Author Topic: Amnesia: The Dark Descent  (Read 481 times)

Dis stuff crazy.

Shameless copypasta:

Amnesia: The Dark Descent is a graphic adventure survival horror game by Frictional Games , who previously developed the Penumbra series.
The game, set in 1839, casts the player in the role of Daniel, a young man from London, who awakens in the dark halls of Brennenburg Castle with little to no memory about himself or his past. All he can remember is his name and that something is hunting him.
 
Amnesia begins with Daniel waking up inside the old castle. Throughout the game, Daniel's situation and additional information about the backstory is found through diary entries and notes that the player can find during their journey, and flashbacks as Daniel recalls old memories of the castle. Shortly after waking, Daniel finds a note written by himself that explains how he purposely made himself forget his past, for reasons yet unknown. The note urges Daniel to descend into the castle's Inner Sanctum and murder a man named Alexander, the baron of the castle. The note gives a final warning that a "living nightmare" is chasing him, and Daniel must escape it for as long as he can.
 
Amnesia does not give the player access to weapons, giving them no defense against the gruesome creatures that wander Brennenburg Castle. As such, the player must use their wits to escape and hide from the monsters until they lose interest in finding them. Using the shadows to hide is recommended.
 
Separate from the player's health bar is an indication of the character's sanity. Being in darkness too long, witnessing unsettling events or staring at the monsters for too long will reduce the character's sanity. As the sanity level decreases, visual and auditory hallucinations start to occur and the player is noticed by monsters more easily. Using tinderboxes to light candles and other light sources, as well as a lantern found near the beginning of the game, the player can stop their sanity from draining. However, the number of tinderboxes is limited and the lantern uses up oil and cannot be used once it runs out. This forces the player to find a balance between the amount of time they spend in light and shadow. Sanity is restored to full once the player completes an objective or progresses the game's story.
 
Pichurs:

Pfft. Who needs sanity when you have a fortress?


what was this game about again

what was this game about again
Running like hell and throwing boxes at doors

no its about having love with monsters inside of castles and recording it for ingame money to buy love toys