![]() Or, spread a little light around, at the risk of negating much-needed hiding places and revealing things that are better off unseen. It offers a fantastic balance of risk/reward stay in the darkness, which causes Daniel's sanity to drain, slowly sending him crazy as the screen blurs and eventually he goes mad. Oil and tinder are found around the place, the former in especially short supply. You have a lantern, with limited oil, and the ability to light candles and lamps with tinderboxes. The majority of the game is swathed in darkness. This forms the crux of one of Amnesia's most interesting mechanics. To give more of these solutions away would ruin the fun of discovery, but needless to say there's plenty of room for experimentation.īut Daniel doesn't like the dark. A rock would've worked just as well, or the hammer and chisel I had in my inventory. I jumped up and down on it a few times, breaking the plant. There was one instance, for example, where I had to break open a large toadstool to get the spores inside. Many of the puzzles have multiple solutions. It adds a level of immersion you don't get by simply pressing a button. It's an amazingly tactile system slamming doors, pulling beams, sliding open drawers, it all feels natural, organic and without complication. The left mouse button acts as your hand, with realistic gestures required to manipulate objects. They're mostly physics-based, using a perfected form of the mechanic Frictional explored in their Penumbra series. It's atmospheric to a fault, with every room immaculately designed fallen chairs clatter across the floor as you bump into them, rotting fruit sits discarded on shelves, broken walls and windows spill into corridors. Simply tasked with reaching a mysterious 'inner sanctum', the journey through the castle is one of exploration, of interpreting the remains of the castle, of uncovering the mystery for oneself. But it's Brennenburg as it exists during the game which is the true star. These all gel with the game perfectly, never intrusive, never revealing too much, just brief glimpses into the world of Brennenburg before the player stepped into Daniel's shoes. The story's told in fragments, via scattered notes, snatches of recalled conversation, and momentary flashbacks.
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