You need to know
what is that? First person horror exploration game.
Expect to pay $ 30 / £ 23.79
Developer Friction game
the publisher Friction game
Out October 20
Amnesia: The Dark Descent is one of the most beloved horror games on PC, so this direct follow-up was highly anticipated. Judging by the number of times my roommate heard me scream, Amnesia: I think the rebirth was successful. It may not be as novel as it was ten years ago, as there is no way to navigate the dark and cramped corridors and fight disgust directly, but it’s as scary as ever, and Rebirth adds to the series. Take you to a place of serious anxiety. It makes the Dark Descent look really adorable compared to it.
It’s almost impossible to say anything specific about a plot, character, or location without ruining a well-crafted story. The basic details are as follows: The embarrassed protagonist, Tashi Trianon, revives with Alix Wilton Regan’s stunning performance and discovers in 1937 that he was stuck in the Algerian desert, of course, with memory loss. Use stealth and speed to avoid nightmarish horrors, trek through dark and premonitions (most of which can’t even be conscientiously hinted at), find notes and photos to connect her past. Suit you. But the stakes are much higher and the journey is much stranger. If Dark Descent scratches the surface of Amnesia mythology and the 2013 A Machine for Pigs gives us a glimpse under the skin, Rebirth takes us all the way to that Eldritch’s heart.
But throwing you into the deep end is a bit enthusiastic. Within the first two hours, you’ll be exposed to so much folklore that you’ll be pushed far beyond normal, and you’ll lose the sensation of gradually sinking into a well-functioning hell at Dark Descent. The card is displayed too quickly. If I didn’t get such a clear preview early on, I think some of the big releases would have been much more effective. Deleting or rearranging only one initial sequence will greatly improve the overall situation.
If you look at Amnesia as a trilogy, it makes sense to dive into the horrors of the universe, but not so often think of rebirth as an independent story. Still, the escalation of emotional intensity is undoubtedly intact. Instead of dipping your toes in shallow water before plunging, you just start from the bottom of the ocean and dig a hole in the center of the globe.
More literally, you’ll dive into ancient temples, abandoned villages, and much stranger settings made with fine, high-resolution details and moody lighting. At least that also applies to the interior. Reborn wrestles with the concept of “outside”, with land hills, dunes and rock formations that look blocky, half-hearted and unnatural. They don’t match all the other fidelity and credibility, especially some of the most naked and horrified areas that made me just stir the intestines and stare at the awe of gratitude. (And this is also an absolute crime, ruining ambiguous terms).
This is a direct follow-up to The Dark Descent, both in terms of story and game mechanics. If you have unanswered questions about the previous protagonist Daniel, Alexander von Brenenberg, or the mysterious shadow, a diligent survey may find the answer you’re looking for.
Rebirth also creates new questions along the way. It is largely distinguished by how far you can do it with your predecessor’s theme. What does it mean to do so on an unimaginable scale in a world where giving pain to others can give you real magical powers? References to actual 20th century history are a bit noticeable, but the presentations are excellent and you won’t come across them as worthy of preaching or moaning.
Given how big and ambitious the story is, I was a little disappointed that the basic gameplay hasn’t changed much from Dark Descent. The concept of “sanity” has been replaced by “fear” and reflects a more modern and thoughtful understanding of mental illness. But that’s just a relabeling of the idea that if you hang out in the dark or see disturbing scenes or creatures for long periods of time, you will eventually lose control of your faculty. Light a torch or candle and eventually seek a match that can be used to lubricate a portable lantern. Each very limited amount you can carry helps build tension, but both are plentiful enough that if you’re tenacious in exploration and stingy on resources, you’ll almost run out. there is no.
But I absolutely hated the new way of giving in to these dark thoughts being dealt with. Fearful people are regularly plagued by jump scare-style visions of disturbing images with terrifying, squeaky cues. It certainly motivated me to find some light soon. But in a series known to be anxious when it gets in your head, these stinger feel cheap and manipulative. It’s not stressful and frustrating. I realized I really wanted a way to turn it off.
Fleshy chittering monsters, often lurking at the edge of the field of vision, are visually horrifying, with their hair turned upside down with clever designs, animations and sounds. But their behavior isn’t a new surprise, and stealth feels as clunky and random as previous Amnesian games. Much of the more tense pursuit through messy caves and crumbling ruins feels like trial and error. On the one hand, if you don’t really understand how creatures work or how to avoid them, they are much scarier than if they were predictable. But on the other hand, I don’t feel like I’ve come up with a clever solution to avoid them. My strategy was generally limited to running, hiding, and praying. Alien: These bad guys don’t work perfectly when compared to the stunning AI work and nail-piercing sneaking in games like Isolation.
At least getting caught is now more than a small inconvenience. You can’t die completely unless you’re too spoiled, but if you allow certain playthroughs to succumb to resident monsters and your fears over and over again, there are certain consequences that appear to be locked. The Dark Descent lacked the actual consequences of failure, other than losing progress. It was one of the scariest moments of all when I realized that wasn’t the case with Rebirth.
Frictional has mastered the art of building tension using images, music, level design and sound mixing. Part of the cosmic story details how to do this in a way that is openly self-referential and self-blessing. It’s on the verge of breaking the fourth wall, but I feel I’ve earned it. The rewards of a breathtaking story are well worth the challenges. Their ability to marry deeply personal and relevant horrors with cosmic horrors is almost unmatched in the game. While mechanically rusting, Amnesia: Rebirth, like its predecessor, deserves to go down as one of the most effective and inspirational horror games ever created. See you on the other side.