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Old page wikitext, before the edit (old_wikitext ) | '{{Infobox video game
| title = Amnesia: The Dark Descent
| image = Amnesia-The-Dark-Descent-Cover-Art.png
| developer = [[Frictional Games]]
| publisher = Frictional Games<br />{{vgrelease|NA=[[THQ]] <small>(retail)</small>}}
| distributor =
| director =
| producer =
| designer = Thomas Grip<br />Jens Nilsson
| programmer =
| artist =
| writer = Mikael Hedberg
| composer = [[Mikko Tarmia]]
| series = ''Amnesia''
| engine = [[HPL Engine#HPL Engine 2|HPL Engine 2]]
| platforms = {{ubl|[[Microsoft Windows]]|[[Mac OS X]]|[[Linux]]|[[OnLive]]}}
| released = September 8, 2010 <br />{{vgrelease|NA=February 17, 2011 <small>(retail)</small>}}
| genre = [[Survival horror]]<ref name="gamespot1">{{cite web |url=http://www.gamerankings.com/pc/978772-amnesia-the-dark-descent/
|quote=Age rating = Pegi 16, M for mature |title=Amnesia: The Dark Descent for PC |publisher=GameRankings |accessdate=2012-02-05}}</ref>
| modes = [[Single-player video game|Single-player]]
| media = [[Digital distribution|Download]], [[DVD]], [[cloud computing]]
}}
'''''Amnesia: The Dark Descent''''' is a [[survival horror]] [[video game]] by [[Frictional Games]],<ref name="game"/> released for [[Microsoft Windows]], [[Mac OS X]], and [[Linux]] platforms. The game features a [[protagonist]] named Daniel exploring a dark and foreboding castle, while avoiding monsters and other obstructions as well as solving puzzles.<ref name="eurogamerpreview">[http://www.eurogamer.net/articles/amnesia-hands-on?page=1 Amnesia: The Dark Descent – PC Hands On] [[Eurogamer]], July 25, 2010</ref> The game was critically well received, earning two awards from the [[Independent Games Festival]] and numerous positive reviews.<ref name="igfawards">. [http://www.rockpapershotgun.com/2011/03/03/indie-rock-2011-igf-winners-announced/ Indie Rock: 2011 IGF Winners Announced] Rock, Paper, Shotgun, March 3, 2011</ref>
Originally released independently as a [[Online distribution|download]], the game has since been published in retail by [[1C Company]] in [[Russia]] and [[Eastern Europe]] as well as [[THQ]] in [[North America]].<ref>[http://www.frictionalgames.com/site/node/99 1C-SoftClub/Snowball to publish Amnesia: The Dark Descent in Russia & Eastern Europe] Frictional Games, May 3, 2010 (Article by Jens Nilsson)</ref><ref>{{cite web|last=Chalk |first=Andy |url=http://www.escapistmagazine.com/news/view/107807-Amnesia-The-Dark-Descent-Coming-to-Retail |title=Amnesia: The Dark Descent Coming to Retail |publisher=The Escapist |date=2011-02-16 |accessdate=2011-03-25}}</ref><ref>{{cite web|last=Mitchell |first=Richard |url=http://www.joystiq.com/2011/02/16/amnesia-the-dark-descent-gets-put-in-a-retail-box/ |title=THQ places Amnesia: The Dark Descent in a retail box |publisher=Joystiq |date=2011-02-16 |accessdate=2011-03-25}}</ref> 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.<ref name="LGN-Article">{{cite web |url=http://linuxgamingnews.org/2011/05/17/amnesia-justine-now-available-to-everyone/ |first=Maxim |last=Bardin|title=Amnesia: Justine – Now Available To Everyone |date=2010-11-17 |publisher=Linux Gaming News|accessdate=2011-05-18}}</ref> In addition, the game's soundtrack is available for purchase and a free content expansion called "Justine" has been released as well as many [[fan-made]] expansions and stories for its unique "Custom Story" gamemode.<ref name="justine">[http://frictionalgames.blogspot.com/2011/04/amnesia-dark-descent-gets-free.html Amnesia: The Dark Descent gets a free expansion!] Frictional Games Blog, April 12, 2011</ref>
== Gameplay ==
In a similar vein to the developer's previous games, ''Amnesia'' is an adventure game played from a [[first-person (video games)|first-person]] perspective. The game retains the physical object interaction used in the [[Penumbra (video game series)|''Penumbra'' series]], allowing for physics-based puzzles and interactions such as opening doors and fixing machinery.<ref name="eurogamerpreview"/> 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 whilst danger approaches from behind.
In addition to a health indicator, Daniel's [[sanity]] must be managed. 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.
== Plot ==
{{plot|date=March 2015}}
In late August 1839, Daniel, a young man from London, awakens in the dark halls of the [[Kingdom of Prussia|Prussian]] Brennenburg Castle with little to no memory about himself or his past.<ref name="game">[http://www.amnesiagame.com/#game Amnesia: The Dark Descent – Game Information] Frictional Games</ref> All he can remember is his name, that he lives in [[Mayfair]] and that something is hunting him.<ref>[http://www.tgdb.nl/computer/specials/8614-interview-frictional-games.html Interview With Frictional Games – Penumbra/Amnesia (Tgdb.nl)] Tgdb Entertainment, May 15, 2010</ref><ref>[http://news.bigdownload.com/2010/06/19/e3-2010-we-talk-with-frictional-games-about-amnesia-the-dark-d/ E3 2010: We talk with Frictional Games about Amnesia: The Dark Descent] Big Download, June 19, 2010</ref> Shortly after awakening, Daniel discovers a note written to himself, from which he learns that he has deliberately erased his own memory, and that he needs to descend into the Inner Sanctum of the castle to kill the [[Baron]], Alexander.
The exploration of the dark depths of the castle (following a trail of pink liquid that he seems to have left for himself) 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 unearthly presence that manifests itself as a corruption that is slowly covering the castle in fleshy, acidic growths, and bizarre monsters against which his only defense is to flee. These events are linked and pertain to why Daniel came to Brennenburg.
Daniel was once a part of an archaeological expedition to Africa, in an attempt to excavate a tomb called "The Tomb of [[Tin Hinan]]". He came across a mystical orb buried within the ruins of the ancient temple, and brought its broken pieces back to England where he successfully assembled them. Daniel started to seek information about the Orb's history from a geologist and a professor. However, he began to be plagued by nightmares, and several people who came across his path, and that of the Orb, died horribly at the hands of the "Shadow" that appears to follow his footsteps. Desperate and despairing, he received a strange letter from a Prussian baron named Alexander, who promised protection if Daniel would sojourn in his castle.
Daniel had no other choice but to flee to Brennenburg. As he arrived at the castle, he was greeted warmly by the baron, Alexander of Brennenburg and his servants, who appeared to be very pleased by Daniel's arrival. But the young man was unaware that the enigmatic deity had silently chased him to Brennenburg. Alexander knew this, and promised Daniel that they will banish the cosmic beast forever. Alexander told Daniel all he knew about the Orb's power. Daniel doesn't seem to be interested about the artifact's true nature and suggested that they should throw it away. Alexander advised against that as Daniel would still be a part of the Orb, and eventually be consumed by the Shadow. Having the Orb, he could still fight back. Daniel asked Alexander about the letter he sent to respond Daniel. Alexander simply said, things can be done, but at a price. Alexander showed various parts of the Brennenburg castle to Daniel, including the archives, a refinery, a prison where he kept the "criminals", a bottomless pit called the Chancel, and the Inner Sanctum itself, where they can permanently banish the Shadow.
During their visit in the Inner Sanctum, Alexander began to tamper with the Orb, thus enraging the Guardian, whose fleshy residue appears in the Sanctum. Alexander quickly covers the Orb and the Shadow disappears. He tells Daniel that they have very little time to banish the Shadow. They must quickly start the Warding Ritual before it's too late. However, Alexander's promise of salvation was a lie. He is actually an otherworldly life-form who has spent centuries in Brennenburg, attempting to open a "gate" back to his own world. To do this, he needs a substance called "vitae", which can only be harvested from the blood of agonized humans. He also needs a usable Orb. As such, Daniel is a boon to his efforts: Alexander employs him as his personal torturer, replacing his former servants who become the monsters Daniel flees from, and claiming that the vitae will fuel a ritual to banish the Shadow from Daniel's presence forever. Daniel initially embraces this role, particularly when Alexander tells him that the humans he is seizing are vile criminals. In order to produce enough vitae, Alexander and Daniel feed the prisoners they torture with an Amnesia potion, which makes them forget the method of their torture, and ensures that they will be just as terrified the second time around, without becoming accustomed or resigned to the pain ([[Damascus rose]] is alluded to as either one of the ingredients of the Amnesia potion, or as a flavoring that Daniel perhaps added to the mixture to disguise its taste). As the experiments continue, however, 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.
Alexander saw that the event had taken a toll in Daniel's mind. Taking the Orb with him, Alexander sealed himself in the Inner Sanctum, leaving Daniel to be brutally maimed by the cosmic guardian. Despondent over how far he has come, and furious at Alexander's trickery, Daniel chooses to drink the Amnesia potion himself so that he can atone for his sins without the burden of crippling emotional trauma, leaving but a note to his new self to murder Alexander. The new Daniel found the note his former-self left, telling him to kill Alexander, but also to escape the approaching Shadow as long as he can. Then he came across a lantern, which he carries with him. As he started to travel in the castle, he realized that his former-self's warning was right. This beast, the Guardian of The Orbs, follows his footsteps, as do the terrible monsters patrolling in the corridors of Brennenburg. 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 [[Heinrich Cornelius Agrippa]], an alchemist that Alexander has kept imprisoned in Brennenburg for centuries with the use of strange alchemy. Agrippa, who once studied Orbs with his student [[Johann Weyer]], explains the purpose of the Shadow: it protects the Orbs, slaying anyone who threatens to abuse their power. He mentions also that Weyer managed to travel to Alexander's world using the power of the Orb, and begs a favor: that Daniel separate Agrippa's head from his body with the help of a tonic that will ensure his head will remain alive, and then take it with him.
There are three possible outcomes to the confrontation with Alexander, depending on Daniel's actions at the Inner Sanctum: he can fail to prevent Alexander from returning to his home world and get killed by the Shadow and trapped in eternal darkness, though Alexander thanks him for his "sacrifice", and tells him that what he has done will not be forgotten and he will be celebrated forever; he can destroy the device creating the Gate, managing to escape with his life, and says that he was content to be leaving Brennenburg having redeemed himself and knowing that Alexander has paid the price for his sins; or he can follow Agrippa's advice and toss his head through the portal. If he does, Daniel is still killed by the Shadow along with Alexander. However, Daniel is saved when Agrippa finds Daniel, saying that he deserves so much more. He then calls upon Weyer to help him save Daniel, promising the latter that "it will be all right."
== ''Amnesia: Justine'' downloadable content ==
=== Plot ===
The player takes control of an unnamed female character, who awakens with amnesia in a dungeon cell, accompanied only by a phonograph. This phonograph contains a recording by a woman named Justine, who tells the player character that she is the subject of a psychological test. The player character is then allowed to escape, or die trying.
The player character is presented with several puzzles to solve. In each, she has the option of simply abandoning the puzzle and walking away, but doing so will cause an innocent victim contained within (a doctor, a priest and a policeman) to die. She is also stalked by the Suitors, three monstrous characters whom Justine (through additional phonographs) reveals to be her own former paramours, now twisted by physical and psychological torture. The player character may also collect notes scattered throughout the testing environs, which give additional background information on the Suitors and Justine herself.
The game's exact ending depends on how many puzzles the player has chosen to solve, and thus how many victims survived. However, all of them proceed along roughly the same lines: after surviving the puzzle sections, the nameless female discovers a phonograph dangling from the ceiling, which causes the walls of the chamber to begin moving inward as though to squash the protagonist. She passes out, but awakens unharmed and begins to congratulate herself. The protagonist is Justine, who staged the entire experiment to see if she still had any compassion for humanity within herself. Armed with her new-found knowledge, she moves forward into the ending sequence, in which any surviving victims thank her (not realizing she does not intend to free them now that her memory is restored) and, if all three were saved, Justine makes a declaration she herself is still alive, a reference to the videogame ''[[Portal (video game)|Portal]]''.
== Development ==
Work began on the game while ''[[Penumbra: Requiem]]'' was still being developed, with the company working on both projects at the same time.<ref>[http://www.rockpapershotgun.com/2009/02/17/interview-frictional-games-on-penumbra-and-the-future/ Frictional Games On Penumbra And The Future] Rock, Paper Shotgun, February 17, 2009</ref> 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.<ref>{{cite web|url=http://www.bluesnews.com/cgi-bin/board.pl?action=viewstory&threadid=104320 |title=Amnesia: The Dark Descent Revealed |publisher=Blue's News |date=2009-11-14 |accessdate=2011-03-25}}</ref><ref>{{cite web|url=http://www.gamershell.com/news_87098.html |title=Amnesia: The Dark Descent Trailer |publisher=GamersHell |date=2009-11-13 |accessdate=2011-03-25}}</ref> 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]]''.<ref>[http://linuxgamingnews.org/2009/11/25/interview-with-frictional-games-amnesia/ Interview With Frictional Games – Amnesia] Linux Gaming News, November 25, 2009</ref>
On February 5, 2010 it was announced that the game had reached the alpha stage of development on all platforms.<ref>[http://www.linuxgames.com/archives/14762 Amnesia: The Dark Descent goes alpha] [[LinuxGames]], February 7, 2010</ref><ref>[http://frictionalgames.blogspot.com/2010/02/alpha-beginning-of-end.html Alpha – the beginning of the end!] Frictional Games Blog</ref><ref>[http://www.insidemacgames.com/news/story.php?ID=18584 Amnesia: The Dark Descent Reaches Alpha] Inside Mac Games, February 9, 2010</ref> 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.<ref>[http://linuxgamingnews.org/2010/02/19/amnesia-the-dark-descent-teaser-web-site-pre-order/ Amnesia: The Dark Descent – Teaser, Web Site & Pre-order] Linux Gaming News, February 19, 2010</ref><ref>[http://www.charged.co.za/2010/02/19/amnesia-the-dark-descent-teaser-web-site-and-pre-order Amnesia: The Dark Descent – Teaser, Web Site and Pre-Order] CHARGED, February 19, 2010</ref> This was later rescheduled, and the game was then expected to have a September 8, 2010 release.<ref>[http://www.frictionalgames.com/site/node/103 Disturbing details regarding the release of "Amnesia: The Dark Descent" revealed!] Frictional Games, June 22, 2010</ref> It was then later announced on August 27, 2010 that the game had officially gone [[Software release life cycle#Release|Gold]] and would soon be ready to sold.<ref>[http://linuxgamingnews.org/2010/08/29/amnesia-the-dark-descent-gone-gold/ Amnesia: The Dark Descent Gone Gold] Linux Gaming News, August 29, 2010 (Article by Maxim Bardin)</ref> 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.<ref>[http://www.linuxjournal.com/content/scary-new-horror-adventure-available-linux Scary New Horror Adventure Available for Linux] [[Linux Journal]], September 13, 2010 (Article by Susan Linton)</ref>
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]].<ref>[http://www.frictionalgames.com/site/node/101 Insane Amnesia Discount!] Frictional Games, May 5, 2010</ref> The extra content was revealed to be commentary,<ref>[http://frictionalgames.blogspot.com/2010/05/2000-pre-orders-reached.html "some commentary for the release"] Frictional Games, May 11, 2010</ref> 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.<ref>[http://frictionalgames.blogspot.com/2010/05/2000-pre-orders-reached.html?showComment=1273579916104#c832591351368538635 "similar to the way HL2ep2 does it"] Frictional Games, May 11, 2010</ref> The authors cite "Soul Made Flesh" by [[Carl Zimmer]] and older horror movies such as ''[[The Haunting (1963 film)|The Haunting]]'' as being inspirations for the mood and style of the game.<ref>[http://gadgetophilia.com/thomas-grip-of-frictional-games-speaks-on-amnesia-the-dark-descent-with-gaeatimescom/ Thomas Grip of Frictional Games Speaks on Amnesia: The Dark Descent With GaeaTimes.com] Gadgetophilia; September 15, 2010</ref>
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 (magazine)|The Escapist]]'', where he outlined in detail the process of the game's development, mostly focusing on its ever changing design and the financial problems that plagued the developers for most of the game's development.<ref>[http://www.escapistmagazine.com/articles/view/features/9011-The-Terrifying-Tale-of-Amnesia The Terrifying Tale of Amnesia] [[The Escapist (magazine)|The Escapist]]; July 12, 2011 (Article by Thomas Grip)</ref>
===Audio===
{{Infobox album
| Name = Amnesia: The Dark Descent (Original Soundtrack)
| Type = Soundtrack
| Artist = Mikko Tarmia
| Released = {{Start date|2011|05|17}}
| Genre = [[Video game music|Video game soundtrack]]
| Length = 34:41
| Label = The Sound of Fiction
}}
The game's music was composed by [[Mikko Tarmia]] and released for download on May 17, 2011.
{{tracklist
| collapsed = yes
| headline = ''Amnesia The Dark Descent Soundtrack'' tracklist
| total_length = 34:41
| title1 = Menu Theme
| length1 = 1:16
| title2 = Darkness
| length2 = 1:16
| title3 = Lux Tenebras
| length3 = 3:22
| title4 = Grand Hall
| length4 = 1:27
| title5 = Ending: Alexander
| length5 = 1:53
| title6 = Next To The Guardian
| length6 = 1:49
| title7 = Theme For Unknown
| length7 = 3:04
| title8 = Dark Water
| length8 = 1:17
| title9 = Daniel's Room
| length9 = 1:08
| title10 = Grunt's Appearance
| length10 = 1:14
| title11 = Back Hall
| length11 = 1:22
| title12 = Ending: Agrippa
| length12 = 1:56
| title13 = Suitor Attacks
| length13 = 1:15
| title14 = Basement Storage
| length14 = 2:12
| title15 = Brennenburg Theme
| length15 = 3:13
| title16 = Hub
| length16 = 1:33
| title17 = Ending: Alexander (Alternative Version)
| length17 = 2:13
| title18 = Bridges
| length18 = 1:06
| title19 = The End
| length19 = 2:05
}}
== Downloadable content ==
On April 12, 2011 Frictional Games released an extra free level for owners of the [[Steam (content delivery)|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 content was made available for all of the games supported platforms and versions as part of the ''Amnesia'' v1.2 update on May 17, 2011.<ref name="LGN-Article" />
=== Custom stories ===
It is possible to create custom stories for ''Amnesia'' that can then be loaded in the game.<ref>[http://frictionalgames.blogspot.com/2010/09/editors-are-out.html In The Games Of Madness: Editors are out!] Frictional Games</ref> Various tools for the [[HPL Engine#HPL Engine 2|HPL2 Engine]] have been released that allow the creation of own [[Level (video gaming)|levels]], [[3D model|models]], [[particle effects]] and materials, using an interface similar to Valve's Hammer Editing Software.<ref>[http://hpl2.frictionalgames.com/tools Tools – HPL2 Documentation] Frictional Games</ref> Game logic can be implemented using the [[AngelScript]] scripting language.<ref>[http://www.moddb.com/games/amnesia-the-dark-descent/addons Amnesia: The Dark Descent – Addons] [[Mod DB]]</ref><ref>[http://www.moddb.com/games/amnesia-the-dark-descent/mods Amnesia: The Dark Descent – Mods] [[Mod DB]]</ref><ref>[http://www.frictionalgames.com/forum/thread-4528-post-39673.html Finished Custom Stories for Download] Frictional Games Forum</ref>
==Reception==
{{Video game reviews
<!-- Aggregators -->
| GR = 86.10%<ref>{{cite web| url = http://www.gamerankings.com/pc/978772-amnesia-the-dark-descent/index.html | publisher = [[Game Rankings]]| title = Amnesia: The Dark Descent Reviews|accessdate = July 23, 2011}}</ref>
| MC = 85/100<ref>{{cite web| url = http://www.metacritic.com/game/pc/amnesia-the-dark-descent | publisher = [[Metacritic]] | title = Amnesia: The Dark Descent Reviews | accessdate = July 23, 2010 | archiveurl= http://web.archive.org/web/20100830080811/http://www.metacritic.com/game/pc/amnesia-the-dark-descent | archivedate= 30 August 2010 <!--DASHBot--> | deadurl= no}}</ref>
<!-- Reviewers -->
| PCGUK = 88%<ref name="PC Gamer review">{{cite web| url = http://www.pcgamer.com/2010/09/06/amnesia-the-dark-descent-review/ | publisher = [[PC Gamer|PC Gamer Magazine]] | title = Amnesia: The Dark Descent review|last=Bickham|first=Al|date= September 6, 2010|accessdate = September 8, 2010| archiveurl= http://web.archive.org/web/20100908011422/http://www.pcgamer.com/2010/09/06/amnesia-the-dark-descent-review/| archivedate= 8 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
| IGN = 8.5/10<ref name="IGn review">{{cite web| url = http://pc.ign.com/articles/111/1118326p1.html | publisher = IGN | title = Amnesia: The Dark Descent Review|last=Onyett|first=Charles|date= September 3, 2010|accessdate = September 7, 2010| archiveurl= http://web.archive.org/web/20100906234924/http://pc.ign.com/articles/111/1118326p1.html| archivedate= 6 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
| Gamespot = 8.5/10<ref name="Gamespot Review">{{cite web| url = http://www.gamespot.com/amnesia-the-dark-descent/ | publisher = [[Gamespot]] | title =Amnesia: The Dark Descent Review | date = September 30, 2010|accessdate = September 30, 2010}}</ref>
| EuroG = 8/10<ref name="Eurogamer review">{{cite web| url = http://www.eurogamer.net/articles/2010-09-07-amnesia-the-dark-descent-review | publisher = [[Eurogamer]] | title = Amnesia: The Dark Descent PC Review|last=Smith|first=Quintin|date= September 7, 2010|accessdate = September 7, 2010| archiveurl= http://web.archive.org/web/20100909111528/http://www.eurogamer.net/articles/2010-09-07-amnesia-the-dark-descent-review| archivedate= 9 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
| AdvGamers = {{Rating|4.5|5}}<ref name="Adventure Gamers Review">{{cite web| url = http://www.adventuregamers.com/article/id,1206 | publisher = [[Adventure Gamers]] | title = review: Amnesia: The Dark Descent |last=Berens|first=Nathaniel|date= September 8, 2010|accessdate = September 9, 2010| archiveurl= http://web.archive.org/web/20100911075925/http://www.adventuregamers.com/article/id,1206| archivedate= 11 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
| GI = 9.25/10<ref name="Game Informer Review">{{cite web| url = http://gameinformer.com/games/amnesia_the_dark_descent/b/pc/archive/2010/09/08/horror-done-right.aspx | publisher = [[Game Informer]] | title = Horror Done Right |last=Biessener|first= Adam|date= September 8, 2010|accessdate = September 9, 2010| archiveurl= http://web.archive.org/web/20100911223140/http://gameinformer.com/games/amnesia_the_dark_descent/b/pc/archive/2010/09/08/horror-done-right.aspx| archivedate= 11 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
| rev1 = [[Igromania]]
| rev1Score = 8/10<ref name="Igromania review">{{cite web| url=http://www.igromania.ru/articles/108517/Amnesia_The_Dark_Descent.htm | publisher = [[Igromania]] | title = Amnesia: The Dark Descent PC Review|last=Smith|first=Quintin|date= September 7, 2010|accessdate = September 7, 2010| archiveurl= http://web.archive.org/web/20100929005003/http://www.igromania.ru/articles/108517/Amnesia_The_Dark_Descent.htm| archivedate= 29 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
}}
''Amnesia: The Dark Descent'' has received critical acclaim with consistent praise given for the ominous atmosphere and horror elements. [[John Walker (journalist)|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."<ref>[http://www.rockpapershotgun.com/2010/09/07/wot-i-think-amnesia-the-dark-descent/ Wot I Think: Amnesia – The Dark Descent] Rock, Paper, Shotgun, September 7th, 2010 (Article by John Walker)</ref> 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]] of [[Zero Punctuation]] similarly praising the horror elements, with the conclusion that the game is "Not a perfect game, but nearly unmatched as a constipation-aid."
Frictional Games did show some trepidation over the game's initial sales after the first week,<ref>[http://frictionalgames.blogspot.com/2010/09/one-week-after-release-of-amnesia.html One week after the release of Amnesia] Frictional Games Blog, September 15, 2010</ref> 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.<ref>[http://frictionalgames.blogspot.com/2010/10/one-month-after-amnesias-release.html One Month after Amnesia's release] Frictional Games Blog, October 8, 2010</ref> 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."<ref>[http://frictionalgames.blogspot.com/2011/01/four-months-after-amnesias-release.html Four months after Amnesia's release] Frictional Games Blog, January 7, 2011</ref> The game kept gaining sales and in July 2011 it had sold almost 350,000 units.<ref>[http://www.escapistmagazine.com/articles/view/features/9011-The-Terrifying-Tale-of-Amnesia.5 The Terrifying Tale of Amnesia] The Escapist, 2011-07-12. Retrieved 2011-07-30</ref> 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.<ref name="igfawards"/>
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 (content delivery)|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.<ref>[http://frictionalgames.blogspot.com/2011/09/amnesia-one-year-later.html Amnesia – One year later] Frictional Games Blog, September 9, 2011</ref> As of September 2012, the games sits at an estimated 1.4 million sales.<ref>{{cite web|title=Amnesia, two years later|url=http://frictionalgames.blogspot.dk/2012/09/amnesia-two-years-later.html}}</ref>
==Sequel==
{{Main|Amnesia: A Machine for Pigs}}
An indirect sequel called ''[[Amnesia: A Machine for Pigs]]'' was released on September 10, 2013,<ref name="giaamfp">{{cite news|last=Hilliard|first=Kyle|title=Amnesia: A Machine For Pigs Coming Next Month|url=http://www.gameinformer.com/games/amnesia_a_machine_for_pigs/b/pc/archive/2013/08/16/amnesia-a-machine-for-pigs-coming-next-month.aspx|accessdate=27 August 2013|newspaper=[[Game Informer]]|date=16 August 2013}}</ref> developed by [[The Chinese Room]] and published by Frictional Games. The Chinese Room is known for its Source mod ''[[Dear Esther]]'', which was later released as a standalone game to critical acclaim. Dan Pinchbeck, writer for The Chinese Room, has stated of the new ''Amnesia'' game: "It's not a direct sequel, in terms of it doesn't follow on from the story of ''Amnesia''. It doesn't involve the same characters. The game will be set in an alternate history in the same universe."<ref name="de Matos">{{cite web|last=de Matos|first=Xav|title=Amnesia: A Machine for Pigs is the next title from Frictional Games and Dear Esther dev|url=http://www.joystiq.com/2012/02/22/amnesia-a-machine-for-pigs/|publisher=[[Joystiq]]|accessdate=22 February 2012}}</ref>
==References==
{{Reflist|30em}}
== External links ==
{{Portal|Video games}}
{{wikiquote}}
*{{official website|http://www.amnesiagame.com/}}
*''[https://www.mobygames.com/game/amnesia-the-dark-descent Amnesia: The Dark Descent]'' on [[MobyGames]]
{{Frictional games}}
{{Amnesia series}}
[[Category:2010 video games]]
[[Category:Horror video games]]
[[Category:Humble Bundle games]]
[[Category:Indie video games]]
[[Category:Linux games]]
[[Category:OS X games]]
[[Category:Psychological horror games]]
[[Category:Survival video games]]
[[Category:THQ games]]
[[Category:Video games developed in Sweden]]
[[Category:Video games set in the 19th century]]
[[Category:Video games with commentaries]]
[[Category:Windows games]]
[[Category:Darkness in fiction]]
[[Category:Video game franchises introduced in 2010]]
[[Category:Software that uses FLTK]]
[[Category:First-person adventures]]
[[Category:Amnesia in fiction]]' |
New page wikitext, after the edit (new_wikitext ) | '
| Type = Soundtrack
| Artist = Mikko Tarmia
| Released = {{Start date|2011|05|17}}
| Genre = [[Video game music|Video game soundtrack]]
| Length = 34:41
| Label = The Sound of Fiction
}}
The game's music was composed by [[Mikko Tarmia]] and released for download on May 17, 2011.
{{tracklist
| collapsed = yes
| headline = ''Amnesia The Dark Descent Soundtrack'' tracklist
| total_length = 34:41
| title1 = Menu Theme
| length1 = 1:16
| title2 = Darkness
| length2 = 1:16
| title3 = Lux Tenebras
| length3 = 3:22
| title4 = Grand Hall
| length4 = 1:27
| title5 = Ending: Alexander
| length5 = 1:53
| title6 = Next To The Guardian
| length6 = 1:49
| title7 = Theme For Unknown
| length7 = 3:04
| title8 = Dark Water
| length8 = 1:17
| title9 = Daniel's Room
| length9 = 1:08
| title10 = Grunt's Appearance
| length10 = 1:14
| title11 = Back Hall
| length11 = 1:22
| title12 = Ending: Agrippa
| length12 = 1:56
| title13 = Suitor Attacks
| length13 = 1:15
| title14 = Basement Storage
| length14 = 2:12
| title15 = Brennenburg Theme
| length15 = 3:13
| title16 = Hub
| length16 = 1:33
| title17 = Ending: Alexander (Alternative Version)
| length17 = 2:13
| title18 = Bridges
| length18 = 1:06
| title19 = The End
| length19 = 2:05
}}
== Downloadable content ==
On April 12, 2011 Frictional Games released an extra free level for owners of the [[Steam (content delivery)|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 content was made available for all of the games supported platforms and versions as part of the ''Amnesia'' v1.2 update on May 17, 2011.<ref name="LGN-Article" />
=== Custom stories ===
It is possible to create custom stories for ''Amnesia'' that can then be loaded in the game.<ref>[http://frictionalgames.blogspot.com/2010/09/editors-are-out.html In The Games Of Madness: Editors are out!] Frictional Games</ref> Various tools for the [[HPL Engine#HPL Engine 2|HPL2 Engine]] have been released that allow the creation of own [[Level (video gaming)|levels]], [[3D model|models]], [[particle effects]] and materials, using an interface similar to Valve's Hammer Editing Software.<ref>[http://hpl2.frictionalgames.com/tools Tools – HPL2 Documentation] Frictional Games</ref> Game logic can be implemented using the [[AngelScript]] scripting language.<ref>[http://www.moddb.com/games/amnesia-the-dark-descent/addons Amnesia: The Dark Descent – Addons] [[Mod DB]]</ref><ref>[http://www.moddb.com/games/amnesia-the-dark-descent/mods Amnesia: The Dark Descent – Mods] [[Mod DB]]</ref><ref>[http://www.frictionalgames.com/forum/thread-4528-post-39673.html Finished Custom Stories for Download] Frictional Games Forum</ref>
==Reception==
{{Video game reviews
<!-- Aggregators -->
| GR = 86.10%<ref>{{cite web| url = http://www.gamerankings.com/pc/978772-amnesia-the-dark-descent/index.html | publisher = [[Game Rankings]]| title = Amnesia: The Dark Descent Reviews|accessdate = July 23, 2011}}</ref>
| MC = 85/100<ref>{{cite web| url = http://www.metacritic.com/game/pc/amnesia-the-dark-descent | publisher = [[Metacritic]] | title = Amnesia: The Dark Descent Reviews | accessdate = July 23, 2010 | archiveurl= http://web.archive.org/web/20100830080811/http://www.metacritic.com/game/pc/amnesia-the-dark-descent | archivedate= 30 August 2010 <!--DASHBot--> | deadurl= no}}</ref>
<!-- Reviewers -->
| PCGUK = 88%<ref name="PC Gamer review">{{cite web| url = http://www.pcgamer.com/2010/09/06/amnesia-the-dark-descent-review/ | publisher = [[PC Gamer|PC Gamer Magazine]] | title = Amnesia: The Dark Descent review|last=Bickham|first=Al|date= September 6, 2010|accessdate = September 8, 2010| archiveurl= http://web.archive.org/web/20100908011422/http://www.pcgamer.com/2010/09/06/amnesia-the-dark-descent-review/| archivedate= 8 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
| IGN = 8.5/10<ref name="IGn review">{{cite web| url = http://pc.ign.com/articles/111/1118326p1.html | publisher = IGN | title = Amnesia: The Dark Descent Review|last=Onyett|first=Charles|date= September 3, 2010|accessdate = September 7, 2010| archiveurl= http://web.archive.org/web/20100906234924/http://pc.ign.com/articles/111/1118326p1.html| archivedate= 6 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
| Gamespot = 8.5/10<ref name="Gamespot Review">{{cite web| url = http://www.gamespot.com/amnesia-the-dark-descent/ | publisher = [[Gamespot]] | title =Amnesia: The Dark Descent Review | date = September 30, 2010|accessdate = September 30, 2010}}</ref>
| EuroG = 8/10<ref name="Eurogamer review">{{cite web| url = http://www.eurogamer.net/articles/2010-09-07-amnesia-the-dark-descent-review | publisher = [[Eurogamer]] | title = Amnesia: The Dark Descent PC Review|last=Smith|first=Quintin|date= September 7, 2010|accessdate = September 7, 2010| archiveurl= http://web.archive.org/web/20100909111528/http://www.eurogamer.net/articles/2010-09-07-amnesia-the-dark-descent-review| archivedate= 9 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
| AdvGamers = {{Rating|4.5|5}}<ref name="Adventure Gamers Review">{{cite web| url = http://www.adventuregamers.com/article/id,1206 | publisher = [[Adventure Gamers]] | title = review: Amnesia: The Dark Descent |last=Berens|first=Nathaniel|date= September 8, 2010|accessdate = September 9, 2010| archiveurl= http://web.archive.org/web/20100911075925/http://www.adventuregamers.com/article/id,1206| archivedate= 11 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
| GI = 9.25/10<ref name="Game Informer Review">{{cite web| url = http://gameinformer.com/games/amnesia_the_dark_descent/b/pc/archive/2010/09/08/horror-done-right.aspx | publisher = [[Game Informer]] | title = Horror Done Right |last=Biessener|first= Adam|date= September 8, 2010|accessdate = September 9, 2010| archiveurl= http://web.archive.org/web/20100911223140/http://gameinformer.com/games/amnesia_the_dark_descent/b/pc/archive/2010/09/08/horror-done-right.aspx| archivedate= 11 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
| rev1 = [[Igromania]]
| rev1Score = 8/10<ref name="Igromania review">{{cite web| url=http://www.igromania.ru/articles/108517/Amnesia_The_Dark_Descent.htm | publisher = [[Igromania]] | title = Amnesia: The Dark Descent PC Review|last=Smith|first=Quintin|date= September 7, 2010|accessdate = September 7, 2010| archiveurl= http://web.archive.org/web/20100929005003/http://www.igromania.ru/articles/108517/Amnesia_The_Dark_Descent.htm| archivedate= 29 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
}}
''Amnesia: The Dark Descent'' has received critical acclaim with consistent praise given for the ominous atmosphere and horror elements. [[John Walker (journalist)|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."<ref>[http://www.rockpapershotgun.com/2010/09/07/wot-i-think-amnesia-the-dark-descent/ Wot I Think: Amnesia – The Dark Descent] Rock, Paper, Shotgun, September 7th, 2010 (Article by John Walker)</ref> 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]] of [[Zero Punctuation]] similarly praising the horror elements, with the conclusion that the game is "Not a perfect game, but nearly unmatched as a constipation-aid."
Frictional Games did show some trepidation over the game's initial sales after the first week,<ref>[http://frictionalgames.blogspot.com/2010/09/one-week-after-release-of-amnesia.html One week after the release of Amnesia] Frictional Games Blog, September 15, 2010</ref> 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.<ref>[http://frictionalgames.blogspot.com/2010/10/one-month-after-amnesias-release.html One Month after Amnesia's release] Frictional Games Blog, October 8, 2010</ref> 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."<ref>[http://frictionalgames.blogspot.com/2011/01/four-months-after-amnesias-release.html Four months after Amnesia's release] Frictional Games Blog, January 7, 2011</ref> The game kept gaining sales and in July 2011 it had sold almost 350,000 units.<ref>[http://www.escapistmagazine.com/articles/view/features/9011-The-Terrifying-Tale-of-Amnesia.5 The Terrifying Tale of Amnesia] The Escapist, 2011-07-12. Retrieved 2011-07-30</ref> 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.<ref name="igfawards"/>
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 (content delivery)|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.<ref>[http://frictionalgames.blogspot.com/2011/09/amnesia-one-year-later.html Amnesia – One year later] Frictional Games Blog, September 9, 2011</ref> As of September 2012, the games sits at an estimated 1.4 million sales.<ref>{{cite web|title=Amnesia, two years later|url=http://frictionalgames.blogspot.dk/2012/09/amnesia-two-years-later.html}}</ref>
==Sequel==
{{Main|Amnesia: A Machine for Pigs}}
An indirect sequel called ''[[Amnesia: A Machine for Pigs]]'' was released on September 10, 2013,<ref name="giaamfp">{{cite news|last=Hilliard|first=Kyle|title=Amnesia: A Machine For Pigs Coming Next Month|url=http://www.gameinformer.com/games/amnesia_a_machine_for_pigs/b/pc/archive/2013/08/16/amnesia-a-machine-for-pigs-coming-next-month.aspx|accessdate=27 August 2013|newspaper=[[Game Informer]]|date=16 August 2013}}</ref> developed by [[The Chinese Room]] and published by Frictional Games. The Chinese Room is known for its Source mod ''[[Dear Esther]]'', which was later released as a standalone game to critical acclaim. Dan Pinchbeck, writer for The Chinese Room, has stated of the new ''Amnesia'' game: "It's not a direct sequel, in terms of it doesn't follow on from the story of ''Amnesia''. It doesn't involve the same characters. The game will be set in an alternate history in the same universe."<ref name="de Matos">{{cite web|last=de Matos|first=Xav|title=Amnesia: A Machine for Pigs is the next title from Frictional Games and Dear Esther dev|url=http://www.joystiq.com/2012/02/22/amnesia-a-machine-for-pigs/|publisher=[[Joystiq]]|accessdate=22 February 2012}}</ref>
==References==
{{Reflist|30em}}
== External links ==
{{Portal|Video games}}
{{wikiquote}}
*{{official website|http://www.amnesiagame.com/}}
*''[https://www.mobygames.com/game/amnesia-the-dark-descent Amnesia: The Dark Descent]'' on [[MobyGames]]
{{Frictional games}}
{{Amnesia series}}
[[Category:2010 video games]]
[[Category:Horror video games]]
[[Category:Humble Bundle games]]
[[Category:Indie video games]]
[[Category:Linux games]]
[[Category:OS X games]]
[[Category:Psychological horror games]]
[[Category:Survival video games]]
[[Category:THQ games]]
[[Category:Video games developed in Sweden]]
[[Category:Video games set in the 19th century]]
[[Category:Video games with commentaries]]
[[Category:Windows games]]
[[Category:Darkness in fiction]]
[[Category:Video game franchises introduced in 2010]]
[[Category:Software that uses FLTK]]
[[Category:First-person adventures]]
[[Category:Amnesia in fiction]]' |
Unified diff of changes made by edit (edit_diff ) | '@@ -1,74 +1,4 @@
-{{Infobox video game
-| title = Amnesia: The Dark Descent
-| image = Amnesia-The-Dark-Descent-Cover-Art.png
-| developer = [[Frictional Games]]
-| publisher = Frictional Games<br />{{vgrelease|NA=[[THQ]] <small>(retail)</small>}}
-| distributor =
-| director =
-| producer =
-| designer = Thomas Grip<br />Jens Nilsson
-| programmer =
-| artist =
-| writer = Mikael Hedberg
-| composer = [[Mikko Tarmia]]
-| series = ''Amnesia''
-| engine = [[HPL Engine#HPL Engine 2|HPL Engine 2]]
-| platforms = {{ubl|[[Microsoft Windows]]|[[Mac OS X]]|[[Linux]]|[[OnLive]]}}
-| released = September 8, 2010 <br />{{vgrelease|NA=February 17, 2011 <small>(retail)</small>}}
-| genre = [[Survival horror]]<ref name="gamespot1">{{cite web |url=http://www.gamerankings.com/pc/978772-amnesia-the-dark-descent/
-|quote=Age rating = Pegi 16, M for mature |title=Amnesia: The Dark Descent for PC |publisher=GameRankings |accessdate=2012-02-05}}</ref>
-| modes = [[Single-player video game|Single-player]]
-| media = [[Digital distribution|Download]], [[DVD]], [[cloud computing]]
-}}
-'''''Amnesia: The Dark Descent''''' is a [[survival horror]] [[video game]] by [[Frictional Games]],<ref name="game"/> released for [[Microsoft Windows]], [[Mac OS X]], and [[Linux]] platforms. The game features a [[protagonist]] named Daniel exploring a dark and foreboding castle, while avoiding monsters and other obstructions as well as solving puzzles.<ref name="eurogamerpreview">[http://www.eurogamer.net/articles/amnesia-hands-on?page=1 Amnesia: The Dark Descent – PC Hands On] [[Eurogamer]], July 25, 2010</ref> The game was critically well received, earning two awards from the [[Independent Games Festival]] and numerous positive reviews.<ref name="igfawards">. [http://www.rockpapershotgun.com/2011/03/03/indie-rock-2011-igf-winners-announced/ Indie Rock: 2011 IGF Winners Announced] Rock, Paper, Shotgun, March 3, 2011</ref>
-
-Originally released independently as a [[Online distribution|download]], the game has since been published in retail by [[1C Company]] in [[Russia]] and [[Eastern Europe]] as well as [[THQ]] in [[North America]].<ref>[http://www.frictionalgames.com/site/node/99 1C-SoftClub/Snowball to publish Amnesia: The Dark Descent in Russia & Eastern Europe] Frictional Games, May 3, 2010 (Article by Jens Nilsson)</ref><ref>{{cite web|last=Chalk |first=Andy |url=http://www.escapistmagazine.com/news/view/107807-Amnesia-The-Dark-Descent-Coming-to-Retail |title=Amnesia: The Dark Descent Coming to Retail |publisher=The Escapist |date=2011-02-16 |accessdate=2011-03-25}}</ref><ref>{{cite web|last=Mitchell |first=Richard |url=http://www.joystiq.com/2011/02/16/amnesia-the-dark-descent-gets-put-in-a-retail-box/ |title=THQ places Amnesia: The Dark Descent in a retail box |publisher=Joystiq |date=2011-02-16 |accessdate=2011-03-25}}</ref> 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.<ref name="LGN-Article">{{cite web |url=http://linuxgamingnews.org/2011/05/17/amnesia-justine-now-available-to-everyone/ |first=Maxim |last=Bardin|title=Amnesia: Justine – Now Available To Everyone |date=2010-11-17 |publisher=Linux Gaming News|accessdate=2011-05-18}}</ref> In addition, the game's soundtrack is available for purchase and a free content expansion called "Justine" has been released as well as many [[fan-made]] expansions and stories for its unique "Custom Story" gamemode.<ref name="justine">[http://frictionalgames.blogspot.com/2011/04/amnesia-dark-descent-gets-free.html Amnesia: The Dark Descent gets a free expansion!] Frictional Games Blog, April 12, 2011</ref>
-
-== Gameplay ==
-In a similar vein to the developer's previous games, ''Amnesia'' is an adventure game played from a [[first-person (video games)|first-person]] perspective. The game retains the physical object interaction used in the [[Penumbra (video game series)|''Penumbra'' series]], allowing for physics-based puzzles and interactions such as opening doors and fixing machinery.<ref name="eurogamerpreview"/> 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 whilst danger approaches from behind.
-
-In addition to a health indicator, Daniel's [[sanity]] must be managed. 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.
-
-== Plot ==
-{{plot|date=March 2015}}
-In late August 1839, Daniel, a young man from London, awakens in the dark halls of the [[Kingdom of Prussia|Prussian]] Brennenburg Castle with little to no memory about himself or his past.<ref name="game">[http://www.amnesiagame.com/#game Amnesia: The Dark Descent – Game Information] Frictional Games</ref> All he can remember is his name, that he lives in [[Mayfair]] and that something is hunting him.<ref>[http://www.tgdb.nl/computer/specials/8614-interview-frictional-games.html Interview With Frictional Games – Penumbra/Amnesia (Tgdb.nl)] Tgdb Entertainment, May 15, 2010</ref><ref>[http://news.bigdownload.com/2010/06/19/e3-2010-we-talk-with-frictional-games-about-amnesia-the-dark-d/ E3 2010: We talk with Frictional Games about Amnesia: The Dark Descent] Big Download, June 19, 2010</ref> Shortly after awakening, Daniel discovers a note written to himself, from which he learns that he has deliberately erased his own memory, and that he needs to descend into the Inner Sanctum of the castle to kill the [[Baron]], Alexander.
-
-The exploration of the dark depths of the castle (following a trail of pink liquid that he seems to have left for himself) 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 unearthly presence that manifests itself as a corruption that is slowly covering the castle in fleshy, acidic growths, and bizarre monsters against which his only defense is to flee. These events are linked and pertain to why Daniel came to Brennenburg.
-
-Daniel was once a part of an archaeological expedition to Africa, in an attempt to excavate a tomb called "The Tomb of [[Tin Hinan]]". He came across a mystical orb buried within the ruins of the ancient temple, and brought its broken pieces back to England where he successfully assembled them. Daniel started to seek information about the Orb's history from a geologist and a professor. However, he began to be plagued by nightmares, and several people who came across his path, and that of the Orb, died horribly at the hands of the "Shadow" that appears to follow his footsteps. Desperate and despairing, he received a strange letter from a Prussian baron named Alexander, who promised protection if Daniel would sojourn in his castle.
-
-Daniel had no other choice but to flee to Brennenburg. As he arrived at the castle, he was greeted warmly by the baron, Alexander of Brennenburg and his servants, who appeared to be very pleased by Daniel's arrival. But the young man was unaware that the enigmatic deity had silently chased him to Brennenburg. Alexander knew this, and promised Daniel that they will banish the cosmic beast forever. Alexander told Daniel all he knew about the Orb's power. Daniel doesn't seem to be interested about the artifact's true nature and suggested that they should throw it away. Alexander advised against that as Daniel would still be a part of the Orb, and eventually be consumed by the Shadow. Having the Orb, he could still fight back. Daniel asked Alexander about the letter he sent to respond Daniel. Alexander simply said, things can be done, but at a price. Alexander showed various parts of the Brennenburg castle to Daniel, including the archives, a refinery, a prison where he kept the "criminals", a bottomless pit called the Chancel, and the Inner Sanctum itself, where they can permanently banish the Shadow.
-
-During their visit in the Inner Sanctum, Alexander began to tamper with the Orb, thus enraging the Guardian, whose fleshy residue appears in the Sanctum. Alexander quickly covers the Orb and the Shadow disappears. He tells Daniel that they have very little time to banish the Shadow. They must quickly start the Warding Ritual before it's too late. However, Alexander's promise of salvation was a lie. He is actually an otherworldly life-form who has spent centuries in Brennenburg, attempting to open a "gate" back to his own world. To do this, he needs a substance called "vitae", which can only be harvested from the blood of agonized humans. He also needs a usable Orb. As such, Daniel is a boon to his efforts: Alexander employs him as his personal torturer, replacing his former servants who become the monsters Daniel flees from, and claiming that the vitae will fuel a ritual to banish the Shadow from Daniel's presence forever. Daniel initially embraces this role, particularly when Alexander tells him that the humans he is seizing are vile criminals. In order to produce enough vitae, Alexander and Daniel feed the prisoners they torture with an Amnesia potion, which makes them forget the method of their torture, and ensures that they will be just as terrified the second time around, without becoming accustomed or resigned to the pain ([[Damascus rose]] is alluded to as either one of the ingredients of the Amnesia potion, or as a flavoring that Daniel perhaps added to the mixture to disguise its taste). As the experiments continue, however, 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.
-
-Alexander saw that the event had taken a toll in Daniel's mind. Taking the Orb with him, Alexander sealed himself in the Inner Sanctum, leaving Daniel to be brutally maimed by the cosmic guardian. Despondent over how far he has come, and furious at Alexander's trickery, Daniel chooses to drink the Amnesia potion himself so that he can atone for his sins without the burden of crippling emotional trauma, leaving but a note to his new self to murder Alexander. The new Daniel found the note his former-self left, telling him to kill Alexander, but also to escape the approaching Shadow as long as he can. Then he came across a lantern, which he carries with him. As he started to travel in the castle, he realized that his former-self's warning was right. This beast, the Guardian of The Orbs, follows his footsteps, as do the terrible monsters patrolling in the corridors of Brennenburg. 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 [[Heinrich Cornelius Agrippa]], an alchemist that Alexander has kept imprisoned in Brennenburg for centuries with the use of strange alchemy. Agrippa, who once studied Orbs with his student [[Johann Weyer]], explains the purpose of the Shadow: it protects the Orbs, slaying anyone who threatens to abuse their power. He mentions also that Weyer managed to travel to Alexander's world using the power of the Orb, and begs a favor: that Daniel separate Agrippa's head from his body with the help of a tonic that will ensure his head will remain alive, and then take it with him.
-
-There are three possible outcomes to the confrontation with Alexander, depending on Daniel's actions at the Inner Sanctum: he can fail to prevent Alexander from returning to his home world and get killed by the Shadow and trapped in eternal darkness, though Alexander thanks him for his "sacrifice", and tells him that what he has done will not be forgotten and he will be celebrated forever; he can destroy the device creating the Gate, managing to escape with his life, and says that he was content to be leaving Brennenburg having redeemed himself and knowing that Alexander has paid the price for his sins; or he can follow Agrippa's advice and toss his head through the portal. If he does, Daniel is still killed by the Shadow along with Alexander. However, Daniel is saved when Agrippa finds Daniel, saying that he deserves so much more. He then calls upon Weyer to help him save Daniel, promising the latter that "it will be all right."
-
-== ''Amnesia: Justine'' downloadable content ==
-
-=== Plot ===
-The player takes control of an unnamed female character, who awakens with amnesia in a dungeon cell, accompanied only by a phonograph. This phonograph contains a recording by a woman named Justine, who tells the player character that she is the subject of a psychological test. The player character is then allowed to escape, or die trying.
-
-The player character is presented with several puzzles to solve. In each, she has the option of simply abandoning the puzzle and walking away, but doing so will cause an innocent victim contained within (a doctor, a priest and a policeman) to die. She is also stalked by the Suitors, three monstrous characters whom Justine (through additional phonographs) reveals to be her own former paramours, now twisted by physical and psychological torture. The player character may also collect notes scattered throughout the testing environs, which give additional background information on the Suitors and Justine herself.
-
-The game's exact ending depends on how many puzzles the player has chosen to solve, and thus how many victims survived. However, all of them proceed along roughly the same lines: after surviving the puzzle sections, the nameless female discovers a phonograph dangling from the ceiling, which causes the walls of the chamber to begin moving inward as though to squash the protagonist. She passes out, but awakens unharmed and begins to congratulate herself. The protagonist is Justine, who staged the entire experiment to see if she still had any compassion for humanity within herself. Armed with her new-found knowledge, she moves forward into the ending sequence, in which any surviving victims thank her (not realizing she does not intend to free them now that her memory is restored) and, if all three were saved, Justine makes a declaration she herself is still alive, a reference to the videogame ''[[Portal (video game)|Portal]]''.
-
-== Development ==
-Work began on the game while ''[[Penumbra: Requiem]]'' was still being developed, with the company working on both projects at the same time.<ref>[http://www.rockpapershotgun.com/2009/02/17/interview-frictional-games-on-penumbra-and-the-future/ Frictional Games On Penumbra And The Future] Rock, Paper Shotgun, February 17, 2009</ref> 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.<ref>{{cite web|url=http://www.bluesnews.com/cgi-bin/board.pl?action=viewstory&threadid=104320 |title=Amnesia: The Dark Descent Revealed |publisher=Blue's News |date=2009-11-14 |accessdate=2011-03-25}}</ref><ref>{{cite web|url=http://www.gamershell.com/news_87098.html |title=Amnesia: The Dark Descent Trailer |publisher=GamersHell |date=2009-11-13 |accessdate=2011-03-25}}</ref> 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]]''.<ref>[http://linuxgamingnews.org/2009/11/25/interview-with-frictional-games-amnesia/ Interview With Frictional Games – Amnesia] Linux Gaming News, November 25, 2009</ref>
-
-On February 5, 2010 it was announced that the game had reached the alpha stage of development on all platforms.<ref>[http://www.linuxgames.com/archives/14762 Amnesia: The Dark Descent goes alpha] [[LinuxGames]], February 7, 2010</ref><ref>[http://frictionalgames.blogspot.com/2010/02/alpha-beginning-of-end.html Alpha – the beginning of the end!] Frictional Games Blog</ref><ref>[http://www.insidemacgames.com/news/story.php?ID=18584 Amnesia: The Dark Descent Reaches Alpha] Inside Mac Games, February 9, 2010</ref> 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.<ref>[http://linuxgamingnews.org/2010/02/19/amnesia-the-dark-descent-teaser-web-site-pre-order/ Amnesia: The Dark Descent – Teaser, Web Site & Pre-order] Linux Gaming News, February 19, 2010</ref><ref>[http://www.charged.co.za/2010/02/19/amnesia-the-dark-descent-teaser-web-site-and-pre-order Amnesia: The Dark Descent – Teaser, Web Site and Pre-Order] CHARGED, February 19, 2010</ref> This was later rescheduled, and the game was then expected to have a September 8, 2010 release.<ref>[http://www.frictionalgames.com/site/node/103 Disturbing details regarding the release of "Amnesia: The Dark Descent" revealed!] Frictional Games, June 22, 2010</ref> It was then later announced on August 27, 2010 that the game had officially gone [[Software release life cycle#Release|Gold]] and would soon be ready to sold.<ref>[http://linuxgamingnews.org/2010/08/29/amnesia-the-dark-descent-gone-gold/ Amnesia: The Dark Descent Gone Gold] Linux Gaming News, August 29, 2010 (Article by Maxim Bardin)</ref> 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.<ref>[http://www.linuxjournal.com/content/scary-new-horror-adventure-available-linux Scary New Horror Adventure Available for Linux] [[Linux Journal]], September 13, 2010 (Article by Susan Linton)</ref>
-
-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]].<ref>[http://www.frictionalgames.com/site/node/101 Insane Amnesia Discount!] Frictional Games, May 5, 2010</ref> The extra content was revealed to be commentary,<ref>[http://frictionalgames.blogspot.com/2010/05/2000-pre-orders-reached.html "some commentary for the release"] Frictional Games, May 11, 2010</ref> 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.<ref>[http://frictionalgames.blogspot.com/2010/05/2000-pre-orders-reached.html?showComment=1273579916104#c832591351368538635 "similar to the way HL2ep2 does it"] Frictional Games, May 11, 2010</ref> The authors cite "Soul Made Flesh" by [[Carl Zimmer]] and older horror movies such as ''[[The Haunting (1963 film)|The Haunting]]'' as being inspirations for the mood and style of the game.<ref>[http://gadgetophilia.com/thomas-grip-of-frictional-games-speaks-on-amnesia-the-dark-descent-with-gaeatimescom/ Thomas Grip of Frictional Games Speaks on Amnesia: The Dark Descent With GaeaTimes.com] Gadgetophilia; September 15, 2010</ref>
-
-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 (magazine)|The Escapist]]'', where he outlined in detail the process of the game's development, mostly focusing on its ever changing design and the financial problems that plagued the developers for most of the game's development.<ref>[http://www.escapistmagazine.com/articles/view/features/9011-The-Terrifying-Tale-of-Amnesia The Terrifying Tale of Amnesia] [[The Escapist (magazine)|The Escapist]]; July 12, 2011 (Article by Thomas Grip)</ref>
-
-===Audio===
-{{Infobox album
-| Name = Amnesia: The Dark Descent (Original Soundtrack)
| Type = Soundtrack
| Artist = Mikko Tarmia
| Released = {{Start date|2011|05|17}}
' |
New page size (new_size ) | 12984 |
Old page size (old_size ) | 34999 |
Size change in edit (edit_delta ) | -22015 |
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0 => '{{Infobox video game',
1 => '| title = Amnesia: The Dark Descent',
2 => '| image = Amnesia-The-Dark-Descent-Cover-Art.png',
3 => '| developer = [[Frictional Games]]',
4 => '| publisher = Frictional Games<br />{{vgrelease|NA=[[THQ]] <small>(retail)</small>}}',
5 => '| distributor = ',
6 => '| director = ',
7 => '| producer = ',
8 => '| designer = Thomas Grip<br />Jens Nilsson',
9 => '| programmer = ',
10 => '| artist = ',
11 => '| writer = Mikael Hedberg',
12 => '| composer = [[Mikko Tarmia]]',
13 => '| series = ''Amnesia''',
14 => '| engine = [[HPL Engine#HPL Engine 2|HPL Engine 2]]',
15 => '| platforms = {{ubl|[[Microsoft Windows]]|[[Mac OS X]]|[[Linux]]|[[OnLive]]}}',
16 => '| released = September 8, 2010 <br />{{vgrelease|NA=February 17, 2011 <small>(retail)</small>}}',
17 => '| genre = [[Survival horror]]<ref name="gamespot1">{{cite web |url=http://www.gamerankings.com/pc/978772-amnesia-the-dark-descent/',
18 => '|quote=Age rating = Pegi 16, M for mature |title=Amnesia: The Dark Descent for PC |publisher=GameRankings |accessdate=2012-02-05}}</ref>',
19 => '| modes = [[Single-player video game|Single-player]]',
20 => '| media = [[Digital distribution|Download]], [[DVD]], [[cloud computing]]',
21 => '}}',
22 => ''''''Amnesia: The Dark Descent''''' is a [[survival horror]] [[video game]] by [[Frictional Games]],<ref name="game"/> released for [[Microsoft Windows]], [[Mac OS X]], and [[Linux]] platforms. The game features a [[protagonist]] named Daniel exploring a dark and foreboding castle, while avoiding monsters and other obstructions as well as solving puzzles.<ref name="eurogamerpreview">[http://www.eurogamer.net/articles/amnesia-hands-on?page=1 Amnesia: The Dark Descent – PC Hands On] [[Eurogamer]], July 25, 2010</ref> The game was critically well received, earning two awards from the [[Independent Games Festival]] and numerous positive reviews.<ref name="igfawards">. [http://www.rockpapershotgun.com/2011/03/03/indie-rock-2011-igf-winners-announced/ Indie Rock: 2011 IGF Winners Announced] Rock, Paper, Shotgun, March 3, 2011</ref>',
23 => false,
24 => 'Originally released independently as a [[Online distribution|download]], the game has since been published in retail by [[1C Company]] in [[Russia]] and [[Eastern Europe]] as well as [[THQ]] in [[North America]].<ref>[http://www.frictionalgames.com/site/node/99 1C-SoftClub/Snowball to publish Amnesia: The Dark Descent in Russia & Eastern Europe] Frictional Games, May 3, 2010 (Article by Jens Nilsson)</ref><ref>{{cite web|last=Chalk |first=Andy |url=http://www.escapistmagazine.com/news/view/107807-Amnesia-The-Dark-Descent-Coming-to-Retail |title=Amnesia: The Dark Descent Coming to Retail |publisher=The Escapist |date=2011-02-16 |accessdate=2011-03-25}}</ref><ref>{{cite web|last=Mitchell |first=Richard |url=http://www.joystiq.com/2011/02/16/amnesia-the-dark-descent-gets-put-in-a-retail-box/ |title=THQ places Amnesia: The Dark Descent in a retail box |publisher=Joystiq |date=2011-02-16 |accessdate=2011-03-25}}</ref> 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.<ref name="LGN-Article">{{cite web |url=http://linuxgamingnews.org/2011/05/17/amnesia-justine-now-available-to-everyone/ |first=Maxim |last=Bardin|title=Amnesia: Justine – Now Available To Everyone |date=2010-11-17 |publisher=Linux Gaming News|accessdate=2011-05-18}}</ref> In addition, the game's soundtrack is available for purchase and a free content expansion called "Justine" has been released as well as many [[fan-made]] expansions and stories for its unique "Custom Story" gamemode.<ref name="justine">[http://frictionalgames.blogspot.com/2011/04/amnesia-dark-descent-gets-free.html Amnesia: The Dark Descent gets a free expansion!] Frictional Games Blog, April 12, 2011</ref>',
25 => false,
26 => '== Gameplay ==',
27 => 'In a similar vein to the developer's previous games, ''Amnesia'' is an adventure game played from a [[first-person (video games)|first-person]] perspective. The game retains the physical object interaction used in the [[Penumbra (video game series)|''Penumbra'' series]], allowing for physics-based puzzles and interactions such as opening doors and fixing machinery.<ref name="eurogamerpreview"/> 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 whilst danger approaches from behind.',
28 => false,
29 => 'In addition to a health indicator, Daniel's [[sanity]] must be managed. 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.',
30 => false,
31 => '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.',
32 => false,
33 => '== Plot ==',
34 => '{{plot|date=March 2015}}',
35 => 'In late August 1839, Daniel, a young man from London, awakens in the dark halls of the [[Kingdom of Prussia|Prussian]] Brennenburg Castle with little to no memory about himself or his past.<ref name="game">[http://www.amnesiagame.com/#game Amnesia: The Dark Descent – Game Information] Frictional Games</ref> All he can remember is his name, that he lives in [[Mayfair]] and that something is hunting him.<ref>[http://www.tgdb.nl/computer/specials/8614-interview-frictional-games.html Interview With Frictional Games – Penumbra/Amnesia (Tgdb.nl)] Tgdb Entertainment, May 15, 2010</ref><ref>[http://news.bigdownload.com/2010/06/19/e3-2010-we-talk-with-frictional-games-about-amnesia-the-dark-d/ E3 2010: We talk with Frictional Games about Amnesia: The Dark Descent] Big Download, June 19, 2010</ref> Shortly after awakening, Daniel discovers a note written to himself, from which he learns that he has deliberately erased his own memory, and that he needs to descend into the Inner Sanctum of the castle to kill the [[Baron]], Alexander.',
36 => false,
37 => 'The exploration of the dark depths of the castle (following a trail of pink liquid that he seems to have left for himself) 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 unearthly presence that manifests itself as a corruption that is slowly covering the castle in fleshy, acidic growths, and bizarre monsters against which his only defense is to flee. These events are linked and pertain to why Daniel came to Brennenburg.',
38 => false,
39 => 'Daniel was once a part of an archaeological expedition to Africa, in an attempt to excavate a tomb called "The Tomb of [[Tin Hinan]]". He came across a mystical orb buried within the ruins of the ancient temple, and brought its broken pieces back to England where he successfully assembled them. Daniel started to seek information about the Orb's history from a geologist and a professor. However, he began to be plagued by nightmares, and several people who came across his path, and that of the Orb, died horribly at the hands of the "Shadow" that appears to follow his footsteps. Desperate and despairing, he received a strange letter from a Prussian baron named Alexander, who promised protection if Daniel would sojourn in his castle.',
40 => false,
41 => 'Daniel had no other choice but to flee to Brennenburg. As he arrived at the castle, he was greeted warmly by the baron, Alexander of Brennenburg and his servants, who appeared to be very pleased by Daniel's arrival. But the young man was unaware that the enigmatic deity had silently chased him to Brennenburg. Alexander knew this, and promised Daniel that they will banish the cosmic beast forever. Alexander told Daniel all he knew about the Orb's power. Daniel doesn't seem to be interested about the artifact's true nature and suggested that they should throw it away. Alexander advised against that as Daniel would still be a part of the Orb, and eventually be consumed by the Shadow. Having the Orb, he could still fight back. Daniel asked Alexander about the letter he sent to respond Daniel. Alexander simply said, things can be done, but at a price. Alexander showed various parts of the Brennenburg castle to Daniel, including the archives, a refinery, a prison where he kept the "criminals", a bottomless pit called the Chancel, and the Inner Sanctum itself, where they can permanently banish the Shadow.',
42 => false,
43 => 'During their visit in the Inner Sanctum, Alexander began to tamper with the Orb, thus enraging the Guardian, whose fleshy residue appears in the Sanctum. Alexander quickly covers the Orb and the Shadow disappears. He tells Daniel that they have very little time to banish the Shadow. They must quickly start the Warding Ritual before it's too late. However, Alexander's promise of salvation was a lie. He is actually an otherworldly life-form who has spent centuries in Brennenburg, attempting to open a "gate" back to his own world. To do this, he needs a substance called "vitae", which can only be harvested from the blood of agonized humans. He also needs a usable Orb. As such, Daniel is a boon to his efforts: Alexander employs him as his personal torturer, replacing his former servants who become the monsters Daniel flees from, and claiming that the vitae will fuel a ritual to banish the Shadow from Daniel's presence forever. Daniel initially embraces this role, particularly when Alexander tells him that the humans he is seizing are vile criminals. In order to produce enough vitae, Alexander and Daniel feed the prisoners they torture with an Amnesia potion, which makes them forget the method of their torture, and ensures that they will be just as terrified the second time around, without becoming accustomed or resigned to the pain ([[Damascus rose]] is alluded to as either one of the ingredients of the Amnesia potion, or as a flavoring that Daniel perhaps added to the mixture to disguise its taste). As the experiments continue, however, 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.',
44 => false,
45 => 'Alexander saw that the event had taken a toll in Daniel's mind. Taking the Orb with him, Alexander sealed himself in the Inner Sanctum, leaving Daniel to be brutally maimed by the cosmic guardian. Despondent over how far he has come, and furious at Alexander's trickery, Daniel chooses to drink the Amnesia potion himself so that he can atone for his sins without the burden of crippling emotional trauma, leaving but a note to his new self to murder Alexander. The new Daniel found the note his former-self left, telling him to kill Alexander, but also to escape the approaching Shadow as long as he can. Then he came across a lantern, which he carries with him. As he started to travel in the castle, he realized that his former-self's warning was right. This beast, the Guardian of The Orbs, follows his footsteps, as do the terrible monsters patrolling in the corridors of Brennenburg. 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 [[Heinrich Cornelius Agrippa]], an alchemist that Alexander has kept imprisoned in Brennenburg for centuries with the use of strange alchemy. Agrippa, who once studied Orbs with his student [[Johann Weyer]], explains the purpose of the Shadow: it protects the Orbs, slaying anyone who threatens to abuse their power. He mentions also that Weyer managed to travel to Alexander's world using the power of the Orb, and begs a favor: that Daniel separate Agrippa's head from his body with the help of a tonic that will ensure his head will remain alive, and then take it with him.',
46 => false,
47 => 'There are three possible outcomes to the confrontation with Alexander, depending on Daniel's actions at the Inner Sanctum: he can fail to prevent Alexander from returning to his home world and get killed by the Shadow and trapped in eternal darkness, though Alexander thanks him for his "sacrifice", and tells him that what he has done will not be forgotten and he will be celebrated forever; he can destroy the device creating the Gate, managing to escape with his life, and says that he was content to be leaving Brennenburg having redeemed himself and knowing that Alexander has paid the price for his sins; or he can follow Agrippa's advice and toss his head through the portal. If he does, Daniel is still killed by the Shadow along with Alexander. However, Daniel is saved when Agrippa finds Daniel, saying that he deserves so much more. He then calls upon Weyer to help him save Daniel, promising the latter that "it will be all right."',
48 => false,
49 => '== ''Amnesia: Justine'' downloadable content ==',
50 => false,
51 => '=== Plot ===',
52 => 'The player takes control of an unnamed female character, who awakens with amnesia in a dungeon cell, accompanied only by a phonograph. This phonograph contains a recording by a woman named Justine, who tells the player character that she is the subject of a psychological test. The player character is then allowed to escape, or die trying.',
53 => false,
54 => 'The player character is presented with several puzzles to solve. In each, she has the option of simply abandoning the puzzle and walking away, but doing so will cause an innocent victim contained within (a doctor, a priest and a policeman) to die. She is also stalked by the Suitors, three monstrous characters whom Justine (through additional phonographs) reveals to be her own former paramours, now twisted by physical and psychological torture. The player character may also collect notes scattered throughout the testing environs, which give additional background information on the Suitors and Justine herself.',
55 => false,
56 => 'The game's exact ending depends on how many puzzles the player has chosen to solve, and thus how many victims survived. However, all of them proceed along roughly the same lines: after surviving the puzzle sections, the nameless female discovers a phonograph dangling from the ceiling, which causes the walls of the chamber to begin moving inward as though to squash the protagonist. She passes out, but awakens unharmed and begins to congratulate herself. The protagonist is Justine, who staged the entire experiment to see if she still had any compassion for humanity within herself. Armed with her new-found knowledge, she moves forward into the ending sequence, in which any surviving victims thank her (not realizing she does not intend to free them now that her memory is restored) and, if all three were saved, Justine makes a declaration she herself is still alive, a reference to the videogame ''[[Portal (video game)|Portal]]''.',
57 => false,
58 => '== Development ==',
59 => 'Work began on the game while ''[[Penumbra: Requiem]]'' was still being developed, with the company working on both projects at the same time.<ref>[http://www.rockpapershotgun.com/2009/02/17/interview-frictional-games-on-penumbra-and-the-future/ Frictional Games On Penumbra And The Future] Rock, Paper Shotgun, February 17, 2009</ref> 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.<ref>{{cite web|url=http://www.bluesnews.com/cgi-bin/board.pl?action=viewstory&threadid=104320 |title=Amnesia: The Dark Descent Revealed |publisher=Blue's News |date=2009-11-14 |accessdate=2011-03-25}}</ref><ref>{{cite web|url=http://www.gamershell.com/news_87098.html |title=Amnesia: The Dark Descent Trailer |publisher=GamersHell |date=2009-11-13 |accessdate=2011-03-25}}</ref> 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]]''.<ref>[http://linuxgamingnews.org/2009/11/25/interview-with-frictional-games-amnesia/ Interview With Frictional Games – Amnesia] Linux Gaming News, November 25, 2009</ref>',
60 => false,
61 => 'On February 5, 2010 it was announced that the game had reached the alpha stage of development on all platforms.<ref>[http://www.linuxgames.com/archives/14762 Amnesia: The Dark Descent goes alpha] [[LinuxGames]], February 7, 2010</ref><ref>[http://frictionalgames.blogspot.com/2010/02/alpha-beginning-of-end.html Alpha – the beginning of the end!] Frictional Games Blog</ref><ref>[http://www.insidemacgames.com/news/story.php?ID=18584 Amnesia: The Dark Descent Reaches Alpha] Inside Mac Games, February 9, 2010</ref> 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.<ref>[http://linuxgamingnews.org/2010/02/19/amnesia-the-dark-descent-teaser-web-site-pre-order/ Amnesia: The Dark Descent – Teaser, Web Site & Pre-order] Linux Gaming News, February 19, 2010</ref><ref>[http://www.charged.co.za/2010/02/19/amnesia-the-dark-descent-teaser-web-site-and-pre-order Amnesia: The Dark Descent – Teaser, Web Site and Pre-Order] CHARGED, February 19, 2010</ref> This was later rescheduled, and the game was then expected to have a September 8, 2010 release.<ref>[http://www.frictionalgames.com/site/node/103 Disturbing details regarding the release of "Amnesia: The Dark Descent" revealed!] Frictional Games, June 22, 2010</ref> It was then later announced on August 27, 2010 that the game had officially gone [[Software release life cycle#Release|Gold]] and would soon be ready to sold.<ref>[http://linuxgamingnews.org/2010/08/29/amnesia-the-dark-descent-gone-gold/ Amnesia: The Dark Descent Gone Gold] Linux Gaming News, August 29, 2010 (Article by Maxim Bardin)</ref> 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.<ref>[http://www.linuxjournal.com/content/scary-new-horror-adventure-available-linux Scary New Horror Adventure Available for Linux] [[Linux Journal]], September 13, 2010 (Article by Susan Linton)</ref>',
62 => false,
63 => '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]].<ref>[http://www.frictionalgames.com/site/node/101 Insane Amnesia Discount!] Frictional Games, May 5, 2010</ref> The extra content was revealed to be commentary,<ref>[http://frictionalgames.blogspot.com/2010/05/2000-pre-orders-reached.html "some commentary for the release"] Frictional Games, May 11, 2010</ref> 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.<ref>[http://frictionalgames.blogspot.com/2010/05/2000-pre-orders-reached.html?showComment=1273579916104#c832591351368538635 "similar to the way HL2ep2 does it"] Frictional Games, May 11, 2010</ref> The authors cite "Soul Made Flesh" by [[Carl Zimmer]] and older horror movies such as ''[[The Haunting (1963 film)|The Haunting]]'' as being inspirations for the mood and style of the game.<ref>[http://gadgetophilia.com/thomas-grip-of-frictional-games-speaks-on-amnesia-the-dark-descent-with-gaeatimescom/ Thomas Grip of Frictional Games Speaks on Amnesia: The Dark Descent With GaeaTimes.com] Gadgetophilia; September 15, 2010</ref>',
64 => false,
65 => '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 (magazine)|The Escapist]]'', where he outlined in detail the process of the game's development, mostly focusing on its ever changing design and the financial problems that plagued the developers for most of the game's development.<ref>[http://www.escapistmagazine.com/articles/view/features/9011-The-Terrifying-Tale-of-Amnesia The Terrifying Tale of Amnesia] [[The Escapist (magazine)|The Escapist]]; July 12, 2011 (Article by Thomas Grip)</ref>',
66 => false,
67 => '===Audio===',
68 => '{{Infobox album',
69 => '| Name = Amnesia: The Dark Descent (Original Soundtrack)'
] |
Whether or not the change was made through a Tor exit node (tor_exit_node ) | 0 |
Unix timestamp of change (timestamp ) | 1428808622 |