| Amnesia: The Dark Descent | |
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![]() Cover art used in the online release |
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| Developer(s) | Frictional Games |
| Publisher(s) | Frictional Games (Steam) |
| Distributor(s) | Steam Desura |
| Designer(s) | Thomas Grip Jens Nilsson Mikael Hedberg (Writer) |
| Composer(s) | Mikko Tarmia |
| Engine | HPL Engine 2 |
| Version | 1.2 (May 17, 2011)[1] |
| Platform(s) | Microsoft Windows, Mac OS X, Linux |
| Release date(s) | September 8, 2010 (Steam)
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| Genre(s) | Survival horror[2] |
| Mode(s) | Single-player |
| Rating(s) |
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| Media/distribution | Download, DVD |
| System requirements
OS: Windows XP/Vista/7 / Linux / Mac OSX |
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Amnesia: The Dark Descent (previously known as Lux Tenebras or Unknown[4]) is a survival horror video game by Frictional Games, who previously developed the Penumbra series.[5] Released for Windows, Mac OS X, and Linux platforms, the game features a protagonist named Daniel exploring a dark and foreboding castle, while avoiding monsters and other obstructions as well as solving puzzles.[6] The game was critically well received, earning two awards from the Independent Games Festival and numerous positive reviews.[7]
Originally released independently as a download, the game has since been published in retail by 1C Company in Russia and Eastern Europe as well as THQ in North America.[8][9][10] A collection of five short stories set in the world of Amnesia, written by Mikael Hedberg and illustrated by the game's concept artists, was also made available.[11] In addition, the game's soundtrack is available for purchase and a free content expansion called "Justine" has been released as well as many fan made expansions and stories.[12]
An indirect sequel, Amnesia: A Machine for Pigs is currently in development.[13]
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Contents
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In a similar vein to the developer's previous games, Amnesia is an exploration-based adventure game played from a first-person perspective. The game retains the physical object interaction used in the Penumbra series, allowing for physics-based puzzles and interactions such as opening doors and fixing machinery.[6] Few in-game objects are operated by toggle; to open a door, for instance, the player must hold down a mouse button and then push (or pull) the mouse. This gives the player stealth, allowing them to peek out a barely-opened door or open it slowly to sneak away, but also adds to the player's sense of helplessness, as it is now entirely possible to attempt to push open a "pull" door whilst danger approaches from behind.
In addition to a health indicator, Daniel's sanity must be managed. Being in darkness too long, witnessing unsettling events, or staring at monsters will reduce Daniel's sanity, causing visual and auditory hallucinations and drawing the attention of monsters. Light sources help restore sanity, and if none are available Daniel may use tinderboxes to ignite candles in wall sconces and candelabra, or deploy an oil-burning lantern found near the beginning of the game. However, the number of tinderboxes and the amount of oil available are both limited, and standing in a light source also makes the player more noticeable to monsters. The player must balance the amount of time Daniel spends in light and shadow. Sanity is fully restored once Daniel completes an objective or progresses the game's story. It may also be restored by staying in the shadows until Daniel passes out, but this leaves him extremely vulnerable to any nearby monsters.
If a monster spots Daniel, it will chase him until he's out of sight. If spotted, Daniel must flee, as Amnesia does not give the player access to weapons. Daniel must find hiding places or barricade doors with rocks, chairs and other obstacles; however, monsters are capable of tearing down doors in their path and kicking obstacles out of the way, and move extremely fast once they have spotted their prey. Players can also choose to hide Daniel in the shadows, at cost to sanity. Monsters who lose sight of Daniel will search for him for a time, but will eventually leave and vanish. At several points in the game, Daniel must lure them into destroying an obstacle in his path.
The game recommends playing in a dark room, adjusting the gamma and wearing headphones. It also advises not to play to win.[14]
In the year 1839, Daniel, a young man from London, awakens in the dark halls of the Prussian Brennenburg Castle with little to no memory about himself or his past.[5] All he can remember is his name, that he lives in Mayfair and that something is hunting him.[15][16] Shortly after awakening, Daniel discovers a note written to himself, from which he learns that he has deliberately erased his own memory, and that he needs to descend into the Inner Sanctum of the castle to kill the Baron, Alexander.
Daniel's exploration of the dark depths of the castle (following a trail of scattered rose petals that he seems to have left for himself,) is also a journey into his own erased past, as he discovers not only notes and his own journal entries, but experiences visions of past events that took place within the castle's countless chambers (including memories that are not his own). While he unravels the mysteries of Brennenburg Castle, he also finds himself hunted by a dangerous evil presence that manifests itself as a corruption that is slowly covering the castle in fleshy, acidic growths, and bizarre monsters against which his only defense is to flee. These events are linked, and pertain to why Daniel came to Brennenburg.
Daniel was once part of an archaeological expedition to Africa. He came across a mystical orb buried within the ruins of an ancient temple, and brought its broken pieces back to England where he successfully assembled them. However, he began to be plagued by nightmares, and several people who came across his path, and that of the Orb, died horribly at the hands of the "Shadow" that appears to dog his footsteps. Desperate and despairing, he received a strange letter from a Prussian baron named Alexander, who promised protection if Daniel would sojourn to his castle.
However, Alexander's promise of salvation was a lie. He is actually an otherworldly lifeform who has spent centuries in Brennenburg, attempting to open a "gate" back to his own world. To do this, he needs a substance called "vitae", which can only be harvested from the blood of agonized humans. He also needs a usable Orb. As such, Daniel is a boon to his efforts: Alexander employs him as his personal torturer, replacing his former servants who become the monsters Daniel flees from, and claiming the vitae will fuel a ritual to banish the Shadow from Daniel's presence forever. Daniel initially embraces this role, particularly when Alexander tells him that the humans he is seizing are vile criminals. In order to produce enough vitae, Alexander and Daniel feed the prisoners they torture with an Amnesia potion, which makes them forget the method of their torture, and ensures that they will be just as terrified the second time around, without becoming accustomed or resigned to the pain. As the experiments continue, however, Daniel's faith in Alexander is shaken, and finally shattered when he murders a little girl in cold blood following her escape from a prison cell. Despondent over how far he has come, and furious at Alexander's trickery, Daniel chooses to drink the Amnesia potion himself so that he can atone for his sins without the burden of crippling emotional trauma.
Daniel eventually manages to find the Inner Sanctum buried deep below Castle Brennenburg. He breaches its defences with a newly assembled Orb and the help of Heinrich Cornelius Agrippa, an alchemist that Alexander has kept imprisoned in Brennenburg for centuries with the use of strange alchemy. Agrippa, who once studied Orbs with his student Johann Weyer, explains the purpose of the Shadow: it protects the Orbs, slaying anyone who threatens to abuse their power. He mentions also that Weyer managed to travel to Alexander's world using the power of the Orb, and begs a favor: that Daniel separate Agrippa's head from his body with the help of a tonic that will ensure his head will remain alive, and then take it with him. There are several possible outcomes to the confrontation with Alexander, depending on Daniel's actions at the Inner Sanctum: he can fail to prevent Alexander from returning to his home world, though Alexander thanks him for his sacrifice; he can destroy the device creating the Gate, managing to escape with his life; or he can follow Agrippa's advice and toss his head through the portal. If he does, Agrippa calls upon Weyer to help him save Daniel, promising him that "everything will be all right."
The player takes control of an unnamed female character, who awakens with amnesia in a dungeon cell, accompanied only by a phonograph. This phonograph contains a recording by a woman named Justine, who tells the player character that she is the subject of a psychological test. The player character is then allowed to escape, or die trying.
The player character is presented with several puzzles to solve. In each, she has the option of simply abandoning the puzzle and walking away, but doing so will cause an innocent victim contained within (a doctor, a priest and a policeman) to die. She is also stalked by the Suitors, three monstrous characters whom Justine (through additional phonographs) reveals to be her own former paramours, now twisted by physical and psychological torture. The player character may also collect notes scattered throughout the testing environs, which give additional background information on the Suitors and Justine herself.
The game's exact ending depends on how many puzzles the player has chosen to solve, and thus how many victims survived. However, all of them proceed along roughly the same lines: after surviving the puzzle sections, the nameless female discovers a phonograph dangling from the ceiling, which causes the walls of the chamber to begin moving inward as though to squash the protagonist. She passes out, but awakens unharmed and begins to congratulate herself. The protagonist is Justine, who staged the entire experiment to see if she still had any compassion or humanity within herself. Armed with her new-found knowledge, she moves forward into the ending sequence, in which any surviving victims thank her and, if all three were saved, Justine makes a declaration she herself is still alive.
Work began on the game while Penumbra: Requiem was still being developed, with the company working on both projects at the same time.[17] The game was first known under two working titles: Unknown and Lux Tenebras. It was not until November 13, 2009 that it was announced as its current title, Amnesia, with the release of the game's website and a game trailer.[18][19] Initial designs of the game varied considerably from the final game, with the developers interested in reintroducing more combat elements similar to those utilized in their first commercial title Penumbra: Overture. The developers soon discovered that they encountered many of the same problems and difficulties that plagued the combat in that game however, and the design was further changed to be more similar to the style set out by Overture's sequel Penumbra: Black Plague.[20]
On February 5, 2010 it was announced that the game had reached the alpha stage of development on all platforms.[21][22][23] Two weeks later the developers released a new Teaser trailer that showed actual game-play footage, and the developers began accepting pre-orders for the game through their website. Also revealed was that the game was at that point being tested on all three intended platforms. It was also announced that the game would be released simultaneously for all of them in August 2010.[24][25] This was later rescheduled, and the game was then expected to have a September 8, 2010 release.[26] It was then later announced on August 27, 2010 that the game had officially gone Gold and would soon be ready to sold.[27] On September 3, the games demo was released containing selected parts of the gameplay and story. It was then successfully released on September 8, 2010.[28]
If the game reached 2000 pre-orders by May 31, 2010, Frictional promised it would release extra content for the game. The goal was finally met in early May, after the pre-orders were offered at a discount made available until May 31. This was done due to the success of Penumbra: Overture as a part of the first Humble Indie Bundle.[29] The extra content was revealed to be commentary,[30] and they explained in the comments section of the same page that its intended function was similar to that of Valve Software's commentary system that began in the Half-Life 2 series.[31] The authors cite "Soul Made Flesh" by Carl Zimmer and older horror movies such as The Haunting as being inspirations for the mood and style of the game.[32]
Thomas Grip, one of the games main developers, would later write up a post-mortem of the game titled "The Terrifying Tale of Amnesia" for The Escapist, where he outlined in detail the process of the game's development, mostly focusing on its ever changing design and the financial problems that plagued the developers for most of the game's development.[33]
On April 12, 2011 Frictional Games released an extra free level for owners of the Steam version of Amnesia. This additional campaign is set apart from Brennenburg Castle. Justine was released on Steam as a way to promote the upcoming release of Portal 2, as getting 100% on the campaign (all of the collectables, all of the analysis and making correct choices) unlocks a message from fictional company Aperture Science. The content was made available for all of the games supported platforms and versions as part of the Amnesia v1.2 update on May 17, 2011.[11]
It is possible to create custom stories for Amnesia that can then be loaded in the game.[34] Various tools for the HPL2 Engine have been released that allow the creation of own levels, models, particle effects and materials, using an interface similar to Valve's Hammer Editing Software.[35] Game logic can be implemented using the AngelScript scripting language. Many stories have been developed, some likened to the standard of an official expansion.[36][37][38]
| Reception | |
|---|---|
| Aggregate scores | |
| Aggregator | Score |
| GameRankings | 86.98%[39] |
| Metacritic | 85/100[40] |
| Review scores | |
| Publication | Score |
| Adventure Gamers | |
| Eurogamer | 8/10[42] |
| Game Informer | 9.25/10[43] |
| IGN | 8.5/10[44] |
| PC Gamer UK | 88%[45] |
| Igromania | 8/10[46] |
Amnesia has received critical acclaim with consistent praise given for the ominous atmosphere and horror elements. John Walker of Rock, Paper, Shotgun even went as far as to say that "I think it is safe to say that Amnesia is the most successfully frightening game to have been made."[47] Another reviewer commented, "Oh God. I’ve seen horrible things. Horrible, terrible, disgusting things. They make me cringe, they make me feel gross, they make me depressed. I’ve seen them in Amnesia: The Dark Descent."[48] X-Play added Amnesia to its top ten PC games saying "There are a lot of so called "horror" games out there, this one is no joke. You'll be rocking back and forth and crying in no time". Ben "Yahtzee" Croshaw on his show Zero Punctuation marked it as his 4th favorite game of 2010 stating "It's not a perfect game, but it's almost unmatched as a constipation aid."[49]
Frictional Games did show some trepidation over the game's initial sales after the first week,[50] but were encouraged by continued sales throughout the first month after the game's release, with Frictional recouping all the expenses from creating Amnesia by early October 2010.[51] By the beginning of January 2011 the developer reported that nearly 200,000 units had been sold, declaring in response that "With these figures at hand, we must confess that it gives us new confidence for the PC."[52] The game kept gaining sales and in July 2011 it had sold almost 350,000 units.[53] At the 2011 Independent Games Festival Amnesia won awards for both "Excellence in Audio" and "Technical Excellence" along with the "Direct2Drive Vision Award" which included a $10,000 prize.[7]
A year after the original release of Amnesia, the developers revealed that they had sold around 391,102 units and were continuing to sell about 6000 units per month. They also released details about how much money each platform generated for them by analyzing the sales from their online store, with 70% of sales coming from Windows users and 15% coming from users of Linux and another 15% coming from users of Mac OS X. Frictional did however note that their store was the only place anyone could purchase the Linux version of the game, whereas the Mac OS X and Windows versions could be purchased from other sources, meaning that the total percentage of Linux sales is actually considerably smaller compared to other platforms taken collectively. Observing that their own Mac OS X sales did not go down from their own store even as services like Steam picked up the game for that platform, meaning that it did not steal customers from their store but instead opened up a new market, they decided this makes a good incentive for other stores to support Linux as well.[54]
As it stands, the title of the new game will be Amnesia: A Machine for Pigs. It will see Frictional Games team up with thechineseroom to create it. Dear Esther (a game made by thechineseroom) writer Dan Pinchbeck has said "It's not a direct sequel, in terms of it doesn't follow on from the story of Amnesia. It doesn't involve the same characters". The game will be set in an "alternate history in the same universe".[13]
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