![]() You wake up in a daze and find a letter which you wrote to yourself that states your name is Daniel, you purposely took a drink that made you forget everything you’ve done & must kill a man named Alexander but all the while, something is after you, a dark entity that follows your every move & will eventually devour you. You’re able to change the brightness setting in the options menu but diminishes the tension. The game is actually meant to be played super dark. It makes you feel more alive.Īmnesia: Dark Descent gave me goosebumps, I admit to getting scared but does that mean its esthetically & functionally good as a game that sticks true to the traditional survival horror genre? CONCEPTįirst off. For some strange reason, being afraid is a pleasure. If the game heightens your senses, it’s a success with what it does. It’s the feeling of fear that gives it touch. The horror genre has changed the majority of the franchises have gone towards a more action-packed game filled with gore.Ī true horror game emphasizes the atmosphere. It’s not very often you come across a game that frightens you. Additionally, the inability to fight against the monsters means you have to think quickly about where to go/what to do if you are spotted.You’re guaranteed a to be lost in the darkĪmnesia is a scary game and you will have more than a few jumps scares. There are some jumpscares, but they are not frequent. In terms of the horror theme, the game derives most of its horror from the mood/atmosphere throughout. The sub-rooms within the major hub areas can generally be entered in any order with some exceptions, and this is pretty much your only freedom of choice in the game other than the ending you decide to follow. You make your way through 4 major areas, with many sub-rooms in each area, and then you choose from among 3 (technically 4) endings. Story-wise, the game is fairly linear in progression.
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