Actual horror is
difficult to attain in a videogame, often because the average gamer has seen an
incredibly large amount of digital atrocities (and committed even more). But while
most game companies take this fact for granted and go more for contrived action
in a horror setting, indie designers have opted to stain our souls with fear.
2010’s Amnesia: The Dark Descent is
the scariest game you will ever pay money for—Slender is the scariest you won’t. Developed by Frictional Games,
published by Steam and written by Mikael Hedberg, this game has won many
deserved accolades for its story, atmosphere and gameplay.
Amnesia takes place in 1839 Prussia , where
protagonist Daniel woke up in a prison cell without any memories other than his
name and the knowledge that something
is after him. He has a note with him explaining that he erased his own memory
and has to kill Baron Alexander, the lord of castle Brennenberg. Against
anyone’s better judgment, Daniel sets off to murder the Baron for reasons that
become horribly apparent as the game progresses. To say anymore would
essentially spoil the plot, but let’s just say there a reason that everything
in the castle wants to kill you.
Gameplay is of the
first-person perspective, but this game is not a shooter. The closest to a
weapon Daniel will find is a bulls-eye lantern that will really just keep him
more visible to the abominations that permeate Castle Brennenberg. With no
weapons, the gameplay is mostly physics puzzles and ‘find the key’ games that
survival horror fans have come to know and love. Amnesia is a unique case, as the player will never get a chance to
complain that they have to find a key for what looks like a balsa-wood door,
even though they have a grenade launcher or crowbar or high-powered shotgun.
This can annoy some players who are used to the approach of ‘getting to shoot
something EVENTUALLY’, but overall it adds to the horror and atmosphere.
While the game has
a conventional inventory screen, many objects cannot be added to it, and must
instead be lifted ‘by hand’. The ‘HPL Engine 2’ (named after Howard Phillips
Lovecraft—read my “Cthulhu Sends His Regards”, located below) that powers the
gameplay makes it necessary for the player to rotate the mouse in order to
operate valve-release levers, and can use the mouse to ease open doors. The
latter ability is useful for peeking out of closets Daniel is hiding in, or
checking a room for monsters.
The monsters
themselves are horrifying to behold, and while they shuffle around when ‘on
patrol’ they sprint at Daniel once they see him. They can’t be fought and will
break down doors in their pursuit, but can be knocked over by tossing things at
them. A game-breaking exploit in the HPL Engine 2 can also render them docile,
but I won’t spoil it here.
There is no HUD,
and alongside health there is a sanity system. Staying in darkness and other
sources of mental stress will cause Daniel to pass out in real-time. This is
not always a problem, but it usually happens when a monster is attacking.
Insanity manifests itself through auditory and visual hallucinations, as well
as making Daniel a monster-magnet. Staying in light—including lighting the
lantern—will restore Daniel’s sanity. Tinderboxes can be picked up to light
unlit torches, but the monsters always see better in the light. Health is
managed in the inventory by a picture of a beating heart, which grows darker
and more grotesque the more damage Daniel takes. Players can restore their
health with laudanum, a Victorian-era anesthetic.
The main gripes I
had with the game is that it is dark—the designers probably made it this way in
order to require a dark room to ‘enhance the experience’. And by that I mean
rob you of your inner child. Another is that I am a shooter fan, and I believe
that if a game is going to be first-person and set in a period where there ARE
guns, it is important to give the player an opportunity to use them. Not only
does it make things a bit more realistic, it also can provide a way to relieve
tension just before unleashing the BIG monster on the player. I understand that
Daniel is supposed to be a scholar, but even scholars can pick up a rock and
smack some undead bitches with it.
That being said, Amnesia is a fine addition to the horror
genre in the unique way that it is actually scary. While depriving the player
of a weapon is definitely a niche that shooter-fans will need to adapt to the
atmosphere, story and creature design more than make up for it. I would like to
add that you should never play it in a dark room, but the game is so dark it
seems to have been built that way. Frictional Games definitely won the award
for most scary game of the 2000’s with this one.
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