That lack of agency, along with the bleak, hopeless stories the studio crafts, can't be described as "fun." I know a lot of people who attempted to play The Dark Descent and shut it back down after a few minutes. ![]() When all you can do is run and hide from the monsters, how willing are you to push forward? When being in the dark causes the game itself to distort, can you manage to hold it together yourself? Can you handle the gruesome, unforgiving worlds you're thrust into? The Amnesia games (including A Machine for Pigs, which was developed by Chinese Room) and its 2015 release Soma are experiments in what taking away a player's ability to fight back or interact with does for both the narrative and gameplay. The studio makes horror games that like to trick the player into questioning what they're seeing or hearing, and that take away player agency. This has always been the case with games by Frictional, the company that first released Amnesia: The Dark Descent back in 2010. I spent around 10 hours with the game, and the two main questions - is it good? Should people play it? - don't have concrete answers. ![]() As I sat down to write this review for Amnesia: Rebirth, I wondered what it was going to look like.
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