The first Amnesia had a lot of highlights that meant to do only this. While these functioned admirably ten years back, we couldn’t simply utilize them legitimately. So we needed to dive into every framework and perceive how we could improve the game at mimicking Gothic repulsiveness.
The player gathers tinderboxes and would then be able to utilize these to light lights, candles, etc. Having the option to illuminate a dim climate like this is basic to get the vibe of investigating an obscure and frightening area. Be that as it may, there were heaps of issues with bringing the old framework into Rebirth. For one, we were unable to utilize tinderboxes as they not, at this point fit with the period the game happens in (1930s) and it generally felt somewhat odd to simply light candles by tapping on them.
The arrangement we inevitably wound up with was to have matches that the player expected to light before utilizing them on a flame or light. This permits the player to light numerous close by light sources simultaneously, and furthermore lets the matches fill in as an extra light source. This may appear to be a slight change however it accompanies a ton of advantages.
This carries us to the following framework, which is The Dark Descent’s mental stability framework. In the first game it worked so haziness and certain sights caused your mental soundness to go down and on the off chance that it went excessively low, you crumbled and pulled in any close by beast.
The significant change was the manner by which it influenced the player. Having some nonexclusive thought of ‘mental stability’ that got lower additionally felt somewhat shortsighted to us. In Rebirth, the hero Tasi is tormented by a puzzling illness, which is all aspect of the story. The more apprehensive Tasi becomes, from haziness or startling sights, the more regrettable the indications get.
The primary focal point of the game was to investigate cognizance and being human. This isn’t generally something that should be possible through second to-second interactivity. Rather, we needed to let this gradually mix over hours of the game insight. Planning SOMA like this was a significant bet for us. We didn’t have the foggiest idea whether it would work, and since it required such a large amount of the game to be finished to test, cycle times were long and baffling.
Another part of The Dark Descent in critical need of update was the disappointment framework. A significant exercise gained from our initial Penumbra games was that constraining the player to rehash a similar part of the game again and again enormously decreased their dread. Redundancy and dissatisfaction removed players from their drenching, supplanting dreams of genuine beasts with conceptual thoughts of the interactivity framework.
If the player was brought somewhere around a beast, players didn’t need to do a customary restart. Rather they were transported back a piece, and something changed in the climate. Now and then another beast showed up, now and again it was supplanted by another alarm, and in some cases no danger was left. This eliminated disappointment, maintained a strategic distance from redundancy, and functioned admirably. That is, the length of the player didn’t get on to how the framework functioned. At the point when they did, they could undoubtedly sidestep any obstacle by essentially running directly at it ordinarily.
The entire dread framework has now gone from being a gimmicky expansion to being an essential aspect of the entire story. It truly helped us to recreate an approaching feeling of fear and to catch that vibe of character’s plunge down a winding of depression.
- Requires a 64-bit processor and operating system
- OS: Windows 7 / 8 / 10, 64-bits
- Processor: Core i3 / AMD FX 2.4Ghz
- Memory: 4 GB RAM
- Graphics: OpenGL 4.0, Nvidia GTX 460 / AMD Radeon HD 5750 / Intel HD 630
- Storage: 50 GB available space
According to news, it will release on 20 Oct, 2020