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Amnesia: The Dark Descent
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Amnesia: The Dark Descent
Cover art used in the online release
Developer(s)
Frictional Games
Publisher(s)
Frictional Games (Steam)[1]
ValuSoft (Retail)
Designer(s)
Thomas Grip
Jens Nilsson
Mikael Hedberg
Composer(s)
Mikko Tarmia
Engine
HPL Engine 2
Version
1.2 (May 17, 2011)[2]
Platform(s)
Microsoft Windows, Mac OS X, Linux
Release date(s)
September 8, 2010 (Steam)
NA February 17, 2011 (Retail)
Genre(s)
Survival horror[1][3]
Mode(s)
Single-player
Rating(s)
ESRB: M
Media/distribution
Download, DVD, Cloud computing
System requirements
OS: Windows XP/Vista/7 / Linux / Mac OSX
Processor: 2.0Ghz
Memory: 2048 MB
Disk Space: 3 Gigabytes
Video Card: Radeon X1000/GeForce 6[4]
Amnesia: The Dark Descent (previously known as Lux Tenebras or Unknown[5]) is a survival horror video game by Frictional Games, who previously developed the Penumbra series.[6] Released for Windows, Mac OS X, and Linux platforms, the game features an unarmed protagonist exploring a dark and foreboding castle, while avoiding monsters and other obstructions as well as solving puzzles.[7] The game was critically well received, earning two awards from the Independent Games Festival and numerous positive reviews.[8]
Originally released independently as a download, the game has since been published in retail by 1C Company in Russia and Eastern Europe as well as THQ in North America.[9][10][11] A collection of five short stories set in the world of Amnesia, written by Mikael Hedberg and illustrated by the game's concept artists, was also made available.[12] In addition, the game's soundtrack is available for purchase and a free content expansion called "Justine" has been released as well as several fan made expansions and stories.[13]
Contents
1 Gameplay
2 Story
3 Characters and Enemies
4 Expansion content
4.1 Custom stories
5 Development
6 Reception
7 References
8 External links
[edit] Gameplay
In a similar vein to the developer's previous games, Amnesia is an exploration-based adventure game played from a first-person perspective. The game retains the physical object interaction used in the Penumbra series, allowing for physics-based puzzles and interactions such as opening doors and fixing machinery.[7]
Amnesia does not give the player access to weapons. As such, the player must use their wits to escape and hide from the monsters until they lose interest in finding the player. However, monsters are very capable of tearing down doors in their path and kicking obstacles out of the way. Players can also choose to hide in the shadows at the cost of slowly losing their sanity. Another thing the player can do is barricade doors with rocks, chairs, and other obstacles. But the monsters do move very quickly when alerted, so the player must be quick. If a monster spots Daniel (the protagonist), it will chase him until he's out of sight. If Daniel gets out of their line of sight they will proceed to search for Daniel for a time, but will eventually leave and vanish. At several points in the game, they are required to advance, as they will tear down a problematic obstacle in their path.
Separate from the player's health indicator is an indication of the character's sanity. Being in darkness too long, witnessing unsettling events, or staring at the monsters for too long will reduce the character's sanity. As the sanity level decreases, visual and auditory hallucinations start to occur and the player is noticed by monsters more easily. Using tinderboxes to light candles and other light sources, as well as a lantern found near the beginning of the game, the player can stop their sanity from draining. However, the number of tinderboxes is limited, and the lantern cannot be used when the oil is depleted. Standing in a light source can also make the player more easily noticed by monsters. This forces the player to find a balance between the amount of time they spend in light and shadow. Sanity is restored to full once the player completes an objective or progresses the game's story. It may also be restored by staying in the shadows until the player character passes out, but this makes him extremely vulnerable to any nearby monsters.
[edit] Story
This article's plot summary may be too long or excessively detailed. Please help improve it by removing unnecessary details and making it more concise. (October 2010)
Set in the year 1839, the game casts the player in the role of Daniel, a young man from London, who awakens in the dark halls of the Prussian Brennenburg Castle with little to no memory about himself or his past.[6] All he can remember is his name, that he lives in Mayfair and that something is hunting him.[14][15] Shortly after awakening, Daniel discovers a note written to himself. His former self tells him that he deliberately erased his memory, and that he needs to descend into the Inner Sanctum of Brennenburg Castle to kill a man named Alexander.
Daniel's exploration of the dark depths of the castle is also a journey into his own erased past, as he discovers not only notes and his own journal entries, but experiences visions of past events that took place within the castle's countless chambers (including memories that are not his own). While he unravels the mysteries of Brennenburg Castle, he also finds himself hunted by a dangerous evil presence that manifests itself as corruption that is slowly destroying the castle, and bizarre, frightening monsters against which his only defence is to run and hide in the darkness.
The dark truth about Daniel's past gradually becomes clear. Before arriving at Brennenburg Castle, Daniel was part of an archaeological expedition to Africa. He came across a strange, mystical "orb" buried within the ruins of an ancient temple after finding himself trapped, and takes the broken pieces of the orb back to England where he successfully assembles them. But he finds himself plagued by nightmares, and worse yet several of the people who came across his path and the Orb die horribly at the hands of the "Shadow" that appears to dog his footsteps. Desperate and despairing, he receives a strange letter from a Prussian Baron named Alexander, who promises Daniel that "I can protect you" if Daniel will come to his castle. Daniel immediately departs.
However, Alexander's promise of salvation is a lie. He is actually a strange, other-worldly being who has spent centuries masquerading as a series of Prussian Barons dwelling in Brennenburg, where he has pursued dangerous and deadly experiments involving the extraction of a mystical substance called "vitae" from human prisoners through the use of torture. All of his efforts and research, as well as the vast steam-powered machines that underlie all of Castle Brennenburg, are bent towards finding a way to open a "gate" back to his world. But in order to complete the ritual to open the gate, he needs not just vitae, but a usable Orb.
When Daniel arrives, Alexander tricks him into serving as his personal torturer, replacing the mercenaries that he poisoned within Brennenburg's wine cellar. He tells Daniel that they need the vitae in order to perform a ritual to banish the "Shadow" forever. Daniel initially embraces this role, particularly when Alexander tells him that the humans he is seizing are vile criminals. But as the experiments continue, Daniel's faith in Alexander is shaken, and finally shattered when he murders a little girl in cold blood following her escape from a prison cell. Despondent over what he has done, and furious at Alexander for his betrayal, Daniel chooses to erase his own memory so that he might be able to act without crippling emotional trauma.
Daniel eventually manages to find the Inner Sanctum buried deep below Castle Brennenburg. He breaches its defences with a newly assembled Orb and the help of Agrippa, an alchemist that Alexander has kept imprisoned in Brennenburg for centuries with the use of strange alchemy to prolong his life. Daniel confronts Alexander, and there are three possible outcomes:
"The Dark Ending": If Daniel does nothing, Alexander will complete the ritual and successfully open the gate. He tells Daniel that he is "tainted" by the Shadow and thus can not come with him. After Alexander departs through the gate, the Shadow finally overwhelms the Inner Sanctum with its corruption, and Daniel dies, haunted by the memories of the people he tortured. It ends with Alexander thanking Daniel for his sacrifice, and promising Daniel that he will be remembered and celebrated forever.
"The Revenge Ending": The ritual is dependent on three unstable pillars in the Inner Sanctum that can easily be pushed over. If Daniel pushes all three over, the ritual will be stopped before the gate can be opened. Alexander screams, "You've killed us both!" and is quickly devoured by the Shadow that invades the Inner Sanctum. Daniel, however, survives, and the story ends with Daniel's belief that he has atoned for his sins with the death of Alexander as he walks out of Castle Brennenburg without fear.
"The Good Ending": Before entering the Inner Sanctum, Agrippa asks Daniel to find and create a potion invented by his student Johann Weyer (who is on the other side of the gate that Alexander is trying to open). After drinking the potion, Agrippa requests that Daniel cut his head off and take it with him. If Daniel places Agrippa's severed head in the opened "gate" before Alexander can go through, the Shadow will manifest and appears to kill both Daniel and Alexander. However, the last scene of the story shows dancing lights within darkness, and Agrippa asking Weyer to help save Daniel. Agrippa's final words are to Daniel, promising him that "everything will be all right."
[edit] Characters and Enemies
Daniel - The main protagonist of the game. Apart from his British nationality, not much is known of him except for the diary pages that suggest that he is an archaeologist, his sister Hazel had a sickness growing up, and his father was an artisan who beat him. Daniel was, according to in-game text, bullied during primary school by a boy named Henry Bedloe. In the African desert on an expedition with his friend Herbert, Daniel discovered a tomb containing the mysterious Orb. From then on, a "shadow" had been hunting him, killing almost everyone he had contact with. Because of his panic, Daniel failed to realize that the Shadow had only killed those who had examined the Orb, and had done so almost instantly, whereas he had survived for 27 days before seeking help. Daniel had not attempted to examine or tamper with the Orb, but because of his panic, he sought the help and refuge of Alexander of Brennenburg. Alexander told Daniel that he could ward off the Shadow only with the use of mystical vitae extracted from tortured prisoners. Desperate to escape the Shadow, Daniel complied, convincing himself that his victims were worthless criminals who deserved no better. After Alexander abandons him, Daniel swears revenge and, suddenly filled with remorse over his deeds, drinks the Amnesia mixture at the start of the game to purge his horrible memories and seek redemption.
Alexander of Brennenburg - The main antagonist of the game. Alexander is a being who has been masquerading as a succession of Prussian barons during his centuries-long life. He gathered as many of the Orbs as he could find in hopes of opening a portal, possibly to reunite with his long dead wife or to his original homeland/world. He tortured captured victims to extract a mystical "vitae" from them, with which to perform mystical rituals in order to achieve this goal. Alexander displays a sociopathic level of cruelty and manipulation. He manipulated Daniel into helping him with his horrific experiments, promising him protection from the Shadow in return. However, as soon as Daniel's work was complete, Alexander sealed himself in his Inner Sanctum and abandoned Daniel. It is worth noting that he is not a completely evil character; in his notes he expresses some remorse for Daniel's corruption and of the things he has done.
Heinrich Cornelius Agrippa - The infamous German occult writer and supposed magician. Not much is known about his relationship with Alexander, aside from the fact that they were working together and researching the Orbs. Alexander keeps him imprisoned in a dead husk of a body so that he could use his knowledge to perform rituals involving the Orbs. He also known to have a pupil named Johann Weyer, who also helped him about the research of the Orb.
The Shadow - An unseen force that is hunting Daniel. Its sole purpose is to guard the Orb that Daniel took from the burial chamber and has killed numerous people to achieve that end. While it is not seen as a physical being, it is described as a huge sluggish mass of darkness and leaves behind a fleshy damaging substance over anything it touches. One note hypothesizes that it is the will of the universe seeking to catch up with and contain the unnatural force of the Orb itself, but this might only have been colorful speculation. It can be assumed that The Shadow is a gigantic being, causing the castle to fall into ruin and making tall trees fall whenever it moves around the castle. Another speculation says that The Shadow is producing no harm to Daniel. However, as Daniel making contacts with other people about the Orb and cause The Shadow to attack them, it is speculated that any attempt to use the Orb, including simply studying it, is enough to provoke The Shadow's wrath.
The Gatherers - The main enemies of the game. They are Alexander's servants who were deformed when they drank wine poisoned by Alexander, and are seen as monstrous humanoids with deformed facial and bodily features. These enemies come in two variations, Grunts and Brutes, and patrol parts of Brennenburg Castle, attacking Daniel if sighted. Since Daniel is weaponless, they cannot be killed and have to be avoided. Grunts are horrifyingly disfigured monstrosities which have had their left hands cut off and replaced with iron claws. Their offset eyes resemble those of a reptile. They appear to have had their lower jaw severed, and it now flops out over their chest. Brutes are malformed humanoids wearing a metallic tunic and with frankenstein-esque bolts and nails jutting out of their flesh. They attack with a blade on an iron pole sticking out of their arm. An interesting note on the possible origin of the Gatherers can be found in the Wine Cellar, where a flashback Daniel has depicts a group of Alexander's men having horrific bodily reactions to wine they consumed, saying things such as "I feel like my chest is going to burst!". One particular note, however, states that they are deserters of the Thirty Years' War, who got lost in the forests around Brennenburg, forced to forever haunt it, dragging with them anyone unlucky enough to venture in. These creatures cannot be killed by Daniel; however if an object such as a rock or barrel is thrown at one, it will become momentarily immobilized, leaving the player a small window to escape. However, if the player holds an item large enough in front of a Gatherer, the monster will pass by as if Daniel is not there, thus questioning their intelligence (though this could also be attributed to an AI glitch).
The Kaernk (Water Lurker) - An invisible, outer-worldly creature known as the Kaernk (anagram of Kraken), brought to Brennenburg by Alexander to extract their saliva, which is an ingredient in a potion. It dwells in the water, and hunts Daniel if he steps into the water where it lurks. The only sign of it is the splashing water it causes as it moves. Daniel must use the boxes scattered throughout the water in the level in order to avoid the creature. There is also the option to use body parts scattered on the boxes to distract the monster and let Daniel move through the water in relative safety. There are six encounters, four of which are purely hallucinations, while the other two are very dangerously real. Daniel may hallucinate/catch a glimpse of the Kaernk in the Laboratory (under a grate), Cistern (in low sanity, sometimes appear if player stayed too long), Sewer (in a cave-in room), and two wells in the Nave (needed in order to collect its saliva). The Kaernk's true form is sometimes questioned, as the water lurker itself is never be seen to have physical form in the game.
[edit] Expansion content
On April 12, 2011 Frictional Games released an extra free level for owners of the Steam version of Amnesia. This additional campaign is set apart from Brennenburg Castle. "Justine" was released on Steam as a way to promote the upcoming release of Portal 2, as getting 100% on the campaign (all of the collectables, all of the analysis and making correct choices) unlocks a message from fictional company Aperture Science. The expansion was made available for all of the games supported platforms and versions as part of the Amnesia v1.2 update on May 17, 2011.[12]
[edit] Custom stories
It is possible to create custom stories for Amnesia that can then be loaded in the game.[16] Various tools for the HPL2 Engine have been released that allow the creation of own levels, models, particle effects and materials, using an interface similar to Valve's Hammer Editing Software.[17] Game logic can be implemented using the AngelScript scripting language. Several such stories have already been developed.[18][19][20]
[edit] Development
Work began on the game while Penumbra: Requiem was still being developed, with the company working on both projects at the same time.[21] The game was first known under two working titles: Unknown and Lux Tenebras. It was not until November 13, 2009 that it was announced as its current title, Amnesia, with the release of the game's website and a game trailer.[22][23] Initial designs of the game varied considerably from the final game, with the developers interested in reintroducing more combat elements similar to those utilized in their first commercial title Penumbra: Overture. The developers soon discovered that they encountered many of the same problems and difficulties that plagued the combat in that game however, and the design was further changed to be more similar to the style set out by Overture's sequel Penumbra: Black Plague.[24]
On February 5, 2010 it was announced that the game had reached the alpha stage of development on all platforms.[25][26][27] Two weeks later the developers released a new Teaser trailer that showed actual game-play footage, and the developers began accepting pre-orders for the game through their website. Also revealed was that the game was at that point being tested on all three intended platforms. It was also announced that the game would be released simultaneously for all of them in August 2010.[28][29] This was later rescheduled, and the game was then expected to have a September 8, 2010 release.[30] It was then later announced on August 27, 2010 that the game had officially gone Gold and would soon be ready to sold.[31] On September 3, the games demo was released containing selected parts of the gameplay and story. It was then successfully released on September 8, 2010.[32]
If the game reached 2000 pre-orders by May 31, 2010, Frictional promised it would release extra content for the game. The goal was finally met in early May, after the pre-orders were offered at a discount made available until May 31. This was done due to the success of Penumbra: Overture as a part of the first Humble Indie Bundle.[33] The extra content was revealed to be commentary,[34] and they explained in the comments section of the same page that its intended function was similar to that of Valve Software's commentary system that began in the Half-Life 2 series.[35] The authors cite "Soul Made Flesh" by Carl Zimmer and older horror movies such as The Haunting as being inspirations for the mood and style of the game.[36]
Thomas Grip, one of the games main developers, would later write up a post-mortem of the game titled "The Terrifying Tale of Amnesia" for The Escapist, where he outlined in detail the process of the games development, mostly focusing on its ever changing design and the financial problems that plagued the developers for most of the games development. [37]
[edit] Reception
Reception
Aggregate scores
Aggregator
Score
GameRankings
87% (26 reviews) [38]
Metacritic
85/100 (44 reviews) [39]
Review scores
Publication
Score
Adventure Gamers
[40]
Eurogamer
8/10[41]
Game Informer
9.25/10 [42]
IGN
8.5/10[43]
PC Gamer UK
88% [44]
Igromania
8/10[45]
Amnesia has received highly positive reviews with consistent praise given for the ominous atmosphere and horror elements. John Walker of Rock, Paper, Shotgun even went as far as to say that "I think it is safe to say that Amnesia is the most successfully frightening game to have been made."[46] Another reviewer commented, "Oh God. Ive seen horrible things. Horrible, terrible, disgusting things. They make me cringe, they make me feel gross, they make me depressed. Ive seen them in Amnesia: The Dark Descent."[47] X-Play added Amnesia to its top ten PC games saying "There are a lot of so called "horror" games out there, this one is no joke. You'll be rocking back and forth and crying in no time". Ben "Yahtzee" Croshaw on his show Zero Punctuation marked it as his 4th favorite game of 2010 stating "It's not a perfect game, but it's almost unmatched as a constipation aid."[48]
Frictional Games did show some trepidation over the game's initial sales after the first week,[49] but were encouraged by continued sales throughout the first month after the game's release, with Frictional recouping all the expenses from creating Amnesia by early October 2010.[50] By the beginning of January 2011 the developer reported that nearly 200,000 units had been sold, declaring in response that "With these figures at hand, we must confess that it gives us new confidence for the PC."[51] The game kept gaining sales and in July 2011 it had sold almost 350,000 units. [52] At the 2011 Independent Games Festival Amnesia won awards for both "Excellence in Audio" and "Technical Excellence" along with the "Direct2Drive Vision Award" which included a $10,000 prize.[8]
A year after the original release of Amnesia, the developers revealed that they had sold around 391,102 units and were continuing to sell about 6000 units per month. They also released details about how much money each platform generated for them by analyzing the sales from their online store, with 70% of sales coming from Windows users and 15% coming from users of Linux and another 15% coming from users of Mac OS X. Frictional did however note that their store was the only place anyone could purchase the Linux version of the game, whereas the Mac OS X and Windows versions could be purchased from other sources, meaning that the total percentage of Linux sales is actually considerably smaller compared to other platforms taken collectively. Observing that their own Mac OS X sales did not go down from their own store even as services like Steam picked up the game for that platform, meaning that it did not steal customers from their store but instead opened up a new market, they decided this makes a good incentive for other stores to support Linux as well.[53]
[edit] References
^ a b "Amnesia: The Dark Descent for PC". Gamespot. CBS Interactive. 2011-02-17. http://www.gamespot.com/pc/action/amnesiathedarkdescent/tech_info.html. Retrieved 2011-03-25.
^ "Amnesia version 1.2 update". Frictional Games. 2011-05-17. http://www.frictionalgames.com/site/node/118. Retrieved 2011-05-18.
^ "Amnesia: The Dark Descent for PC". GameRankings. http://www.gamerankings.com/pc/978772-amnesia-the-dark-descent/. Retrieved 2011-03-25.
^ Amnesia: The Dark Descent - System Requirements Frictional Games
^ Bardin, Maxim (2009-11-03). "Next Frictional Games Title Name Revealed!". Linux Gaming News. http://linuxgamingnews.org/2009/11/03/next-frictional-games-title-name-revealed/. Retrieved 2011-03-25.
^ a b Amnesia: The Dark Descent - Game Information Frictional Games
^ a b Amnesia: The Dark Descent - PC Hands On Eurogamer, July 25, 2010
^ a b Indie Rock: 2011 IGF Winners Announced Rock, Paper, Shotgun, March 3, 2011
^ 1C-SoftClub/Snowball to publish Amnesia: The Dark Descent in Russia & Eastern Europe Frictional Games, May 3, 2010 (Article by Jens Nilsson)
^ Chalk, Andy (2011-02-16). "Amnesia: The Dark Descent Coming to Retail". The Escapist. http://www.escapistmagazine.com/news/view/107807-Amnesia-The-Dark-Descent-Coming-to-Retail. Retrieved 2011-03-25.
^ Mitchell, Richard (2011-02-16). "THQ places Amnesia: The Dark Descent in a retail box". Joystiq. http://www.joystiq.com/2011/02/16/amnesia-the-dark-descent-gets-put-in-a-retail-box/. Retrieved 2011-03-25.
^ a b Bardin, Maxim (2010-11-17). "Amnesia: Justine C Now Available To Everyone". Linux Gaming News. http://linuxgamingnews.org/2011/05/17/amnesia-justine-now-available-to-everyone/. Retrieved 2011-05-18.
^ Amnesia: The Dark Descent gets a free expansion! Frictional Games Blog, April 12, 2011
^ Interview With Frictional Games C Penumbra/Amnesia (Tgdb.nl) Tgdb Entertainment, May 15, 2010
^ E3 2010: We talk with Frictional Games about Amnesia: The Dark Descent Big Download, June 19, 2010
^ In The Games Of Madness: Editors are out! Frictional Games
^ Tools - HPL2 Documentation Frictional Games
^ Amnesia: The Dark Descent - Addons Mod DB
^ Amnesia: The Dark Descent - Mods Mod DB
^ Finished Custom Stories for Download Frictional Games Forum
^ Frictional Games On Penumbra And The Future Rock, Paper Shotgun, February 17, 2009
^ "Amnesia: The Dark Descent Revealed". Blue's News. 2009-11-14. http://www.bluesnews.com/cgi-bin/board.pl?action=viewstory&threadid=104320. Retrieved 2011-03-25.
^ "Amnesia: The Dark Descent Trailer". GamersHell. 2009-11-13. http://www.gamershell.com/news_87098.html. Retrieved 2011-03-25.
^ Interview With Frictional Games C Amnesia Linux Gaming News, November 25, 2009
^ Amnesia: The Dark Descent goes alpha LinuxGames, February 7, 2010
^ Alpha - the beginning of the end! Frictional Games Blog
^ Amnesia: The Dark Descent Reaches Alpha Inside Mac Games, February 9, 2010
^ Amnesia: The Dark Descent C Teaser, Web Site & Pre-order Linux Gaming News, February 19, 2010
^ Amnesia: The Dark Descent C Teaser, Web Site and Pre-Order CHARGED, February 19, 2010
^ Disturbing details regarding the release of "Amnesia: The Dark Descent" revealed! Frictional Games, June 22, 2010
^ Amnesia: The Dark Descent Gone Gold Linux Gaming News, August 29, 2010 (Article by Maxim Bardin)
^ Scary New Horror Adventure Available for Linux Linux Journal, September 13, 2010 (Article by Susan Linton)
^ Insane Amnesia Discount! Frictional Games, May 5, 2010
^ "some commentary for the release" Frictional Games, May 11, 2010
^ "similar to the way HL2ep2 does it" Frictional Games, May 11, 2010
^ Thomas Grip of Frictional Games Speaks on Amnesia: The Dark Descent With GaeaTimes.com Gadgetophilia; September 15, 2010
^ The Terrifying Tale of Amnesia The Escapist; July 12, 2011 (Article by Thomas Grip)
^ "Amnesia: The Dark Descent Reviews". Game Rankings. http://www.gamerankings.com/pc/978772-amnesia-the-dark-descent/index.html. Retrieved July 23, 2011.
^ "Amnesia: The Dark Descent Reviews". Metacritic. http://www.metacritic.com/game/pc/amnesia-the-dark-descent. Retrieved July 23, 2010.
^ Berens, Nathaniel (September 8, 2010). "review: Amnesia: The Dark Descent". Adventure Gamers. http://www.adventuregamers.com/article/id,1206. Retrieved September 9, 2010.
^ Smith, Quintin (September 7, 2010). "Amnesia: The Dark Descent PC Review". Eurogamer. http://www.eurogamer.net/articles/2010-09-07-amnesia-the-dark-descent-review. Retrieved September 7, 2010.
^ Biessener, Adam (September 8, 2010). "Horror Done Right". Game Informer. http://gameinformer.com/games/amnesia_the_dark_descent/b/pc/archive/2010/09/08/horror-done-right.aspx. Retrieved September 9, 2010.
^ Onyett, Charles (September 3, 2010). "Amnesia: The Dark Descent Review". IGN. http://pc.ign.com/articles/111/1118326p1.html. Retrieved September 7, 2010.
^ Bickham, Al (September 6, 2010). "Amnesia: The Dark Descent review". PC Gamer Magazine. http://www.pcgamer.com/2010/09/06/amnesia-the-dark-descent-review/. Retrieved September 8, 2010.
^ Smith, Quintin (September 7, 2010). "Amnesia: The Dark Descent PC Review". Igromania. http://www.igromania.ru/articles/108517/Amnesia_The_Dark_Descent.htm. Retrieved September 7, 2010.
^ Wot I Think: Amnesia C The Dark Descent Rock, Paper, Shotgun, September 7th, 2010 (Article by John Walker)
^ Review: Amnesia: The Dark Descent. It's Scary. GameKiq, November 12, 2010 (Article by Mark Nolan)
^ [1] Zero Punctuation video
^ One week after the release of Amnesia Frictional Games Blog, September 15, 2010
^ One Month after Amnesia's release Frictional Games Blog, October 8, 2010
^ Four months after Amnesia's release Frictional Games Blog, January 7, 2011
^ The Terrifying Tale of Amnesia The Escapist, 2011-07-12. Retrieved 2011-07-30
^ Amnesia - One year later Frictional Games Blog, September 9, 2011
[edit] External links
Wikiquote has a collection of quotations related to: Amnesia: The Dark Descent
Amnesia: The Dark Descent home page
Amnesia: The Dark Descent review at The Next Level
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HPL2 Documentation with tools to extend the game
Amnesia: The Dark Descent Wiki
v  d  eVideo games developed by Frictional Games
Penumbra series
Penumbra: Overture (Penumbra (Tech Demo))  Penumbra: Black Plague (Penumbra: Requiem)
Other articles
Amnesia: The Dark Descent (Justine)  HPL Engine  Mikko Tarmia  Humble Indie Bundle
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