Exclusive interview with the game's developers. Specifically for Gamer.ru
"The penetrating pain shooting through my skull makes it hard to concentrate, the few remaining memories left in my hands. The emotions left from forgotten events are all that I have: a crowd of feelings, all screaming that time is running out.
I feel like I am being hunted, that someone is approaching me and that I must run. With immense effort, I manage to stand up and slowly move forward. I am not sure where I am going, but I know I cannot stay.
Outside, the wind howls cruelly. Or am I really hearing it?
Shifting my focus away from the pain, I do my best to pick up the pace. Once again, the gust of wind cannot live without me.
It gets closer..."
Daniel, the main character
Watermill
Amnesia: The Dark Descent - an upcoming game from the creators of the critically acclaimed horror series Penumbra. Continuing the tradition, Amnesia is a first-person survival horror, this time focusing on a more personal experience and a strong sense of horror and fear. The player’s goal, racing through a sinister environment, will be not only to explore disgusting places but also the dark sides of the human soul.
I decided to reach out to the developers of this game, which I and many horror fans are certainly looking forward to, and ask them a few questions. They graciously agreed. Enjoy the reading:
Eyes and Hands
1) Hello. Please introduce yourself.
Hello, I am Jens Nilsson, co-founder of Frictional Games, and I handle sound and level design.
2) What prompted you to create the new game Amnesia: The Dark Descent**? Who proposed the idea for the game?**
We needed to do something after Penumbra was done ;) After finishing Penumbra: Black Plague, we started planning a new game. We wanted to nail down the first concept by early 2008 so we could seek support from the Nordic Game Program, which we eventually received. Then we spent the rest of 2008 making a lot of game prototypes, reworking our initial idea for each of the game samples and sometimes even taking things in new directions.
3) As we know, Penumbra** was quite successful financially. How did the success of this series impact the creation of new games?**
Penumbra wasn't exactly a financial success, however, it played a huge role in gaining attention and establishing our company on the gaming map. We feel there is still much to be done in the horror genre, and thus Amnesia was clearly created under the influence of Penumbra, but also aims to push the genre forward. Amnesia is a completely new game, with new technology and a new story. Penumbra only influenced the initial idea and you can expect quite a few new interesting things in Amnesia: The Dark Descent.
Mysterious Mansion
4) The game is set in quite an interesting atmosphere. Will there be diverse locations in the game besides the old manor? For example, mysterious dungeons and the like?
The player will explore a castle that has existed for hundreds of years, so it represents a result of a mix of many architectural styles and constructions influenced by different eras throughout its building period. There are old grand halls within the castle, more modern mansion buildings, with dungeons and other, much darker and horrifying environments to explore. Our goal is to create an environment that is interesting and rewarding for the player to explore. Additionally, the atmosphere is not just for show; it will be closely connected to the game's story.
5) Will the game feature elements from different genres, similar to action elements in Penumbra Overture or are we expecting a standard quest (aka Requiem**)?**
If you want to compare Amnesia with the Penumbra series, it is mostly similar to Penumbra: Black Plague. In Amnesia, there are no combat sequences, but there are moments of action as you evade the horrors that will pursue you. Requiem was a puzzle add-on for Black Plague, so the idea was to have the game filled with puzzles. This does not apply to Amnesia. In Amnesia, the idea revolves around exploration and overcoming the nerve-wracking environment and events.
6) What wind swept the main character into this eerie manor? Does the character have a specific goal?
The main character wakes up with amnesia. The game revolves around discovering why he is there, where he is, what happened, and why he cannot remember anything. The game revolves around themes such as: what horrible actions a person is capable of, that there is no clear line between good and evil, that everything is a shade of decisions and effects.
Collector
7) What enemies will the main character encounter and will there be surprises in this aspect?
We do not want to say too much about what creatures are hiding in the game. But the castle has had its residents for quite a long time, many of them very dangerous, so the player must be cautious and try to avoid them as much as possible. His sanity is already under great strain, and encountering these foes will not do him any good.
8) Is it possible to die in the game?
Yes, it is quite possible to die in the game. However, we are working on creating a game where you are in constant danger, but the likelihood of dying is not that great since the fear game really gets disrupted by moments when you have to replay again and again and relive the same moments twice. Terrifying scenes are not as scary the second time around. We also worked a lot on the save system. This way, the game will let you exit at any time and allow you to continue from where you left off the last time you played the game.
Horrific Laboratory
9) Tell us more about the engine used in the game. Will a decent computer be required for the game or will a three-year-old machine suffice?
It will require a slightly more powerful computer than for playing Penumbra. Multiple improvements are included, optimizing the engine, i.e., while the engine is capable of much better-looking environments, the game will not need significantly more demanding hardware. The engine also features a new version of the physics engine, making physics more stable and reliable. I have an old 2.2 GHz Athlon with a GeForce 6800GT graphics card and this computer has no issues running it at the intended settings.
In addition to the new engine, we have tools that we are using to create the game. This toolkit includes a level editor that will also be released alongside the game so that users can create their own levels. We have really worked hard to make these tools as easy to use as possible. But, of course, creating something interesting will require enough time. It is not enough to spend a couple of hours and think that this is enough to create a truly great user level.
Machine Room
10) It is hard to scare modern gamers. Creatures suddenly jumping out of the dark no longer invoke the same fears as before. What should we expect from Amnesia: The Dark Descent**?**
We are trying to create a very dense atmosphere, with disturbing events and horrors throughout the game. We do not really believe that cheap jump scares can frighten players. Overall, we work a lot with surrounding parameters and sound to create an oppressive atmosphere. Our goal is to make the player constantly worried about what may lie around the next corner.
11) How linear is the game? Will there be multiple endings?
The game is quite linear in its overall design, as we want to offer a unique gaming experience instead of chasing non-linearity. But the player is not forced to play in a set order; there is always the possibility to explore different parts of the castle, while some events and some areas play out differently depending on how/when you reach them.
Ruined Castle
12) Where did you draw inspiration from?
We were greatly inspired by trying to provide a unique gaming experience, where we strive to minimize the