Where do I begin? Today marked my first encounter with a modern horror game. To be more specific, Amnesia: The Dark Descent, and sweet baby Lucifer, I swear that, whilst playing the game, I began to genuinely shake with fear. Honestly, if I was for some reason replaced by Michael J Fox, nobody on earth would be able to tell the difference.
My adventure began as I found myself trapped within the shadowy confines of some old castle. My head was throbbing from what I can only assume was a good old night out on the piss. It was at this point that I began to wonder what exactly Amnesia: The Dark Descent wanted to actually be. In my opinion, the odd door creaking open and the all too frequent sounds of crumbling rocks didn’t do much for me in terms of building an atmosphere. I did however, valiantly push onwards. After a short while, Amnesia: The Licorice Landslide began to do what Southern American’s have been doing for centuries, it came into its own. One specific scene that is still at the very front of my mind took place within a heavily flooded area of the map. I had previously come face to face with those fish eyed monsters to whose faces lacked faces, and have to say that what lurked beneath that water made my ass hole stretch to a size larger than that of even the most savagely performed prostate examination.
My favourite feature in Amnesia: The Obscure Prolapse’s arsenal was the simple lack of monsters. I found myself only truly terrified when the game left me alone, to build a mental image of what evils may be lurking in the shadows surrounding me. When realistically, 99% of the time, the only thing that posed any great threat to me was receiving an impending splinter whilst swinging a door open a little too forcefully. I will continue my review of Amnesia: The Overcast Contraction in part 2, where I wish to delve balls deep into the both the visuals and sound design of the game.