Amnesia: The Dark Descent

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HuManBing
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Amnesia: The Dark Descent

Post by HuManBing »

I'm playing this game. It is good.

Points:
  • First person game, but no shooting. You don't ever acquire a weapon.
  • Cutscenes are mostly auditory, and take place while you're still in the game.
  • Sanity effects take place, similar to Call of Cthulhu: Dark Corners of the Earth. Vision blurs, sounds behave oddly, and so forth.
  • There is no on-scene health bar or sanity. You can check these in the pause screen.
  • Enemies tend to be subtle and unseen, or dimly seen.
  • Most of the game appears to be exploration and puzzle elements. Light helps you stay sane but attracts enemies. Darkness hides you but scares you.
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Re: Amnesia: The Dark Descent

Post by HuManBing »

Highlights of the game so far:
VIEW CONTENT:
  • A collapsed hallway must be cleared with explosives, which are mixed at the alchemist's lab.
  • Searching a library for special trigger-books to pull, which will open up a secret door. This is made more complicated by the darkness.
  • Part of the mansion is flooded (although this is suggested to be a figment of the player's imagination). There are crates, tables, and so forth poking up out of the water. Something horrid is stalking the player in the waters - it can't be seen, but it makes skipping noises and you can see the splashes that it makes. When it catches up to the player, it slashes and bites at you with a dreadfully hungry-sounding roar. If you stand on crates and keep out of the water, it can't reach you.
  • As above, something is chasing you in the water, but it CAN reach you on crates. Your only choice is to run as fast as possible and climb over crates and chairs, forcing the creature to destroy the debris in the water first.
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Re: Amnesia: The Dark Descent

Post by HuManBing »

Several of the puzzles are problematic, but in ways that are depressingly common to most games:
  • They're mandatory, which means you can't progress in the game until you solve them.
  • They're exacting, meaning they allow only one solution.
  • They're obscure, meaning the one single valid solution is artificially difficult for reasons aside from logic.
These problems are hardly unique to this game alone (for the worst offender in my experience, look no further than The Legend of Zelda: Ocarina of Time) but they do detract from what could be an excellent game.


The contrast in game design philosophy is especially harsh, because I've just finished replaying Deus Ex 1, where the design team specifically decided to eliminate most of the mandatory and exacting elements of their level obstacles. Warren Spector even went on record saying they tried to put in at least three different solutions for each obstacle, one of which is just to avoid it. Although some solutions in Deus Ex count as obscure, these solutions were usually optional, which means you reward the player who's experimental enough to try them, without requiring that ALL players be similarly experimental in order to progress in the game.


On the other hand, it's possible I'm just getting old, and my lateral thinking powers are degrading.
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Re: Amnesia: The Dark Descent

Post by A G Thing »

Or the days of the fetch quest being reasonable along the same exact path each time for every obstacle have come and gone and now to do such is just a little lazy... Still it is a great game in getting the atmosphere down pat.
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Re: Amnesia: The Dark Descent

Post by HuManBing »

A game design that's currently in the conceptual phase: "Sound of Silence". The game has variable challenges in each room, and the AI actually gauges your reaction to different types of horror sources, and thus becomes more attuned to what will make you more afraid.

Worth a watch - pre-alpha trailers only at this point.
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