I was surprised there wasn't already a general thread for people's thoughts or impressions.
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I played a little bit of Penumbra ages ago, a demo perhaps? It was on a friend's PC. While most certainly scary it didn't really click with me then, anyhow, fast forward a few years and I picked up Amnesia on Direct2Drive after playing the demo and enjoying that quite a bit.
In terms of graphics Amnesia is really impressive, however everything looks a bit "shiny", not in a literal way (although a lot of it certainly
is wet/shiny), the graphics just look a bit glossy, not enough definition. Sound was incredibly good but I felt it was certainly lacking in sound technology and variety of subtle small sounds (sliding sounds would have been nice, objects sometimes felt a bit lifeless under some conditions). I'm not sure, I didn't really test it extensively but does it have audio occlusion - walls blocking/muffling sound?
Onto the more subjective side of things. I played through the game only
after having read the blog and I agreed almost 100% with everything said there. Although I really did enjoy it I felt a few issues held back the immersion and fear for me.
(this may contain mild spoilers depending on your definition)
First of all the scripted events were very noticeable: I would often be distracted by the triggers, a lot of the time they were quite predictable. I mean in the world of triggers they were good, but even if sparsely placed they were still quite predictable and I kept thinking of the game rather than the monster, instead of "I made too much noise and the creature heard me" it was "I walked through the invisible trigger".
Although having no weapons really improved the feeling of helplessness I feel it also had unwanted side effects. When you have absolutely no way of defending yourself it also
increases your sense of security - you know that because you can't defend yourself you're not going to
have to. I'm not saying I think it's entirely bad, but that's how I felt anyhow.
Another thing that bothered me is the puzzles, oil and sanity. Some of the puzzles were quite difficult to get through, not because they were hard to figure out but because they were hard to figure out how to figure out. I'm still not sure what took me out of the game world more, alt-tabbing and reading a walk-through or running around trying to put a book shelf into a glass beaker in the hope it would open a door - note that I didn't actually try to put a book shelf into a glass beaker, although
. They can sometimes pull you out of the game world, in some ways I found trying to complete the puzzles more immersion-breaking than dying and re-spawning without any monsters. The oil and sanity felt quite gamey to me also, perhaps it was how fast they were but I was constantly aware of my "stats" and lantern "ammo", often not using my latern or only using it enough to keep my sanity bar up, instead relying on my blue headlamp with dying batteries.
From my rather blurry recollection of Penumbra and some videos I recently watched on YouTube it seems that Amnesia is quite a bit simpler, though this probably had a lot to do with the inventory, more streamlined design and time period however.
The story was brilliantly told, I loved the diary entries and the way that the player's memories mimicked Daniel's throughout was very clever.
I suppose after agreeing so much with the blog posts I was expecting perfection. Some parts of Amnesia struck me as odd considering what I had read earlier, such as ammunition hunting which to me bore a striking resemblance to tinderboxes and oil. A great game no doubt though and I certainly look forward to the next