Even psychological horror masterpiece Silent Hill still used combat as a major part of its game design.Īmnesia wrenched weapons from its players hands, taking away even the minute amount of safety they might have offered. It wasn’t the first game to do a creeping, tense horror that took your weapons from you – even Amnesia developers Frictional Games had released a similar game before with Penumbra.īut by and large the big hitters of the genres were games like Resident Evil, F.E.A.R and Dead Space, which were more about shooting the scary bad guys than hiding from them. On is release in 2010, Amnesia really changed the idea of what horror could be. And then those elements that were so typically Amnesia started turning up in other games. Amnesia‘s tense game of hide and seek provided a thrill of adrenaline like no other I had experienced before, and I was hooked.īut no other game really came close, at least not at that point, so I replayed Amnesia until even the most terrifying moments were so familiar they couldn’t shock me anymore. I’m petrified at the thought of it, but I don’t want to seem like a wimp so I go along with it.Ģ4 hours later we emerge: shaking, triumphant, changed for good. ![]() A friend asks if I want to play Amnesia with her. As is, you could sneak up on them and give them a wedgie if you see them first.Flashback to 2012. Maybe the running away style will get more tense later on if the monsters didn't have extreme ADD, blindness, and hearing disorders. ![]() Welp, I just feel a more gothic mystery type atmosphere than the paranoid-scary one they seemed to be aiming for. Worse still is when I get some v-sync or weird aliasing issues that con me into thinking something that isn't there is and hiding around in a closet for no reason while typing posts like this. Especially when most don't make it obvious that they're gone since you still here ambient walking and growling even though they have long disappeared. I find the monster aspect the least engaging since I spend most of the time hiding until enough arbitraty time passes for them to go away. The alone in the dark style snippets keep me wanting to know more and the game's just plain fun in an adventure sense. Personally, I don't find this game scary, I'm enjoying the puzzle solving, plot, and light/dark sanity mechanic much more than the horror aspect. I'd be mre cautious and on edge if I felt they might be lurking around everywhere. Their indistinquishing effects are what caused the reckeless behavior in the first place. Even the motion blur/static effect seems to be mostly due to low sanity than any nearby threats. Still can't distinquish them from just plain ambience effects of growling and walking until I get a screen shaking scream out of them. Then he just went up and decided the jig was up and disappeared. Even busted down my closed door with barrels stacked behind it, but luckily didn't bother to come in and take a look. He gave a loud shriek while I took off running back the way I came. I'm running back to the black hall and he's right at the top of the steps (where you blow up the blocked path) whilst I'm running straight at him in a brightly lit room thinking no one would be there. I saw him initially, but thought he'd disappeared after hiding a bit. Yeah, just dealt with a nasty one in the storage area. I know this game is supposed to be about paranoia and all, but I'd at least like to pretend I'm being stealthy rather than just ducking behind some crates when I randomly come across something.Īlso, what's with the pink gloop, it's basically the only thing that I regularly encounter that hurts me. The games fun and find myself diong lots of exploring, but it's kind of taking the fear from the game when despite hearing growls and footsteps emmanating from some room and thinking I should avoid it, I just walk in and 99% there is nothing. The few times I have encountered something it is out of the blue: open a door to a new area, and bam some guy is standing there doing nothing in the room. ![]() I thought growls might be a sign, but felt foolish hiding in a closest when nothing ever came. Spoiler: Just played past that part where you have to hop on boxes and run from some underwater monster.īefore that though, I'd hear footsteps and things like that coming from obviously fake locations, like outside windows and things of that nature so I just ignore them.
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