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A quick chat with Frictional - Amnesia: The Dark Descent
The creators of the Penumbra series have hung up the artillery in favour of the eerie thrills of Amnesia: The Dark Descent, which appears to be come sort of a ... first person physics-based survival horror.

What? We just had to know more, so in this games.on.net exclusive interview, we asked Frictional Games co-founder Thomas Grip about the lack of weaponry, plot influences - and of course, the physics angle.
games.on.net: Amnesia: The Dark Descent follows the industry trend of implementing a solid physics engine - but it's not just a bells-and-whistles feature, instead forming an integral part of the gameplay. Can you give an example you're particularly proud of?

Thomas: I think the single most striking feature of the physics engine usage, is that it is not just eye candy. The physics are an integral part of the gameplay. Pretty much all interactions such as opening door, picking up object, pulling out drawers, etc are powered through the physics simulation. This gives a world world a strong feeling of really being there and not just some background prop.

Click through to see the details hidden in the gloom.

This man wants to frighten you.
games.on.net: The game's atmosphere of growing fear is distinct from that of other horror-themed games in that you can't take comfort in an arsenal of blistering automatic weaponry - but this can distract from the player's immersion, leaving us feeling like we're watching a film rather than participating. How have you managed player and enemy (or AI) interaction to avoid this on-rails feeling?

Thomas: When you have a weapons in a game, these are usually there to support a gameplay mechanism based on killing stuff. This not only takes away horror (by making enemy encounters as the core enjoyment, ie something to look forward to), but it also puts the focus on the activity. By removing this kind core "fun"-mechanic, the player is forced to explore the world differently and examine the environments more closely in order to progress. I think this increases the immersion and direct focus to the surroundings, ambient sounds, story, etc instead of having the player being caught up in committing a virtual genocide.

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games.on.net: What are your thematic influences? Is Amnesia a Lovecraft-style universe, or is it closer kin to Silent Hill - or something else? Are there any plot ties to other Frictional Games titles?

Thomas: Visually, the primary theme is to create a 18th-19th century type of environment, that is both frightening and beautiful at the same time. An early inspiration for this was Tim Burton movies like Sleepy Hollow and Corpse Bride. Later on Bioshock as well as artwork from the period were large inspirations. Themes in the story are on one hand inspired by the nature of human evil, most prominently the Milgram and Standford experiments. On the other hand books on how scientists work during the period have also been a major influence. For me personally, Lovecraft always lurks in the dark corners of the brain, but his work has not been a specific inspiration.

There are no direct story ties to the Penumbra series.
games.on.net: The premise probably means you can't tell us much about the game's plot without spoiling the full game, but will players find it satisfying? Are all story elements resolved or does the game leave us with mysteries unsolved? Will there be an explanation for the horror we experience?

Thomas: The story will be resolved at the end and there will be no cliffhanger. A large part of the game is to take a stance on the things you witness and players will be forced to make some choices regarding this, both gameplay wise and regarding how they want to interpret the happenings. The exact explanation might vary on what kind of stance you have taken and the true source of the evil is up for the players to decide.

We kind of wish we hadn't enlarged these...
games.on.net: Tell us a little bit about the Sanity Potions. Won't it leech tension from the game if a player can blunder their way through the game letting their sanity levels dwindle, and then patch themselves up with a magic energy drink? Doesn't that turn the sanity level into a glorified health bar?

Thomas: I am happy to announce that sanity potions are removed! Sanity should now feel more natural than what it did the preview version.
games.on.net: Are there any benefits or bonuses for successive playthroughs, such as alternate endings, new content, or further plot details?

Thomas: The game will have commentary and there may or may not be different ways to end the game. Replaying the game might also make the player look at the story in a different light. Having lots of replayabilty has not been a focus though. We have put all our effort into make a single powerful experience.



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