Amnesia: The Dark Descent

Amnesia is…I guess a first person puzzle survival horror game for the PC and Mac platforms. It was developed by Frictional Games, a group that also produced another little known game in the same genre called Penumbra. What Frictional Games seems to have been aiming for here is a controlled experience, all the way down to how the game is “best” presented. It is suggested upon starting the game that you should be in a dark room and wearing headphones for the maximum psychological horror factor. Dark basement with 5.1 surround sound would hopefully suffice.

Menu

Lets get started.

Gameplay

Jumping right into the game, you are put in the shoes of Daniel, a man who decided to take a potion to forget things. What things? Why? You have no clue. The last thing you remember is telling yourself to get to the center of the castle and kill some one. Mission accepted I guess. The concept of an amnesia potion is interesting here though. In most games you take the roll of someone who lived, loved, lost and had some kind of back story whether you are told it or not. That makes it kind of awkward when people decided to tell you about yourself. In Amnesia you, as the player, are learning everything on the fly. Who you are. The horrible things you’ve done. This can make for a good story telling mechanic and properly connect player with character in most games, but it feels like Amnesia missed the mark. Maybe its just me but everything seemed so disjointed and almost meaningless to the grand scheme, particularly in why you took the potion in the first place. The hole trip leads you to remember everything anyway. In the end your still a horrible person that performed unspeakable acts of torture to further your own power under the guidance of a mad man. Whats the point. Amnesia also missed in several other areas as well. The monsters in particular. Great forward step for survival horror games involves making the monsters impossible to kill. Games like Silent Hill, though great in my opinion, fall short in the whole survival part. I mean, conceptually speaking, creatures cross over from a nether world environment to kill you and your able to pick up a baseball bat and kill them. Kinda kills the fear factor. In Amnesia its run or die, but due to horribly stupid AI the running part is overly easy. Crouch down and face the wall and your safe. The hell? Not to mention the monsters all feel like quick triggered events. Monster spawns, you sit in corner for 2 minutes, monster vanishes, continue on with the game please. The only time Amnesia nailed what the monsters needed to be was in an early part of the game. The water monster got my hopes up for later only to have them cut down. It was the first and only time a monster was treated as a puzzle in Amnesia and I feel their true callings were missed. Past that my other big issues include the lore within this world created by Frictional Games and the balls they had to call it high end in the graphics department. I don’t want to touch on the things about the world that make it feel awkward due to how infuriating they made me, but graphically speaking Amnesia falls short in so many ways.

Lightining

Ladies and gentlemen...THE FUTURE!!!!

Visuals

From the very limited visual pallet of dark hallways and torches,reminiscent of Elder Scrolls Oblivion, to the lack of interactive elements in the world such as light and water Amnesia is years behind modern developments in actual cutting edge graphics. Particle effects and lighting feel slapped on and separate  to the world in comparison to the very integrated feel that Metro 2033 brought to the table. Textures, color choices, complexity of architecture, objects, character models, and monster designs feel very low quality in an overall sense. From time taken to produce them and direction that was decided upon. Everything feels like a trick to save the need to render anything. When large things fall over it happens out of sight. A room fills with water, but you black out just before it. The worst part of this is that it seems Frictional Games starts giving up the further in you make it. The levels begin to have less detail and objects. Paths become basic 90 degree turns lose any sense of possible architectural design the further in to the game you make it. A game that looks this bland and basic should not make my computer chug by simply enabling SSAO graphics…. For shame.

Monster

omg...its a monster....

Sound

This is where psychological games should shine. But no. The sound is basic ambiance only altered by the triggered arrival of another blind creature, and we all know the scariest kind of monster is one that announces itself right away before it even sees you. Other than that you seem to be stuck in a world where some one learned how to bind their keyboard to sounds from a Halloween sound board. Creaking wood. Low booming bass that sounds like a creature humming in pain. Bugs. Scratching. Howling. Oh noes I am so scared.  The voices you hear during flashbacks seem fine though the story lacks a lot of punch and tries to be gritty and gory for no reason. Prisoners screaming and crying out to their tortures. Listening to a dog get sawed apart by an alchemist in order to make a health potion of some kind. The sounds never really becomes an assault on the mind. Never once did I really question what I was hearing as a possible evil. Though I must say that Daniel seemed easily frightened. Most of the sounds heard correlate with a psych out moment such as a strong gust of wind or a mild quake and these things send Daniel’s mind into the fetal position for extended periods of time. If only he knew the monsters won’t attack if you can’t see them. Be an ostrich Daniel. Put your head in that sand and nothing can hurt you.

Rabbit

Taxidermy done by preschoolers. Oh my.

Closing Experience

Know that I toughed this game out in hopes for something appealing. At my job i got into a long conversation with a customer about the current lack of proper survival horror games on the market and I kinda hoped this one would be at the very least decent. But I just walked away angry at the whole thing. i felt that Friction Games swindled me out of time that could have been better spent being angry at Blacklight: Tango Down for the PC or something. I mean come on, my psyche is no more scarred than it was going into this experience. I’d at least hope to be partially disturbed by the end of all of that. The worst part is that I had no real expectation going into this. At least I didn’t pay for Amnesia and that it only lasted 5 or 6 hours. That’s less time than I spent playing Arkham Asylum, so I guess I’m fine with that.

In Closing: 3.2/10

Gaming Value: $9.99

Tunnel

Help me... I'm trapped in a linear game.

About Kimerex

Gamer. Artist. Writer. Generally annoyed human being. Narcissist. Nostalgia fanatic. I am all these things and so much more.