

Or the way horror pushes us to consider other uncomfortable, but less expected questions like “‘What if you were trapped in a room like this?’” he says. To Grip, Horror provides “ways for us to deal with deeper questions that we have,” like how ghosts are misty answers to the mysterious afterlife. When I ask, he tells me he isn’t necessarily inspired by any specific piece of horror media, but instead by the “interesting questions” they make him think of. Instinct is partially what compels Grip to horror in the first place. Those sorts of simple setups are one of the key aspects to. That’s a Frictional-favourite type of “scariness where players do most of the work,” he says, but Bunker preys on instinct: “It’s dark. This no-frills scary is another way The Bunker diverges from past Frictional titles, particularly the 2015 sci-fi survival horror Soma, which has such a strange, underwater environment, Grip says, that “people were using all their brainpower” to decipher where they were. So horror gets set into The Bunker’s bones, aided by its simple but oppressive environment. A horror game is successful when dread is so inextricably linked to gameplay, Grip says, separating them would be as inconceivable as removing all guns from a shooter. “I like to make Horror with a capital ‘H’ instead of a horror game,” he continues. It’s very “hard to watch, but you can do it because it’s a horror movie.”
#Amnesia monster encounter movie#
” He brings up the 2005 David Slade movie Hard Candy, where a 14-year-old goads a sexual predator into suicide. “Horror, for me, is a safe space where you bring up really disturbing stuff, but it’s sort of ok to digest it in a way that would be. The Bunker operates with a psychological emphasis that Grip wishes more horror games had. Like the first Resident Evil, Grip says, where “you’re in the house, then you unlock new areas, but you always go back to the room that you started in,” in Bunker, you “start in the bunker, you end in the bunker.” In the game, you are French soldier Henri Clément, trapped in a stifling WWI bunker with only a revolver, a dying generator, and scattered crafting items to fend off the skulking monster always on the edge of attack. “Then Fredrik had the idea, ‘Well, let’s just make it one monster, a gun, World War I.’” “We felt like, releasing Rebirth, there was a lot of emphasis on just getting the story together, and we were interested in seeing ‘Can we do, like, a shorter, more focused project?’” Grip says. But its core counters the narrative focus of the last Amnesia game, Rebirth, released in 2020. Like other Frictional titles, The Bunker operates as a “first-person horror where you’re hunted by some sort of creature and you’re trying to not die,” Grip says. Oh, yeah! They’re doing this thing again!’” Grip says derisively. “How can it be a horrific, surreal experience when I go, ‘Oh, I know this character. It’s more concerned with establishing this malleable play experience than announcing itself as the fourth Amnesia game through hidden lore or narrative threads. The Bunker, planned to release May 23, will elevate its horror by making players feel like “the storyteller, living through instead of being the character in some pre-scripted scenario,” Frictional Games co-founder Thomas Grip told me over a video call. The upcoming fourth Amnesia game, Amnesia: The Bunker, keeps the series’ snake bite properties but aims to puncture deeper through its unpredictable, sandbox semi-open world.

Other modern horror games sometimes offer guns to tranquilize anxiety, like Resident Evil Village, or extraordinarily despicable monsters to make fear the obvious answer, like in Outlast, but Amnesia prefers to paralyse you slowly before you can really sense what’s happening.
#Amnesia monster encounter series#
Since 2007, when it released the first instalment of the sordid survival horror series Penumbra, and especially since 2010, when Amnesia: The Dark Descent reduced first-generation YouTube gamers to a puddle of tears, independent Swedish studio Frictional Games has been making incomparable horror games.
