Amnesia: Rebirth drops later on this month and we have actually got a make over at what’s to come with 5 marvelous minutes of gameplay action displaying puzzles, fear, and how this franchise is taking a page from Soma’s book.
Frictional Games is taking the Amnesia franchise to brand-new heights with a 1930s tale leaking in intrigue and problems. This series has actually gone through numerous developments throughout its time, however Rebirth intends to use a “fresh” experience for a cherished scary journey. Check out the most recent gameplay trailer listed below:
Creative Director Thomas Grip just recently required to the PlayStation Blog to drop much more information about the approaching video game and how they are doing things a little in a different way. Sometimes, much more primatively.
According to Grip, their objective as scary managers is not always to make the video game more “enjoyable” however to make it more immersive rather. The more this world feels real, the more the fear feels real, and the more effect a video game in this category will eventually have.
In the blog site, Grip points out that they have actually truly pulled deep from Gothic scary and drew motivation from renowned developers such as Edgar Allen Poe and H.P Lovecraft. The real charm of these stories, according to the director, is that the lead characters are susceptible, not all-powerful heroes. It’s with that vulnerability that gamers are dislodged of their convenience zones and offered no other option however to check out unknown area and “upsetting environments.”
He likewise includes that while the mechanics for Amnesia did a strong task at supplying this environment ten years back, the group felt the requirement to “dig deep” into the root mechanics and pull methods to enhance them and change them more into that Gothic Horror vision.
This modification was accomplished through a range of methods. “One is the capability to light numerous things,” Grip states. “In The Dark Descent, the gamer gathers tinderboxes and can then utilize these to light torches, candle lights, etc. Being able to illuminate a dark environment like this is necessary to get the feel of checking out an unidentified and scary area. However, there were great deals of problems with bringing the old system into Rebirth. For one, we couldn’t utilize tinderboxes as they no longer fit with the duration the video game occurs in (1930s) and it constantly felt a bit odd to simply light candle lights by clicking them.”
The group rather selected to alter the torch mechanic, switching it out for matches that, like the lead character, are likewise susceptible and lightweight. “The solution we eventually ended up with was to have matches that the player needed to light before using them on a candle or lamp. This allows the player to light many nearby light sources at the same time, and likewise lets the matches serve as an additional light source. This might seem like a slight change but it comes with a lot of benefits.”
So how is Rebirth pulling from Soma, you might be wondering? Instead of the traditional sanity, the team instead leaned into a narrative impacted by illness instead:
When reimplementing this for Rebirth, the major updates were not just on a systemic level, but also on a narrative one. While we did a lot of tweaks in order for the whole system to be more reactive, the major change was how it affected the player. Having some generic idea of ‘sanity’ that got lower also felt a bit simplistic to us. In Rebirth, the protagonist Tasi is afflicted by a mysterious disease, which is all part of the story. The more afraid Tasi becomes, from darkness or terrifying sights, the worse the symptoms get. This means that we now give players a much more visceral reason to care about the fear.
This draws on a lesson from creating our previous game, SOMA. Here, the main focus of the game was to explore consciousness and what it means to be human. This is not really something that can be done via moment-to-moment gameplay. Instead, we had to let this slowly brew over hours of the game experience. Designing SOMA like this was a major gamble for us. We didn’t know if it would work, and since it required so much of the game to be completed to test, iteration times were long and frustrating. Luckily it paid off, and it gave us the confidence to do something similar in Rebirth.
As Tasi’s condition worsens, the motivation for the player to continue on grows. The ultimate goal here is to be just as impactful as the mind-swapping seen in Soma, if not more so.
The failure system is another way this team overhauled what we think we know about the Amnesia franchise. Grip mentions that one key lesson the studio has learned from past games is that if a player has to repeat an action enough times, the fear factor ultimately goes away completely. That’s where the failure system comes into play: this keeps the game fresh and the mistakes meaningful.
An important pivot with this from Dark Decent was to relate the failure system with the ingrained fear system. “If Tasi becomes too frightened, her affliction will take a harsh turn for the worse. There will be very visible changes to her appearance, and worse still, it will have immense narrative significance. If the affliction goes too far, not only will it threaten the life of herself, but likewise of her loved ones.”
I’m a huge wimp, I’ll freely admit that, and just writing about this has me halfway to peeing my pants. I’m going to play it though, not well however I am going to play it. The modifications sound incredible and the above gameplay looks amazing.
We’ll have the ability to sink our teeth into this scary experience when Amnesia: Rebirth debuts on October 20.
[Source: PlayStation Blog]