(no title)
ja2ke | 13 years ago
Amnesia wants to use its interlocking game systems to make you feel afraid: You stay sane longer in the light. You have a limited amount of lamp oil with which to create light. Monsters make you insane (and kill you). Monsters can see you better in the light. Monsters make you go insane more quickly if you look directly at them (in the style of Lovecraft, gazing on things you should not see rend your mind).
The end result of this is a pretty wonderful set of rule balancing where, upon seeing a monster, the player immediately douses their lamp and hides in a dark corner staring at the wall, slowly going insane from a horror they cannot look at, knowing that looking at it will make them go truly mad, and turning on light for comfort will bring them a swift death.
It helps that on the art side, the visuals and audio are all built around creating and enhancing the mood, of course, but it's rare that there are a bunch of interlocking systems which can shape your behavior in a way that's that harmonious with an expected emotional output, a mood, tone, etc.
The game is rough around the edges and definitely created by a small team, but what it achieves is pretty rare.
Jach|13 years ago
lloeki|13 years ago
That was actually Penumbra: Overture
unknown|13 years ago
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