Frictional Games Explains How AMNESIA: REBIRTH Differentiates Itself From THE DARK DESCENT


Source: PlayStation Blog

Category: Horror Games

Frictional Games Explains How AMNESIA: REBIRTH Differentiates Itself From THE DARK DESCENT

Frictional Games' Amnesia: Rebirth is right around the corner, and if you want to learn more about the most important differences between the new title and The Dark Descent, its creative director has got you covered.

Taking into account that we're talking about a sequel to a game from 2010, it shouldn't be surprising that Rebirth will introduce a bunch of fresh features and revamp the last-gen mechanics of The Dark Descent.

"When reimplementing [The Dark Descent's sanity system] for Rebirth, the major updates were not just on a systemic level, but also on a narrative one," Creative Director Thomas Grip explained on the PlayStation Blog. "While we did a lot of tweaks in order for the whole system to be more reactive, the major change was how it affected the player. Having some generic idea of ‘sanity’ that got lower also felt a bit simplistic to us. In Rebirth, the protagonist Tasi is afflicted by a mysterious disease, which is all part of the story. The more afraid Tasi becomes, from darkness or terrifying sights, the worse the symptoms get. This means that we now give players a [more] visceral reason to care about the fear."

"This draws on a lesson from creating our previous game, SOMA." he added. "Here, the main focus [...] was to explore consciousness and what it means to be human. This is not really something that can be done via moment-to-moment gameplay. Instead, we had to let this slowly brew over hours of the game experience. Designing SOMA like this was a major gamble for us. We didn’t know if it would work, and since it required so much of the game to be completed to test, iteration times were long and frustrating. Luckily it paid off, and it gave us the confidence to do something similar in Rebirth."

Frictional is also changing the way lighting up environments works, as you will no longer be forced to collect tinderboxes. In Rebirth, you will use matches, which means that you will be able to light many candles at the same time. Unfortunately, finding them will be challenging, so you will have to decide if you want to waste your matches and see where you are or keep them in your inventory and embrace the darkness all the time.

Considering that Amnesia: Rebirth will finally release for PS4 and PC on the 20th of October, the Penumbra: Black Plague studio will definitely share even more details about their next big thing in the very near future.

ABOUT THE AUTHOR: Bartosz Sobczak - Owner, Editor-in-Chief


Lawyer by day, video game reporter by night. Long-time fan of the Mass Effect, Age of Empires, Prince of Persia, BioShock — especially the second one — and Splinter Cell series (who still believes that the best is yet to come). Tries his hardest to shine a new light on the Polish game-development scene. Gameplay Mechanix is his biggest passion project to date. Often listens to old episodes of The Late Late Show with Craig Ferguson while writing. Privately a cat person.

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