![]() ![]() ![]() We were proud of the result but felt we could have pushed further. One group worked on Amnesia: Rebirth, where we sought to intertwine gameplay and narrative more tightly, introducing mechanics (like simulating a belly rub) that carried significant story implications. We then aimed to expand our studio into a two-project operation, splitting our team in two. In Amnesia: The Bunker, the revolver is used to shoot off a padlock, showcasing how it can be used as more than just a weapon. ![]() We asked ourselves: Instead of scaring players, could you evoke similar immersion in more complex topics? In the case of SOMA it became: can you make them question the nature of consciousness? Five years of work later – turns out you could. Few games at the time were doing this, and we felt we could still push the boundaries. This revelation showed us that we could use such techniques to propel the narrative in new ways. Check the map carefully, planning your next move is crucial to your survival. One of the only relatively safe places in Amnesia: The Bunker – the administration office. Players become immersed with the happenings in a way we hadn’t seen before. A simple sound effect, for instance, could trigger intense reactions, causing players to run and hide. This led to players noticing more about their environment and becoming more deeply engaged. ![]() We cut away combat and all other aspects that didn’t directly fuel the horror experience. We started focusing on key aspects that led to a much more engaging experience. The real breakthrough arrived with Amnesia: The Dark Descent. Now, as we approach the launch of Amnesia: The Bunker – coming to PS4 on June 6 – we wanted to take a look back at how we’ve further refined our formula and approach to games. Those of you who played Penumbra: Overture will remember these elements well. We threw in everything we could think of: puzzles, physics, combat, creepy dream sequences – you name it. When we first started with game creation at Frictional Games, we knew we wanted to make immersive horror experiences. ![]()
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