Amnesia Custom Story Funny
. Linux, OS X, Windows. 8 September 2010.
- The Custom Story menu that can be accessed from the Start Menu, with several custom stories loaded. Amnesia: The Dark Descent allow player-created mod campaigns to be added to the game, and then accessed from the game's main menu. These Custom Stories can be created using the many tools released for the HPL2 Engine.
- Custom stories: In the custom story The Great Work, by the end of the penultimate chapter, the protagonist is free from the object that caused him all his problems; he could just walk away and live a normal life, but he decides to go back and save his ally.Also, the two best endings: He retrieves the Orb and flees. He hasn't been able to save Samuel, so he decides to further his legacy: he.
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PlayStation 4. 22 November 2016. Xbox One.
28 September 2018Mode(s)Amnesia: The Dark Descent is a video game by, released in 2010 for, and operating systems, in 2016 for the platform and in 2018 for the. The game features a named Daniel exploring a dark and foreboding castle, while trying to maintain his sanity by avoiding monsters and other terrifying obstructions. The game was critically well received, earning two awards from the and numerous positive reviews.Originally released independently via, the game has since been published in retail by in Russia and Eastern Europe, as well as in North America. 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. In addition, the game's soundtrack is available for purchase and a free content expansion Justine has been released, as well as many expansions and stories for its unique 'Custom Story' gamemode.
The Amnesia Collection – which contains The Dark Descent, its Amnesia: Justine expansion and the sequel, – was released for on 22 November 2016, and for on 28 September 2018. Daniel is chased by a Grunt, one of several monsters encountered in the castle.In a similar vein to the developer ' previous games, Amnesia is an adventure game played from a perspective. The game retains the physical object interaction used in the, allowing for physics-based puzzles and interactions such as opening doors and fixing machinery. Few in-game objects are operated by toggle; to open a door, for instance, the player must hold down a mouse button and then push (or pull) the mouse.
This gives the player stealth, allowing them to peek out a barely-opened door or open it slowly to sneak away, but also adds to the player's sense of helplessness, as it is now entirely possible to attempt to push open a 'pull' door while danger approaches from behind.In addition to a health indicator, Daniel's must be managed, centered around an 'afraid of darkness' mechanic. According to designer Thomas Grip, 'the idea was basically that the darkness itself should be an enemy.' Along with being in darkness too long, witnessing unsettling events, or staring at monsters will reduce Daniel's sanity, causing visual and auditory hallucinations and drawing the attention of monsters. Light sources help restore sanity, and if none are available, Daniel may use tinderboxes to ignite candles in wall sconces and candelabra, or deploy an oil-burning lantern found near the beginning of the game. However, the number of tinderboxes and the amount of oil available are both limited, and standing in a light source also makes the player more noticeable to monsters.
The player must balance the amount of time Daniel spends in light and shadow. Sanity is fully restored once Daniel completes an objective or progresses the game's story. It may also be restored by staying in the shadows until Daniel passes out, but this leaves him extremely vulnerable to any nearby monsters.If a monster spots Daniel, it will chase him until he's out of sight. If spotted, Daniel must flee, as Amnesia does not give the player access to weapons. Daniel must find hiding places or barricade doors with rocks, chairs and other obstacles; however, monsters are capable of tearing down doors in their path and kicking obstacles out of the way, and move extremely fast once they have spotted their prey. Players can also choose to hide Daniel in the shadows, at cost to sanity. Monsters who lose sight of Daniel will search for him for a time, but will eventually leave and vanish.
Players can also choose, preferably while being chased, to pick up an object and throw it to the monster, temporarily stunning the monster for about two seconds and giving Daniel some extra distance.Plot In late August 1839, Daniel, a young man from, awakens in the dark and empty halls of the Brennenburg Castle with little to no memory about himself or his past. All he can remember is his name, that he lives in and that something is hunting him. He has a note written to himself, which informs him that he has deliberately erased his own memory and is being hunted by a 'shadow', and instructs him to descend into the Inner Sanctum of the castle in order to find and kill its, Alexander. As he makes his way through the castle, Daniel gradually learns both about its mysteries and about his own past, through notes and diaries he finds as well as through sudden flashbacks and visions.
He also finds himself followed by an unearthly presence – the Shadow – manifesting itself through fleshy, acidic growths spreading through the castle, and encounters terrifying humans-turned-monsters known as 'gatherers' from whom he must hide or flee.Throughout the game, Daniel collects his own diaries which reveal that in May, he had gone on an archaeological expedition with a professor Herbert, who sought to excavate the, buried in the desert. Separated from his men in the tomb, Daniel discovered a mystical orb and felt it calling to him, entering into a when he held it. Afterwards, Herbert sent him back to London to recover and he brought the orb with him. Engrossed in its other-worldly quality, he consulted books and educated men about the orb's nature, finding that others have been known to exist, and wrote letters to people from Herbert's address book. He began to be plagued by nightmares, and found that Herbert's expedition has disappeared and the men he had recently consulted have suffered horrible deaths.
Feeling desperate and hunted, he decided to accept the invitation of Alexander, who had replied to his letter by offering him protection at Brennenburg. After his arrival, the baron told him that he is being followed by the orb's 'shadow' or 'guardian', which will kill anything in its path to reclaim the orb, and that he should use the orb's power to fight back. Deep in the castle, he instructed Daniel in rituals supposedly serving to at least temporarily banish the Shadow, which included the killing and torture of imprisoned people, supposedly criminals. When they kidnapped the children of a farmer for what Alexander said would be the final banishment ritual, and Daniel killed one of the girls as she attempted to flee, he lost faith in Alexander, who left him for dead and descended into the Inner Sanctum alone with the orb. Broken, he decided to kill Alexander in revenge for making him a monster.
He wiped his memory with an 'amnesia' potion, thus setting up the events of the start of the game.It is revealed that Alexander is not human, but rather a being from another dimension who arrived on Earth several centuries ago, establishing himself in Brennenburg under the guise of a baron and constantly prolonging his life with 'vitae', a substance harvested from tortured humans, whom he has been hunting for this purpose. He has been seeking a way to use an orb to return to his dimension, and now needs to do this as soon as possible since he fears that other nobles no longer trust him. As Daniel nears the Inner Sanctum, he encounters, a man who had once studied the orbs with his student and has since been kept alive and imprisoned by Alexander.
He tells Daniel that Weyer has been able to harness the power of the orbs to travel between dimensions, which Alexander is preparing to do right now, and instructs him in finding the pieces of what used to be his own orb, which is needed to breach the Inner Sanctum. Agrippa also asks Daniel to take with him his head, which can be severed alive using a tonic invented by Weyer, and throw it into the inter-dimensional portal after Alexander opens it. Mikko TarmiaReleased17 May 2011 ( 2011-05-17)Length34: 41The Sound of FictionThe game's music was composed by and released for download on 17 May 2011. Some unused music can be heard in the soundtrack, but not in-game.Amnesia The Dark Descent Soundtrack track listNo.TitleLength1.'
Menu Theme'1:162.' Lux Tenebras'3:224.'
Grand Hall'1:275.' Ending: Alexander'1:536.' Next To The Guardian'1:497.' Theme For Unknown'3:048.'
Amnesia Laughing In The Darkness Moddb
Dark Water'1:179.' Daniel's Room'1:0810.' Grunt's Appearance'1:1411.' Back Hall'1:2212.'
Ending: Agrippa'1:5613.' Suitor Attacks'1:1514.' Basement Storage'2:1215.' Brennenburg Theme'3:1316.' Ending: Alexander' (alternative version)2:1318.' The End'2:05Total length:34:41Downloadable content On 12 April 2011 Frictional Games released an extra free level for owners of the 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, 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 content was made available for all of the games supported platforms and versions as part of the Amnesia v1.2 update on 17 May 2011.It is possible to create custom stories for Amnesia that can then be loaded in the game. Various tools for the have been released that allow the creation of own, and materials, using an interface similar to Valve's Hammer Editing Software. Game logic can be implemented using the scripting language.
A prominent example of a custom story is, a fan-made sequel to Frictional's earlier series.Reception ReceptionAggregate scoresAggregatorScorePC: 86%PC: 85/100PS4: 78/100XONE: 79/100Review scoresPublicationScore8/109.25/108.5/1088%8/10Amnesia: The Dark Descent has received critical acclaim with consistent praise given for the ominous atmosphere and horror elements: 'By strongly focusing on vision and hearing, the distance between player and game is radically diminished. This is technically reinforced by the game’s minimal handling.'
Of 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.' 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'. Frictional Games did show some trepidation over the game's initial sales after the first week, 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. 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.'
The game kept gaining sales and in July 2011 it had sold almost 350,000 units. At the 2011 Amnesia won awards for both 'Excellence in Audio' and 'Technical Excellence' along with the 'Direct2Drive Vision Award' which included a $10,000 prize.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 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. As of September 2012, the game sits at an estimated 1.4 million sales.In 2011, named Amnesia the 34th-best adventure game ever released. In 2015, Kotaku originally ranked Amnesia as the 2nd best horror game of all time, beaten only by, but moved it to 1st after P.T. In 2017, ranked Amnesia as the 3rd best horror game of all time, although in a revised list in 2018, moved the game down to 13th place.
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