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Full Version: Why is amnesia so awesome?
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One word:

Atmosphere.
Quote:To be honest I don't really buy into the immersion. The loading screens kind of destroy that aspect. Unavoidable i know... well sandboxing could work I guess..

i personally think they did a pretty good job minimalizing the effect the loading screen had on the game..its actually part of the game, telling you the story. and its not like a loading screen that shows the area, its art that hints at part of the game, or just has to do with the game. idk, i like it.

Quote: *Why Amnesia is so awesome?*!
Pls fix that.

what would you prefer?
I feel it's their use of silence with small ambiance. To me silence can be the scariest thing, and I find they use it quite well. Also something that goes in hand with that. By using that silence and ambiance, they create the anticipation that, eventually, drives you crazy.
(07-07-2011, 01:48 AM)Xanatos Wrote: [ -> ]One word:

Atmosphere.

Fuck yeah
Because amnesia know how to scare you.
When you start the game,the game TEACH YOU to afraid from those things.

The game telling you not to be in the dark,run and hide from monsters,it tells you that you shouldn't even look directly at them!
And sometimes,but there is some situations in the game,that you have to be in a complete darkness,with a bunch of monsters.

And that...,that is scary.
(07-07-2011, 03:51 AM)Ctrl Wrote: [ -> ]
Quote:To be honest I don't really buy into the immersion. The loading screens kind of destroy that aspect. Unavoidable i know... well sandboxing could work I guess..

i personally think they did a pretty good job minimalizing the effect the loading screen had on the game..its actually part of the game, telling you the story. and its not like a loading screen that shows the area, its art that hints at part of the game, or just has to do with the game. idk, i like it.

Quote: *Why Amnesia is so awesome?*!
Pls fix that.

what would you prefer?

I don't agree with that, I just feel it would be better if there were no loading screens and monsters didn't randomly spawn and disappear when you go through a door. Would make it a lot more challenging in my opinion.
Because it's different. Never before have game designers played with people's fear in quite the way that Frictional does. It focuses very much on not giving out too much information, which makes the game even more mysterious and creepy. Because you lack knowledge, and a lack of knowledge provides a sense of discomfort and insecurity, feelings that the designer can use to their advantage.
(07-07-2011, 01:48 AM)Xanatos Wrote: [ -> ]One word:

Atmosphere.

Describe what forms atmosphere.
(07-06-2011, 09:47 PM)Frost Wrote: [ -> ]gymnophobia...

lol vocabulary

I think it has to be the fear of the unknown that did the most for me. You never feel like the master of your environment, even if you successfully jump out of a monster's reach or barricade a door with a buhmillion boxes because absolutely anything could happen to mess you up.
(07-09-2011, 04:23 AM)Kein Wrote: [ -> ]
(07-07-2011, 01:48 AM)Xanatos Wrote: [ -> ]One word:

Atmosphere.

Describe what forms atmosphere.

Sounds, visuals (not graphics) and pacing blended together in a perfect, immersive harmony. Sounds easy but you'd be surprised (or not) at how many developers seem to miss this mark entirely.
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