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Posts Tagged ‘Amnesia’

Frictional: The Horror, Then More Horror

By Adam Smith on August 22nd, 2011.


I remember when Frictional released Amnesia, there appeared to be a lot of talk about whether a game so relentlessly horrible would have a broad appeal. Refreshingly frank about both potential and actual sales figures, the team said 100,000 copies would be a dream figure. What, then, would they make of four times that number? It can only be assumed that dreams have piled upon other dreams, Inception-style, for 400,000 units have been shifted. So, yes, they have their dreams and almost half a million people now have fresh nightmares. I, for one, am now so afraid that doors will not open in the correct direction for a hasty retreat that I must check every single one when entering a new building. Just in case.

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Wot I Think: Amnesia – The Dark Descent

By John Walker on September 7th, 2010.

Even the title screen's too dark for a good screenshot.

Frictional’s first full-length game, and a successor to their Penumbra series, comes out tomorrow. Amnesia is a combination of classic haunted castle horror with their unique first-person adventuring. Is it good? Is it scary? (Let me give you a clue: flipping yes, and oh good grief yes.) Read on to find out just exactly Wot it is that I Think.

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Eurogamer: Amnesia Hands On

By John Walker on July 5th, 2010.

Well he's a fine looking fellow.

Amnesia, the new game from Frictional Games – they who brought us the Penumbra series – is due to be with us on the 8th September. I’ve had a play with the first third (of what must be a pretty big game), and have written up my thoughts for Eurogamer. It begins:

“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.”

Read on.

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