![]() 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. It's a tactile, powerful form of interaction, and it's mystifying that every other developer hasn't copied it. The same for doors, cupboards and anything else manipulated. You aim your reticule at it, and click the left mouse, then deliberately pull it in the correct direction. To open a draw you don't click on it and wait for the animation. Most crucially of all, you interact with the world in a remarkably tangible way. 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. If you're familiar with the Penumbra series you'll understand immediately how Amnesia works. This is probably the lightest room in the first third of the game. ![]() They sweat grotesquely along the floor, walls and ceilings. As Daniel's memories swarm in and out, his vision throbbing, twisting and distorting, walls grow fleshy, pulsating membranes. Trapped in a mysterious, massive building, he is slowly slipping into madness. Your character, Daniel, is fighting to maintain the few memories he has left. 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.Īmnesia 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. 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.
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