![]() ![]() ![]() By not tying the game to one specific protagonist, the Amnesia series is allowed to tell whatever stories the developers wish, and the transition from a man haunted by his past to a woman who tortured her suitors for sport was as strong an indication of that freedom as any. ![]() The concept was sound, however, and allowed for more freedom than the Penumbra series did, as Amnesia: Justine showed. ![]() Amnesia: The Dark Descent was largely regarded as another of those “ideal” games, though a massive reliance on inventory odds and ends combined with a plot that devolved into silliness at the endgame hurt the game more than they should have. While the Penumbra Collection certainly got them to that point, the first game had its share of wonky combat issues, and Penumbra Requiem was more of a puzzle game than anything, leaving Penumbra: Black Plague as the best example of what the company could do with a horror game under ideal conditions. It’s been interesting seeing Frictional Games progress along from a developer with a cult horror following into a developer with a surprisingly large amount of love amongst the community, and this can almost entirely be credited to Amnesia. ![]()
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