Amidst the chaotic rush to get ready for the first day of the semester tomorrow morning I’m hastily going to write up my thoughts for Amnesia: The Dark Descent.

Never mind the corny cover art, Amnesia: The Dark Descent was a wonderful breath of fresh air compared to a lot of games I’ve been playing recently. Again, I only played the demo, so I can only say so much about the game but I’ll try squeeze as much detail as I can.
Starting out you discover your character lying cold and alone in a drafty castle. You have no idea what’s happening, why you’re here, what your name is; in other words you suffer from total amnesia. (duh)
After exploring the hallways a bit you notice a strange pink goo trail that serves as point of interest for your character to follow. Not exactly the most subtle way to lead you through the game but I’ll overlook it. What’s most interesting is the fact that you don’t get any weapons at any point in the game. All you have is your lamp and your wits for protection. Having just a lamp doesn’t sound like much but believe me it helps, because this game is DARK.
Do you remember as a kid when you would watch ‘The Twilight Zone’ reruns at night and you get the sudden urge to go potty? You’re walking all alone down that dark hallway to the bathroom. You finally get to the toilet as try as hard as possible to finish as fast as you can because you just know any minute something bad is going to go down. You finally finish and run your hands quickly through some water and call it “washing.” Then you jet back to the safety of the living room in a mad attempt to avoid the malicious shadow that’s chasing after you?
Yeah, that’s pretty much Amnesia: The Dark Descent in a nutshell.
This is the kind of game you really want to play alone at night with the sound way up. Beyond some of the corny sound effects, like hearing footsteps when you’re all alone or weird organic fleshy things pulsating on the wall. The game actually relies on your own imagination to terrify you. Just through simple effects like walking down damp, creepy cellars not knowing what surprises lurk or hearing a sudden roar and running into the nearest cabinet are some of the most intense moments. The game never shows what exactly is chasing after you. Is it a monster? Ghost? Crazy man? Who knows!
I always believed good horror never completely shows you the weird things that bump at night. (I genuinely believed there was a ghost living in my closet as a kid. I never had any evidence but it didn’t stop me from being terrified if I left the closet door open.)
This threat of the unknown is reflected in your “Sanity level” which depletes the more your character is subjected to disturbing events. Just being alone in a dark room can affect the sanity of your character after a while. Other times it might be a door suddenly closing or an apparition which appears one second and is gone the next.
One of the things which I loved and hated about the game was the dramatic camera effects. I liked the idea of my character becoming so terrified the camera would swing back and forth and create motion blur for dramatic effect. Except these parts would honestly give me headaches and make me feel sick. After about 20 minutes I had to step away for a little while and reorient myself. It doesn’t happen too often but still often enough that I couldn’t play for any extended period of time.
Going off on this is, I didn’t always like that you would lose complete movement control of your character when he become too terrified. I mean, I get it, he’s scared stiff and doesn’t know what to do, but as the player all you want to do is get the fuck out of there and you can’t because the guy is paralyzed with fear. It’s a cool cinematic quality but nothing annoys a player more than not feeling in control of the character. I guess I’ll chalk it up as being one of the challenge’s of the game.
To end on a positive note one of the simple pleasures I got out of the game was the ability to peer over the corner into the next room. In the amount of time I played I didn’t find it super useful exactly, as in I didn’t notice any difference from peering over the corner as opposed to simply charging into the next room. (maybe there was a benefit and I didn’t get to a part where it was apparent) It was nice because it seemed like something purely for the benefit of immersing the player into the setting. Fluff or not, small things like that always make me smile in a game.
Overall, I had a great time with Amnesia: The Dark Descent. I plan on buying a full copy as soon my next check comes in. Thanks for reading!
http://www.youtube.com/watch?v=M627-obxNzg (click for more on Amnesia: The Dark Descent. My favorite part starts about a minute in!)
