![]() ![]() If it runs out of fuel the lights will go out, and the creature that hunts them will become more active and present. "That’s why, in order to survive, the player will have to concern themselves with the generator that powers up the bunker. We did, for example, not want a sanity mechanic for this game, instead, we were looking for something more tangible," Olsson revealed. We wanted Amnesia: The Bunker to continue that heritage, but we also wanted to try something new this time around. "In many ways, you can say that Amnesia, at its core, has always been about the interplay between darkness and light. ![]() Will the sanity gauge return in Amnesia: The Bunker? The term 'emergent horror" has been used by Frictional, which means the creature dogging you throughout the game will react dynamically to your actions, without the conventional jump scares you find in more linear games that can use choreographed scenes. "Also, the semi-open nature of the game means that players will encounter fragments of the backstory in a non-linear order." Due to Amnesia: The Bunker's focus on player-driven gameplay, you'll find that the story will unfold at your own pace, placing you in the centre of the events instead of following a predetermined course of plot points. The player will have to decide which resources to use and when." "We’re going for a completely silent protagonist this time, more similar to Daniel in The Dark Descent," Olsson added. "It’s very system-driven, and while a lot of the systems can be used as weapons, most of them can also be used as tools in order to progress faster. "Compared to previous games, The Bunker has tons of new elements in it," Olsson said. As Olsson says, we'll have access to "weapons such as a gun, grenades, gas grenades, and even fire." These can be used against the creature lurking in the shadows, but they're also part of a host of unrevealed gameplay systems we'll have at our disposal this time around. Players will have to rely on their creativity and resourcefulness when overcoming obstacles and planning their approach." One aspect of the resourcefulness and creativity Frictional is allowing us to dabble with in this next instalment, is the franchise-first use of conventional weaponry, which many players were quick to spot within the initial announcement trailer. "The game is much less 'handholdy' and more open-ended. "I guess you can say the biggest difference lies in the fact that this game is much more focused on gameplay and player agency," Olsson explained. For instance, a door can be blown open with a grenade, by luring the monster to break it down, or bypassing it by finding a hidden tunnel." What will Amnesia: The Bunker play like?įrictional likes to bring something new with each game it releases, such as Soma's more narrative-focused gameplay or Amnesia: Rebirth's save feature that would allow you to skip a monster encounter if you died, and Amnesia: The Bunker is set to continue the trend, albeit with slightly more prominent changes this time around. "More often than not, there are multiple ways of achieving your goal. It is then up to you as a player to figure out what to do and how to overcome the various obstacles and hazards," Olsson told us. You have one big, connected environment where the game takes place in. In this instalment, players will have a semi-open playground to explore instead of a "linear sequence of puzzles," where player choice is the most important factor of each obstacle you face. It's set to launch on May 16th for Xbox Series X|S and Xbox One, as well as joining its predecessors on Xbox Game Pass on day one. The game is, first and foremost, an attempt to make a really strong and focused horror experience.Amnesia: The Bunker is a first-person survival horror game from Frictional Games, the team behind Amnesia: The Dark Descent, Soma, and more. ![]() I can’t wait to see some tense and scared players as they work their way through the bunker.
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