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Its basic gameplay mechanics are very similar - too similar, actually - to those of ‘The Dark Descent’ you play from a first-person perspective, you interact with objects using mouse gestures, and you have no weapons. Unfortunately, the game turned out to be a massive disappointment. Both the Victorian London setting and the bizarre subtitle, ‘A Machine For Pigs’, dispelled my fear that it might just be a rehash of the original. Not only was I thrilled to experience the same sense of terror, but I also knew it would be new and different. So, you can see why I was excited for the release of ‘Amnesia's’ sequel. This game's randomly-generated levels and unpredictable enemy movement patterns were essential to its atmosphere of despair, but an array of glitches and bugs, along with a frustratingly high difficulty level, prevented it from reaching the same level of player immersion that ‘The Dark Descent’ achieved. Last year also brought Jonas Rikkonen's ingenious ‘SCP - Containment Breach’. For example, Parsec Productions' free-to-play ‘Slender: The Eight Pages’ (2012) was a refreshingly stripped-down game that left players stranded in a dark forest with a madman on the prowl. On PCs, the ever-thriving indie development scene has provided a bit more hope. Big-selling series like Valve's ‘Left 4 Dead’ (2008-9) prefer the instant gratification provided by a gory spectacle, big guns and cheap jump-scares instead of the slow-burning terror and sense of desperation that once characterised the genre. On consoles, the once-proud survival horror genre, popularised by Capcom's ‘Resident Evil’ (1996) and Konami's ‘Silent Hill’ (1999), has today become a pathetic appendage of the action genre. The game was great precisely for this reason - it regularly gave players a full dose of the adrenaline and fear invoked by our instinctive fight-or-flight response, but neutered any potential sense of empowerment by making it impossible to fight.įast-forward to three years later, and I have yet to find a game that could come close to scaring me as much as ‘The Dark Descent’ did. With no weapons, there was no way to fight back.
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When it noticed you, little else was possible than to sprint away in blind terror, hoping that you can find a hiding place before it finds you. As you proceeded down the castle’s winding corridors and stairways, you were cruelly taunted with glimpses and sounds of a deformed, wretched creature. You were given little in the way of equipment or motivation: only a flickering lantern and a vague sense that you should probably get out of there. In the original, you found yourself lost and alone inside an immense, dimly-lit Gothic castle.
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