![]() ![]() "If you get your systems to play together just right the player's brain will be constantly occupied with planning, contemplating and weighing every decision, knowing that it’s their own actions that might lead to some horrible consequence or some great reward. So even if the sandbox-y approach doesn’t allow you to tailor the experience, it creates a strong foundation for really scary moments. "With strong immersion comes strong emotions. "If you manage to create a tense, suspenseful and scary experience where the player has a strong sense of agency, it immerses the player more in the world," Olsson said. Frictional hopes The Bunker will bring back that magic, and maybe even exceed the horrific stands it set with its previous games. It feels more like a stealth game than horror: It's excellent and I'm very much enjoying it, but the alchemy that made The Dark Descent such a terrifying brain-melter just doesn't have the potency it once did. ![]() When we had found a promising core, the rest was all about building/tweaking that core and attaching new secondary systems on top of that."Īmnesia: The Dark Descent was a genuinely revolutionary game in 2010, but I'm just playing through Rebirth now (believe it or not, the timing is entirely coincidental) and the horror experience is definitely blunted: Rather than screaming and fleeing in blind terror as, well, I may have done in Dark Descent, in Rebirth I'm more focused on staying mobile and slipping past enemies when opportunities present themselves. We want to deliver a sense of stress, dynamic threats, have player decisions affect the world and overall just have a strong contrast between risk and reward. We knew these would have to generate several hours of playtime. "For us, when designing The Bunker, the most important thing (and the first thing we did) was to find our core framework and core gameplay loop. The difference here is that you need to design your systems so that they fuel and enable those types of scenarios dynamically. You still need to envision quite specific scenarios that you would like a player to (potentially) go through. "Instead of trying to lead the player through a set number of situations, triggers or events you need to constantly think in systems. "With a sandbox-style design, the challenge becomes much broader and mechanics driven," Olsson said. Understandably, the studio is approaching the development of The Bunker in a very different way than it has in its previous games. To achieve this, we are experimenting with more systemic, dynamic, and emergent gameplay, and trying to give our players a higher sense of agency." "In The Bunker we’re going all-in survival horror and we focus foremost on making it a really scary experience. "We know we can do story and narrative quite well, especially the more linear versions of it, but we want our players to be able to express themselves more in our games," Amnesia: The Bunker creative lead Fredrik Olsson told PC Gamer. The Bunker is an attempt to step out of that format and move into something more organic and reactive: It will have "hardly any scripted events," and every puzzle and obstacle in the game will have "multiple available solutions." I'm sure he'll be fine.īoth The Dark Descent (opens in new tab) and Rebirth (opens in new tab), as well as Frictional's non-Amnesia masterpiece SOMA (opens in new tab), are very linear experiences: You can run and hide from monsters as you see fit, but everyone experiences the same general story progression from start to finish. Naturally, he has no idea why he's there or what's chasing him-only that he needs to escape. Players will step into the role of a French soldier trapped inside a dimly-lit First World War bunker, who's being hunted by. Like its predecessors, Amnesia: The Bunker will be set in the past, but will continue to bring the series a little closer to contemporary times. The new game will feature unscripted survival-horror gameplay in a sandbox-style semi-open world, enabling complete control of moment-to-moment decisions, and you'll even get a gun and a flashlight to help smooth things out. The groundbreaking Amnesia horror series is returning with a brand new game called Amnesia: The Bunker, and this time developer Frictional Games is doing things a little differently. The next addition to the infamous Amnesia horror series will be out in 2023. Amnesia: The Bunker promises a 'semi-open world' with sandbox-style survival horror
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