it doesn’t scare the shit from your bowels, if you appreciate puzzles, you’re bound to enjoy parts of the game. Just don’t be like me, moaning whenever Corpsey decides to visit, because you can’t carry on with that engine you were just trying to fix.

Drikanyx

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