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Pewdiepie layers of fear
Pewdiepie layers of fear






It wasn’t the first game to do this, but it was the first to bring that style of gameplay into the limelight through a combination of luck and good game design.įor me, Amnesia‘s biggest game-changer was its sanity meter. Even psychological horror masterpiece Silent Hill still used combat as a major part of its game design.Īmnesia wrenched weapons from its players hands, taking away even the minute amount of safety they might have offered. It wasn’t the first game to do a creeping, tense horror that took your weapons from you – even Amnesia developers Frictional Games had released a similar game before with Penumbra.īut by and large the big hitters of the genres were games like Resident Evil, F.E.A.R and Dead Space, which were more about shooting the scary bad guys than hiding from them. On is release in 2010, Amnesia really changed the idea of what horror could be.

pewdiepie layers of fear

And then those elements that were so typically Amnesia started turning up in other games.

pewdiepie layers of fear pewdiepie layers of fear

Amnesia‘s tense game of hide and seek provided a thrill of adrenaline like no other I had experienced before, and I was hooked.īut no other game really came close, at least not at that point, so I replayed Amnesia until even the most terrifying moments were so familiar they couldn’t shock me anymore. I’m petrified at the thought of it, but I don’t want to seem like a wimp so I go along with it.Ģ4 hours later we emerge: shaking, triumphant, changed for good. A friend asks if I want to play Amnesia with her.








Pewdiepie layers of fear