Phew, finally. Sorry. I didn't post and forget this here. I just real life'd hard last week.
Anyways.
Yeesh. I'm surprised at how many people went right for the throat. I'm a little annoyed that a few people immidietly jumped on the "My opinion is different herp derp" wagon. All I'll say on that matter is that even if my opinion is different, it's no less honest for it. Deal. With. It.
With that said.
Ethil wrote...
I made a long answer, but then I realized you wouldn't try to understand it anyway. So I'll say it like this: There's nothing cool about you having your opinion differ from everyone else. You obviously do not understand the game based upon your description. It is not an action game where you have unlimited amounts of heavy weaponry. Do not play it like an achievement hunter, or even like a game, play it like reality, what would you do in that situation? Hardly "pick up a broom and try to bash some (IMMORTAL) undead monsters" nor "jump into the for-some-unknown-reason-splashing water". More likely piss your pants and die. As would most of us.
But I AM trying to understand it. It's why I'm asking for opinions, as opposed to going "Lol rite guyz?". And I realize that this is no Doom or Resident Evil. HOWEVER. I do not appreciate being forceibly stripped of even the chance to take a swing at a monster. As much as Doom or RE focus entirely on the "Jump out and scare you" horror, at least there you are given ample chance to defend yourself.
And, speaking of playing like reality, that comes down to what your natural threat reaction is.
Mine is fight.
Which is why I was holding the chair and brick in the first place.
Because I'd rather die on my feet, staring at my enemy then on my ass, covered in urine in a corner somewheres.
Hale wrote...
It either scares you or it doesn't. It uses visuals and sound to create an atmosphere to immerse the player. The player isn't a BAMF who will start bashing anything he sees with a stick. He's an average Joe, and terrified as I think most of us would be in that situation. If your just not scared by atmospheric horror games, then they're just not for you, we can leave it at that. No need to act tough and insult the people who get nervous and scared.
I'm not acting tough. I
AM tough. /flex
But, in seriousness, is it not better to investigate whatever is making you nervous?
I don't want to sound like a pompous ass (too late though it may be), but isn't the old quote "Knowledge is the enemy of Fear"?
I just can't understand why someone would be creeped out by these things in general. ESPECIALLY in a situation like your PC finds himself in, the logical approach to things is best, if only because analysis/response is far better then ohmygodwhatwasthat/response in terms of your chances of survival.
Helios wrote...
People have their own point of view to describe "what's Scary?", and maybe Amnesia just doesn't fit with your fear's criteria ?
Also, playing for 3 hours ?
yet, you talk like you've played it completely and understand the essential points of this game ? My suggestion is to play more. You will gain nothing by asking why this game is scary.
Try to experience it by yourself rather than asking.
As for me, I find this game scary because of its atmosphere (complete with sound effect) and the fact that you are really 'hopeless' with no knowledge about your surrounding + nothing that can give you confidence to defend yourself here.
...do I have to?
Isn't there another way, doctor?
(Also: I've mostly tracked down and questioned people who HAVE played it start to finish. Since I couldn't bother to get a complete first-hand account, I settled for about a dozen second-hand. No good?)
Wow my name is really lon wrote...
Remember, the game wasn't designed to 'win', but to emerse yourself into the world of Amnesia.
You should always play to win.
Nobodie wrote...
For me it's the suspense, it's the reason that playing through the Oceanside Hotel in Vampire: The Masquerade has to be played in the daylight, and just thinking about it makes me jump.
It's also the reason why playing Through Trilby's Notes can still make me shiver, oh lord "It Hurts"...
Really?
The ambiance in the Oceanside was great, but I was more annoyed then scared of the poltergeist. After the fifth vase nearly bashed my undead skull in, I learned to duck.
Gotta admit tho', hiding in a cupboard while the spirit raged around in the kitchen was hilarious. I kept peering out to see if he was done, only to receive a random kitchen tool to the face for my troubles each time.
ExESGO wrote...
There is a reason why it is called a survival horror game.
Giving the character a weapon would get rid of the survival part.
How so?
I find that actively trying to prolong your life while shortening or ending your enemy's is an intrinsic part of survival. It IS important to know when to cut and run, but equally important to know when to stand and fight. You can't do only one or the other.
Satsugai wrote...
The only thing that's keeping you sane is any source of light. You can't fight back and the only way to stay away from harm is to run and hide from the "monsters" chasing you.
I tired playing it with my cousin last week, we were only 30 mins in and couldn't take it anymore. Plus the facts his speakers were wired around his room made it even creepier.
Doors open on their own, light fixtures suddenly go out and its dark, the more time you spend in the dark the more your character loses his sanity and then the environment begins to distort.
Maybe I failed to really understand the concept of that evil shadow thats following you around, but playing as someone who is apparently terminally afraid of the dark really ruins the immersion for me.
Plus, didn't you, after spotting a critter, hide and circle around behind it to observe it and look for a weakness, only to have it randomly disapear after making a turn?
Sorta annoying. First few times, I thought I missed it somewhere, or that it was hiding and watching ME, so I checked every nook and cranny while quitly going "Come out, Come out, Wherever you are".
And, doors that open on their own don't bother me. When I was a kid, the door to my room was poorly hinged, so on windy days a gust from the living room might blow my door open randomly. I got used to it.
Grimcint wrote...
Azrith:
I didn't mind the game itself, I've never really been scared of most horror games though slow-paced, well developed suspense can make me a bit jumpy.
Instead of a mid-pace mutant slaughter fest (Resident Evil), Amnesia is a detail-oriented suspense-driven game with a focus on what would be realistic choices in cliche horror situations. Amnesia is a sigh of relief in a genre that's all too populated by shooters with grotesque mutants and dim lighting, it was a take on classic horror games with bleeding-edge technology.
I believe a large part of what makes most horror games scary for people depends on whether they use the right side of the brain more than the left. It's logical to assume that those who are more in touch with their creative side tend to become immersed in games with ease. And that brings me to the subject of immersion itself, a fair amount of time was spent trying to get the player involved with the game and interested in the story, more than can be said for most recent horror games.
The game didn't have a great budget and it didn't have impressive graphics and incredible music to go along with it's story. It could have been a masterpiece given enough time and money, but Amnesia wasn't developed by a subsidiary company owned by a multi-billion dollar organization (
Blizzard anyone?).
That being said Amnesia was, in my opinion, sub-par compared to what it is claimed to be. A few of my buddies say it's a masterpiece but to be honest; I got more jumps out of Shadowgate 64. I agree that it was all too cliche (Not to mention short!) but maybe now developers will realize that every new-age horror game doesn't have to be a rendition of Doom.
P.S. I like your avatar.
I won't launch into any arguments involving either side of the brain. Currently, my left and right aren't speaking to each other, and I'm stuck mediating.
But, the only thing that really broke immersion for me was the enforced enfeeblement.
I have no trouble immersing myself in most games. I can very well forget I'm not the Scourge of Albion nor the Champion of Cyrodil nor Spartan III B505 nor Lord Arizth of the Trans-Russian empire nor any other host of silly titles I've picked up in games over the years.
I just don't appreciate being told that No, you cannot do this. Because I said so. Because fuck you, that's why.
But, I may be picking up too much steam here, so I should leave it at that.
(P.S. Thanks. I'm afraid to change it, since the file size is about 1.1 MB, and if I change it to something else, I won't be able to change back to it later.)
Akaoni21 wrote...
Isn't it part of the fun to be scared or at least try to 'go with it'? Its kinda sad that you just sit there and dont feel a thing while shrugging your sholders going all "Lets kill some Zombies" Cha-Ching!
I play games like that as if I was really there, Theres some wierdness about some water or whatever (Reflections and that) I might inch up for a little look but im gonna take my time about it because I REALLY DONT WANNA DIE!!! (Anyway sorry the game sucked for you maybe some Black Ops Zombies would be better)
It's getting to the point where I feel you guys are intentionally misinterpreting what I said.
I didn't go into this with a need for zombie blood. I came out of it with it, mostly because my character refused to even consider defending himself against whatever vile horrors he encountered.
That's really what got to me the most. The attempt to enforce you feeling scared and helpless when, with just a little imagination, help was lying around all over the place.
I mean, it's a broken down castle, for fucks sake. Throw a loose brick. They are bloody everywhere.
...
Did I miss anyone?