![]() Two is an element of freedom that can come from physics-based systems. One, is the tension from the time it takes to manipulate objects. There are, I think, two reasons for this. Instead of just pressing an “interact” button. So you do things like grab a lever with one button, then manipulate it with a stick. And in recent entries, Amnesia has grown an interest in physics-based interactions, meaning actually grabbing and manipulating objects “manually,” as reflected by controls. There are locked doors, hidden codes, broken mechanisms and so on and so forth. In the meantime, actually progressing the game involves solving a lot of puzzles. That’s where the fear is supposed to come from, more so than the monster itself. So the idea here is the tension between being safe and the risks involved in setting up and maintaining that safety. Noise is the second major factor next to light, because the monster is hyper sensitive to both. And of course there’s a lot of noise involved, from powering the generator and flipping switches to pulling the cord on your flashlight. So the drawbacks there are pretty specific, which communicates a set of strict rules and limitations you have to be aware of to get around safely. So between managing fuel and which levers are on and off, you can get bigger light coverage. You need fuel for it, and the lights will stay on as long as there’s fuel. There’s also a generator room, which is connected to levers set up throughout the bunker. On your person, you have a dynamo flashlight that has a pull cord and lasts for seconds rather than minutes. How you go about doing that varies depending on the game, and in The Bunker you are fighting against limited technology. The theme of light being your primary source of survival is a constant in Amnesia. Above all else, keeping the lights on is priority number one. As the player, your job is to explore, survive and escape, and solve the mystery of your surroundings along the way. It isn’t long before Henri realizes he isn’t alone per se, but instead being stalked by… something. After a brief interaction outside in a trench during a fight, Henri wakes up in the bunker, seemingly alone and unable to remember what the heck happened between then and now. In the trenchesĪmnesia: The Bunker puts players in the role of Henri Clément, a soldier who finds himself trapped in an underground bunker during World War 1. But while the ideas can be interesting and the atmosphere dense, a heavy reliance on physics and puzzles has a detrimental impact on the horror itself. Part escape room, part cat and mouse chase, Amnesia: The Bunker is an experiment in shrinking the scale down to something that feels more intimate. This time the story is set in France during World War 1, and takes place entirely in an underground bunker. The fourth Amnesia game is here, and once again the new title has a totally new setting and hook.
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