

It's an absolutely agonising decision, and the game pulls no punches in showing you the consequences of your actions. At the end of the game though, the player is left with no choice but to incinerate Red in order to obtain a key to escape the complex. Vulnerable though you are, you're guided through the mining complex by the warm, friendly voice of Red, who communicates with you over loudspeaker from an unknown location. Overture features a combat system, but it's slow and clumsy while enemies are tough and dangerous. While this sort of interaction is, for the most part used to solve puzzles, its significance lies in the way it lends a strong connection with the world that surrounds you - a vital component of any horror game. Doors and drawers are opened and closed by holding down the mouse button and dragging the mouse around, for example, rather than merely clicking on them. As you explore the mining complex just outside the facility itself, Frictional's pioneering physics-based interactions are introduced. In Penumbra, the player character Phillip explores an abandoned Arctic research station after receiving a letter from his allegedly deceased father. Unsettling though Amnesia's environments undoubtedly are, the true horror comes from within.
Amnesia the dark descent water monster series#
Instead, it represents the culmination of a series of ideas that evolved gradually throughout Fractional's earlier output, beginning with the studio's debut, Penumbra: Overture. The result dramatically altered the horror genre as a whole, but Amnesia didn't break this new ground entirely on its own. This is the notion that Amnesia challenged by shifting the focus away from fighting monsters, and towards the central character's own state of being instead. Even the most frightening games in existence, like Silent Hill and System Shock 2, couldn't let go of that notion of fighting back against some kind of external threat. Prior to Amnesia, horror games tended to be prefixed with the term "Survival", and the genre was exemplified by games like Resident Evil and Dead Space, where jump-scares and creepy environments coexisted alongside an emphasis on combat and the scavenging of supplies. Like Minecraft and Dark Souls, the ideas and systems explored in Frictional's masterclass in terror have crept out into other areas of the games industry, like a virus seeking out fresh hosts. I think it would be a hit or miss attempt.There's a reasonable argument to be made that Amnesia: The Dark Descent is one of the most influential games of this decade. It seems more actiony than scary in my opinion. that way, you would be VERY cautious all the time. It's also meant to spook you a lot, like after they go away, you'll be even more scared, because they were all around you, and you didn't even know it. What I meant (it doesn't say in the previous post) is that when the monster's come out of nowhere, you would escape easily, but only if you keep running. You're not suppost to die like in Dark Souls, you're suppost to solve the puzzles. 2 monsters for a reason.It gives you more chances to survive.

Amnesia the dark descent water monster trial#
Your idea sounds like a lot of trial and error. It works BECAUSE you don't see the water monster. And if one of them finds you, ALL of them find you. then you have to find a way to hide from them, ALL of them. the the game trigger's a chase scene, but the farther you go, the more monster's appear right in front of you. Originally posted by ninjamunkey7:I think it would be a part when you see the monster for the first time, and he sort-of howls and calls a bunch of monster's like a pack.
