Amnesia: The Dark Descent Review
Based on my experiences playing ‘horror’ based games, there are 2 different types of games out there: those that put emphasis on action (such as Resident Evil and the Silent Hill series) and those that put emphasis on atmosphere (such as the Last Half of Darkness series, Dark Fall and Scratches). The first group usually has few puzzles – most of which involve pulling levers and finding keys – and forces you into a killing spree in order to survive, which is why they’re called horror survival games. The other group has lots of difficult puzzles and most likely, you do not have to kill anything in order to finish the game. Now in which group does Amnesia belong? Amnesia uses a first-person perspective and a combination of mouse and keyboard to control the action of the main character. For example, to open the door you need to click the mouse on the door handle, hold it and move it backward with your mouse. Sound tedious? At first, I felt the same. But I guess it adds realism to the control. The same applies when you want to stack boxes or throw things.
There is an extra feature that you will need to worry about: your sanity level. The sanity level will degrade when Daniel stays in the dark too long. When it’s low, Daniel’s vision becomes blurry and shaky; this makes it difficult to see clearly. If it reaches zero then Daniel will go insane, or GAME OVER. You can stay in the light to keep your mental focus, but again, light sources are limited. So this is an interesting part of the game and it’s totally dynamic. Either you keep your wits by staying in the light all the time and using those limited light resources to the max, or hide from your enemies in the dark and risk your sanity. You’ll find notes in the game that will reveal the story little by little. Most of the time they will bring flashback videos that will explain various incidents. As far as I know, there are only 3-5 puzzles in the entire game that are close to being adventure game-style puzzles. Most of the others are simply pulling levers, breaking walls, finding keys and stacking boxes to reach a way out. I don’t think we consider those things puzzles, do we? Luckily, the answers to all of the ‘puzzles’ lie in close proximity to the problems, so you don’t need to backtrack all the way to the beginning just to try to find a key to open a door near the end. Just look around closely and most of the time you will find the solution nearby. So finally, how do I rate this game? Hmmmm…this is a tough one to grade. From the perspective of an adventure game purist, I would give it no more than a “C.” Not because it’s a bad game but simply because there are not enough elements to categorize it as a real adventure game. It plays more like an action game without a gun or other killing tools, and even with the absence of such tools, the game is way too short.
But objectively, I think this is a really good game that deserves at least a B+. Not many games can play with your emotions as skillfully as this one. The sense of something watching every move you make along with not knowing what will happen to you adds value to the gameplay. It’s too bad the good old point-and-click system cannot handle everything within this game.
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