Amnesia: The Dark Descent

It's crunch time.

I think a mark of quality in a game is whether you can return to a room you've previously been in, and know you were there earlier by the destruction you wrought. Amnesia, the new first-person adventure from Penumbra developers Frictional, does not paint rooms in the blood of your enemies, but rather in strewn desk drawers, boxes and broken glass.

And light.

Amnesia is looking to be an extremely dark game, but rather than offering you the opportunity to sneak silently in the welcoming shadows, here darkness is your enemy. It is the path to insanity.

Your character, Daniel, is fighting to maintain the few memories he has left. Trapped in a mysterious, massive building, he is slowly slipping into madness. So is the building. As Daniel's memories swarm in and out, his vision throbbing, twisting and distorting, walls grow fleshy, pulsating membranes. They sweat grotesquely along the floor, walls and ceilings. Everything seems to be crunching. Chomp chomp.

'Amnesia: The Dark Descent' Screenshot 1

This is probably the lightest room in the first third of the game.

If you're familiar with the Penumbra series you'll understand immediately how Amnesia works. It's first-person, but at walking speed. There's no weapon bobbing at the bottom of the screen, but most objects in the world can be picked up, thrown or piled into maniac sculptures in the middle of rooms. Most crucially of all, you interact with the world in a remarkably tangible way.

To open a draw you don't click on it and wait for the animation. You aim your reticule at it, and click the left mouse, then deliberately pull it in the correct direction. The same for doors, cupboards and anything else manipulated. It's a tactile, powerful form of interaction, and it's mystifying that every other developer hasn't copied it. Running and hiding from an enemy is so much more evocative if you have to slam the wardrobe doors shut by hand so you're not spotted.

'Amnesia: The Dark Descent' Screenshot 2

Oh Lord, oh come on. That's just hideous.

Amnesia is designed to frighten you not just with wobbly camera work, but with some remarkably ghoulish enemies. However, there are no weapons at all. Penumbra's great weakness was its terrible combat, and Frictional has been very open to accept that. So Amnesia intends to contain no combat at all. You see something bad? You run.

But the far more common enemy looks to be the darkness. Each room, corridor or chamber contains scant few sources of light, most of them not illuminated. There's tinder boxes, but not an enormous amount. And you have a lamp, but oil burns quickly, and is extremely scarce. In other words, light is a resource to be managed throughout. Without it, you go slowly insane, but how little can you cope with?

Perhaps the best way to explain the experience of playing a preview version of the game is recounting one particular incident which occurred while I was making my way through some flooded underground tunnels.

I'd previously seen something terrible. The ghastly, stretched face of a wretched creature. I'd turned from a rockfall and it evaporated in front of me before I could get a good look. So I knew there was badness out there. But stood in the tunnel, the threat wasn't visible. Its foot-splashes in the water were. But it could only get me if I was in the water too.

So it became a case of leaping from crate to barrel, attempting to clear gaps without making any splash at all. Hit the water and the invisible beast would crash its way towards me, claws slashing. Then inspiration struck. Pick up a crate, throw it down the tunnel. Yes! The creature stalked after it, offering a brief chance to run for the next safe surface. Or better, the fetid flesh of a discarded human arm. That kept him distracted for just long enough to turn the crank handle to open the next door.

The terror this sequence evokes is remarkable. Jumping onto crates in time because a moment of panic, the noise of the monstrous footsteps splashing ever nearer. It uses the game's omnipresent physics to impressive effect.

That's Frictional's other trademark. Where most FPS games will now have Havok or similar providing reasonably accurate physics, few use it for much beyond looking nice. Amnesia looks likely to rely heavily on it. Reaching a hole in a ceiling doesn't require finding the correct ladder, or pressing the right button. It involves gathering detritus from the surrounding area and fashioning a crude staircase.

'Amnesia: The Dark Descent' Screenshot 3

OH GOOD GRIEF! What IS that? Run!

Machinery that must be manipulated is also dependent upon real-world rules. Raising a trapdoor using a pulley makes a great deal more sense here than gaming's usual invisible mechanisms. Cogs fit together and work accurately. Objects move appropriately, and while Daniel seems to be able to throw unrealistically far, things crash down satisfyingly - or even better, if breakable, will smash. It's peculiar how special it feels to pick up a bottle with a key inside, and deliberately slam it against a wall to get it out.

Of more concern at this point is the story. From the few hours I've played, whatever was going on remains a mystery, and not the good sort where you're pulling threads together. The sort where you just don't have much of a clue what's going on around you, despite multiple letters, notes and that gaming peculiarity of the widely scattered diary. The motivation is progression, but why is less clear.

Also, while the sanity idea is interesting, it does seem to be somewhat mechanical. You will go slowly insane, but taking the rather literally named Sanity Potions makes you better. It will be interesting to see if that makes more sense in the context of the whole game.

For now, the awful biting, crunching sound that seems to follow you so often seems to be sticking with me long after I've played. The impression so far is of a game that while extremely similar to Penumbra in style, is looking much neater, and managing to be far more sinister. Crunch crunch crunch.

Amnesia: The Dark Descent is due out for PC on 8th September.

Comments (23) Latest comment 2 years ago

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  • YoshiMcTaggis #1 2 years ago

    This would work SO well on the Wii.
  • fizzyfish #2 2 years ago

    I admit that I can't look at that last screenshot for any length of time...

    Edit: I second what YoshiMcTaggis said, thinking back to how well Silent Hill: Shattered Memories worked.
    Edited by 1 at 05/07/10 @ 11:53
  • StueyBoy16 #3 2 years ago

    I'm really looking forward to this. I thought Penumbra was great. Suprisingly scary when played at night.
  • loopy #4 2 years ago

    I have this on pre-order, and had forgotten all about it to be honest, but this has got me interested again.
  • TonyCocaCola #5 2 years ago

    I never played Penumbra and i cant remember the last time i bought a PC game.

    But i will be getting this!
  • thesombrerokid #6 2 years ago

    Frictional are a developer going from strength to strength every game is more polished and closer to the ideal than the last and I've no doubt amnesia will be any different, the fact that John has good things to say about it makes me even more excited than I was before.
  • Xardan #7 2 years ago

    Holy bejesus that looks scary.
  • Cappy #8 2 years ago

    Sounds extremely promising, definitely something I'd want to play myself.
  • Boomerang #9 2 years ago

    Wait, this isn't on the Wii? Looks bloody terrible graphics-wise.

    If they can manage to make it scary regardless, then fair play to them.
  • sunjumper #10 2 years ago

    It does sound indeed a little bit like Shattered Memories which is a good thing.
    I'm keeping an eye on this one.
  • Phishfood #11 2 years ago

    Is this the game Alan Wake wished it was?
  • Darren #12 2 years ago

    Just read that preview and it has me extremely interested in the game, one which I never knew about before now. I've been getting a bit wary of identi-kit first-person shooters, where the only thing you can do is kill, kill or kill, and wondered why it was that developers don't make more adventure-type games where you have to use your brains and solve puzzles. The perspective makes it ideal as far as atmosphere goes. So this game sounds very much like what I'm looking for.
  • Yargh #13 2 years ago

    John, you probably don't want to look behind you right now, but there' a....
  • Chazmeister #14 2 years ago

    The sanity system in Call of Cthulhu: Dark Corners of the Earth was quite good, and of course the one in Eternal Darkness: Sanity's Requiem was superb. If they can match something like those then this could turn out to be a very good game.
  • ChthonicEcho #15 2 years ago

    Unsure of the Sanity Potions idea. I'd much rather they've made it so that you'd 'regenerate' some of your sanity, while increasing permanent damage would raise the amount of hallucinations.

    Of course, I know I'll enjoy this, either way. I loved Penumbra.
  • 3william56 #16 2 years ago

    Dunno about the Wii handling that level of physical interaction, but PSmove would be special. And if Natal/Kinect lived up to it's billing of being able to track hands and fingers, something like this would be the killer app it's crying out for - worth a hundred pissant mini games, fake paedoMilos and pokinectimals.
  • YoshiMcTaggis #17 2 years ago

    I just played a demo of Penumbra and I LOVE IT. It appears that the "pack" is £3.95 on direct2drive. I take it that's all the games up until this one?
  • ChaK #18 2 years ago

    won't play it.

    I'm a baby when it comes to horror games :'(

    i just don't like scaring myself. Played penumbra and it was very good, but that one seems so much scarier
    Edited by 1 at 05/07/10 @ 16:19
  • Scimarad #19 2 years ago

    "It's a tactile, powerful form of interaction, and it's mystifying that every other developer hasn't copied it."

    Don't get me wrong, I'm not knocking it in this game but I think it would drive me round the bend if I had to do that in EVERY game. I'm quite happy with 'Press (x)' thanks very much...
  • xandaca #20 2 years ago

    This sounds like it bears quite a few similarities to The Void, a game I absolutely adore. I'll be keeping an eye open.
    Edited by 2 at 05/07/10 @ 19:34
  • Wyrm #21 2 years ago

    There are trailers on Youtube, looks like it will have a very intense atmosphere if played with some headphones at night. Looking forward to giving it a go as it seems to be the closest I've seen a game come to capturing the Lovecraft vibe of unimaginable horror :D
  • taurus82 #22 2 years ago

    PSN edition would be most welcome.
  • Bulbatron #23 2 years ago

    The Penumbra games were great, so I'm really looking forwards to this. I pre-ordered this quite a while ago, based on the strength of Penumbra (and my liking for horror games). I will be getting this on Mac.