Amnesia: The Dark Descent is a game in which you explore a shadowy Gothic castle full of
forbidden secrets with a lantern, so naturally I like it quite a bit. But while
it succeeds at creating a constantly foreboding atmosphere through an excellent
mix of unsettling sound design and a great use of light and darkness, I’d be
lying if I said Amnesia fully lived
up to its reputation for me. Chiefly, the experience just didn’t spook me as
much as I thought it would. Don’t get me wrong though, Amnesia has some great spooks and is certainly an extremely tense experience. For one thing, it does
jump scares well, often staying its hand the first three times I expected to
shit my pants and then turning me into a jittery, jumpy mess unable to properly
function on the fourth, unexpected time. I also like the way the game’s
mechanics play off of each other. For example, if the player stays in dark
areas for too long, they begin to lose “sanity” which leads to vision and
control problems. Staying in the light keeps one sane but also exposes them to
roving monsters. In order to stay out of sight of a creeping horror, you often
need to hunker down in the darkness as you slowly, unnervingly lose sanity.
Neat trade-offs like this add to the overall tenseness of the experience.
Speaking of creeping horrors, perhaps my favorite part of Amnesia is how it handles its monsters. You can’t fight back in Amnesia, so your only option is to run
or hide. Monsters almost always appear when you least want them to and when
they spot you, they shamble towards you at a deceptively quick pace. But what I
really love about them isn’t actually the creatures themselves but everything that accompanies their
presence. You are penalized for looking directly at them by a blurry,
disorientating screen and a loss of sanity (which you’re going to want to keep
in order to effectively run away and hide), which I think is just brilliant. In
fact, if it wasn’t for the internet, I wouldn’t even really know what the
creatures looked like besides being vaguely humanoid monstrosities. My favorite
aspect of monster encounters, however, is the brilliant, intensifying
dissonance that blares into your ears as they lurch closer and closer towards
you, which never failed to unravel my nerves and make me clench my teeth as I
accidently hit the ‘crouch’ key instead of the ‘sprint’ one for the seventeenth
time.
There’s a lot done very well in Amnesia but when going into it, I guess I expected a deeply
unnerving psychological horror experience; I expected to be wandering scared
and delirious and alone in the dark while being hunted by barely glimpsed
horrors, never really sure what was going on. And while the game comes close to
this type of experience at times, Amnesia
is ultimately a lot more formulaic and “gamey” than I anticipated,
especially after its introduction message sets it up as, and I paraphrase, an
“immersive experience that shouldn’t be played to win”. The experience is
divided up into several hub areas, or large safe zones, with several sub-areas
branching off of them, and the game soon falls into a formula of getting to a
new hub and going around its areas, collecting notes and items, solving
puzzles, and occasionally having a monster thrown at you. There are also “interim”
areas between each hub that contain some of the best moments of the game, as
well as a few other curveballs that shake the formula up a bit. This all isn’t
necessarily a bad thing, and I actually quite enjoyed the experience’s
traditional survival horror elements, but it all just felt a little too “safe”
a lot of the time. And while I have a lot of love for the way the monster
encounters are handled and while they are still very effective, sadly evading
these eldritch abominations is often far too easy (at least the standard
monsters); hiding behind a couple of boxes at a dead end was often enough to
confound them and I only was caught by them once (after which the game dumped
me in a random room I hadn’t been in yet, which confused me greatly…do the
monsters actually kill Daniel? Or is he being revived somehow?). Once in a safe
hiding place, one only needs to stay put for a few minutes until the creatures
shamble off and disappear entirely.
There are other factors as well that kept Amnesia from being the scariest of
scares for me. The Gothic castle setting is something I have too much affection
for to be truly unsettled by (the game brought to mind both Dracula and Castlevania
for me, and sometimes while skulking through a dungeon with my lantern lit, I
was reminded of something out of The Legend of Zelda or some other comforting fantasy experience). The game is
also very chatty; what is supposed to be a dark and lonely atmosphere is often
interrupted by campy voice acting, whether in the entries of Daniel’s diary
strewn about or the frequent flashback conversations between Daniel and
Alexander. Besides this, Amnesia is a
game composed of both brilliant scares and laughably goofy ones. Creepy statues
suddenly appearing inside of bloody fountains and then being mysteriously gone
the next time I look in their direction is a fantastic way of freaking me out,
and dashing through a water-logged basement labyrinth being chased by loud,
invisible horrors is one of the most purely terrifying moments in any game for
me (along with a few other similarly tense moments in the game). But then there
are the times when you turn a corner and the screen contracts accompanied by a spoooooky noise and some spoooooky dust clouds puffing about which
are decent enough in the early sections of the game, but when these tame
“scares” still happen occasionally even late in the game, it reminds me of a
cardboard ghost popping out and saying “BOO!” in a haunted house. The sound
design, for that matter, is mostly good and sometimes brilliant (mainly during monster
encounters), but is also sometimes far too busy and consistent. What I mean is
that while exploring some areas, the same random background combination of disembodied
footsteps, fluttering paper, and soft whimpering chatters in my speakers
constantly until it’s no longer unsettling but just mundane background noise.
The same sound effects and musical cues are recycled throughout the game, so by
the end they did little to disturb me. I suppose I’ve been spoiled by the
masterful transformative sound design in the early Silent Hill games, where often you’ll hear a very specific creepy
noise in one specific location and never hear it again…and never forget it
again. Even though Amnesia is
unpredictable on a moment to moment basis, it has a predictable nature to it in
the grand scheme of things and this goes a long way in diminishing the horror
for me. Ultimately, Amnesia just didn’t
get under my skin the way I expected it to; it’s more of an in the moment “oh
boy I’m having fun being spooked in this game” experience than a lingering kind
of horror that I can’t help but ruminate on when I’m closing my eyes trying to
sleep at night. In a game with a sanity meter, that is seemingly inspired by
H.P. Lovecraft, and subtitled “The Dark Descent”, I expected this experience to
get to me more psychologically than viscerally, but the opposite is true. This
is both a disappointment and a relief, if you catch my drift. Also, full
disclaimer, I only played this game alone late at night with all the lights off
with headphones and the sound turned up, as it should be, so I certainly made
myself vulnerable to the experience’s frights.
While Amnesia isn’t
the kind of horror I was expecting, and maybe isn’t even the kind of horror I
feel it’s going for a lot of the time, it’s not a bad horror experience. I quite
enjoy its Gothic atmosphere and its traditional survival horror/adventure game
elements and while I criticized it for diminishing the fright, I also enjoy its
campiness to an extent. It also undoubtedly succeeds very well at momentarily tense
and terrifying moments that made me want to just give up and curl up in a ball
in the corner with a blankie. And since I most often didn’t quite know what was
going to be around the next corner or at the bottom of those stairs leading
into a dark void, it also did a nice job of keeping me on edge most of the time
even outside of those sharply intense moments. I found the narrative intriguing
enough as well, if not a bit muddily delivered. Exposition is fed to the player
in so many different ways (scattered notes, flashbacks, random whispers, weird
memory canisters, snippets of random text thrown at the player in the game’s
brief loading screens and so on) that it becomes a bit overwhelming. I also
feel that the game’s writing simply does a poor job of conveying information at
times; some notes are unclearly-written while others seem to contradict
information presented elsewhere and even within their own text. It’s not that
the text is purposefully vague, but rather it just seems awkwardly written in
places, and for me at least, some pieces of the story don’t seem to add up. The
game’s finale also kind of infuriated me at first as well. It’s difficult to explain
without spoiling too much but basically one’s ending is decided by what they do
in the last three or so minutes of the game. I sort of predicted something like
this would be coming, and I knew what I wanted to do, but the ending sequence
was just very unclear to me my first time encountering it and there is a very
brief amount of time that decides whether all your hard work throughout the
adventure will pay off or, like in my initial experience, be rewarded with the most
horrible ending I could have asked for all because I stalled for a few seconds
and wasn’t exactly sure what I should be doing to achieve the goal I wanted.
After the credits abruptly rolled to my extreme annoyance and confusion, I was
able to think clearly and figure out what I should have done. I was then able
to reload my save and get the other two endings, but I was still frustrated by
the first ending that I got. I can accept an “unhappy ending”, especially in a
horror game, but when I have the agency to make a choice, and it’s unclear what
choice I’m exactly making or rather how to make the choice that I want to make,
and then something happens that I absolutely
didn’t want to happen and the game frames it like it was a choice I consciously
made, it’s quite frustrating. Maybe
this is more on me and not entirely the game’s fault, but I feel like there
could have been a little more direction in the finale at the very least, not so
much that it feels like I don’t have to figure anything out, but just a bit
more of a nudge so I don’t unwittingly make a huge mistake.
I realize that a lot of my issues with Amnesia are based purely on it not living up to my expectations,
but that’s just the experience I had with this game. But even if I attempt to
view the experience through a lens divorced from those expectations, while I
feel Amnesia is a strong experience,
I still don’t think it’s a remarkable one. But looking back, there is truth in
the notion that I built this game up in my head for years to be some kind of
horror masterpiece, and naturally, it didn’t quite live up to those lofty
expectations. But it’s still a very good horror experience and a very tense one
for sure. “Terrifying” as opposed to “horrifying” is the word I would use to
describe Amnesia. It’s not an
experience that gets inside my head too much, but it’s still a worthy,
atmospheric, and terrifying experience I quite enjoyed partaking in.
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