A core characteristic of the psychological horror genre is disempowerment. Be it film, book, or video game, the protagonist is thrown into a strange environment and struggles to overcome the odds presented by a very real yet ambiguous threat or enemy. Of course, in order to make any of this work, the viewer, reader, or gamer, is asked to suspend their disbelief, and allow themselves to be immersed in the horrific world.
Amnesia: The Dark Descent hits all these key notes and if you allow your imagination to run free, it will require nerves of steel and intestinal fortitude to complete. Cynical gamers and tough guys need not apply – you best be willing to turn the light off, use the recommended gamma settings, and crank up the surround sound to fully enjoy this title.
Amnesia thoroughly works the two-way relationship between player imagination and developer intentions. It doesn’t rely on elaborate set-pieces and in-your-face action, nor does it need them. The story transpires during the late 19th century, and begins with protagonist Daniel awakening on the floor of Brennenburg Castle, which is isolated amongst the northern forests of Prussia. Needless to say, Daniel is on his own here.
Daniel struggles to his feet, clearly suffering from amnesia – he takes in the haunting surroundings – the only detail he can remember is his own name. Immediately the game begins to toy with perceptions, giving a small taste of the nerve wracking experience ahead. Of course, I would be doing readers a disservice by revealing any more detail.
Amnesia is highly story driven, and a good portion of the gamer’s exploration will be with

the purpose of advancing the story and uncovering the mystery surrounding the castle and the inhabitants Daniel is yet to encounter.
One of the key gameplay mechanics becomes immediately apparent – Daniel is terrified of dark places. Remaining in a dark area for too long will unravel the tattered fabric of Daniel’s sanity – and players will soon learn that Daniel’s sanity was on the ragged edge before this adventure began. The game engine pulls off the darkness and light mechanic perfectly. Dim pools of moonlight that have penetrated through the thick forests and dirty windows of the castle provide oases of sanity, as do the few candles and sconces that have not been extinguished by the ghostly winds wailing through the stone corridors.
To further combat the darkness, Daniel will discover a lantern and tinder boxes. The tinder can be used to ignite the various light sources throughout the castle. The lantern will require oil to operate. Both tinder and oil are in short supply, and this is a perfect excuse to thoroughly explore the numerous rooms of the castle.

As the game progresses, Daniel will often encounter locations and objects that trigger a memory – something which usually leaves him reeling from the experience. Otherworldly sounds related to the memory triggers will haunt Daniel, illustrating his tentative grip on reality. On top of this, eerie sounds that aren’t out of place in the environment stalk Daniel; doors will slam shut, or blast open – a product of the howling winds one might reason, but of course, it could be something far more sinister…
All of these elements and more tear away at Daniel’s sanity; his vision becomes blurred, limited and distorted. Spend enough time in the dark and Daniel will lose it completely, becoming a gibbering fool who can barely summon the strength to crawl towards safety. Having a rest in a well lit area is a good way to counter these effects.
As Daniel delves deeper into the bowels of the Castle Brennenburg, well lit areas become few and far between, supplies precious, and the real horrifying stars of the game begin to make themselves known. The monsters – there is no more fitting term for them – appear only occasionally, and as an unknown quantity, this makes them all the more terrifying.
When Daniel sights a monster, his sanity instantly goes for a loop – there is no fighting back, he must either flee or hide in shadow. Running might seem prudent, but with sanity slipping, it’s easy to become disoriented, and if Daniel is spotted, he will be doggedly pursued. Hiding in a corner or cupboard is the terrifying alternative. To preserve his sanity, Daniel cannot gaze upon a monster for too long, of course, taking one’s eyes off a monstrosity offers little comfort – crouching in a corner, staring at the floor and quietly mumbling and quivering is all Daniel can do whilst a creature stalks around the room seeking him out. It’s a wonderfully terrifying effect.

Player’s will find themselves wondering if the noise of groaning pipes, settling castle stones, rattling windows, and creaking doors are merely ambient effect, or an omen of some impending horror. Rounding a corner to discover a pitch black corridor is truly disheartening, and one must ready themselves to delve into the gloom, lantern at the ready. As such, the gamer’s imagination takes as much of a lead role in creating the atmosphere of the game as does the wonderful attention to detail paid by the developers. I personally found myself fleeing from imaginary spectres as much as real threats.
It’s worth mentioning that on top of sanity, Daniel also has physical health to worry about, but if one plays carefully enough, they shouldn’t need to heal very often – sanity is the main concern. The game also features a few puzzles throughout the levels, which must be solved to progress. They aren’t basic, but they aren’t overly complex either, so one never becomes stuck and story doesn’t stagnate. Triggering memories, piecing together the events of the story, solving puzzles, and moving into a new area all have a calming effect on Daniel, as hope is restored and he believes he is regaining control of the situation, if only for a moment.
To nitpick would be unfair to the premise of the game – players simply must allow themselves to step into the shoes of Daniel. One could charge through the corridors, brush off the sanity draining encounters, and be cut down by monstrosities, easily bypassing the intention of Amnesia – to be a discomforting, horrifying survival experience.

Visually, there is nothing to complain about, and the sound effects are especially top notch. The game is not the lengthiest title available, but the experience is intense. Eight hours is pegged as the average play time, but this could be lengthened depending on your nerve. The only other complaint is that having completed the game once, replayability value is low. Perhaps shelving the game for a while and revisiting it later will refresh its effect. However, there is a custom stories and modification community that is already beginning to flourish, so gamer’s can expect lots of cool custom content soon.
To put things in perspective, the developers – Frictional Games – are an independent outfit (five full time employees) based in Sweden. The game uses an in-house developed engine. They are asking US$20 for the title (±R140). This kind of money can easily be spent on an outing to the latest 3D movie or purchasing a good book, so I think it’s well within reason for an immersive eight hour terror trip.
Amnesia can be purchased from the official website, and through various digital distributors such as Steam. In conclusion, Amnesia: The Dark Descent is a terrific survival horror experience for players who allow themselves to become immersed in the gameplay. No fan should miss it.
Discuss Amnesia: The Dark Descent review on the MyGaming forum.








