Amnesia The Dark Descent Morgue

25.07.2019
  • Amnesia: The Dark Descent is a survival horror video game by Frictional Games, released in 2010 for Microsoft Windows, Mac OS X and Linux operating systems, in 2016 for the PlayStation 4 platform and in 2018 for the Xbox One.
  • In this episode, nothing makes sense as usually and we dislodge the stuck bridge to enter the morgue in our own special way. 15:19 Dislodge the bridge Amnesia: The Dark Descent Ep. 35 “TALLYHO!” Sharky's Neighborhood.
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Kills player in one hit. Appears in Prison South, Morgue, Sewer and Choir Main Hall. Lowered the water level in the cistern to reveal a new way out in Amnesia: The Dark Descent.

The following references may be useful when improving this article in the future:
  • http://frictionalgames.blogspot.dk/2010/10/one-month-after-amnesias-release.html

Untitled[edit]

The end of the plot section of the article says that once you reach the inner sanctum there are three possible endings. I assume the third one results from neither destroying the pillars nor using Agrippa's head with the portal (although the third ending could be if the player chooses to wait in the cell for the shadow to kill them), although the article does not describe what happens then. 74.183.255.204 (talk) 01:41, 12 January 2011 (UTC)

Sanity Mechanisms[edit]

As far as I recall, Daniel's sanity does not regenerate while he is near sources of light (e.g. candels,torches or his oil lamp). Instead, staying next to them only stopps it from decreasing as it would when he walks through dark areas.Furthermore, his sanity is not restored when Daniel loses his consciousness, as this will simply prompt a Game Over screen, just as if the player was killed by one of the monsters.Finally, solving a puzzle does not completly restore Daniel's sanity, but only partially. --129.70.167.219 (talk) 17:48, 28 November 2011 (UTC)

You are incorrect. Daniel's sanity does in fact regenerate while near a light source; it simply does so very slowly. Once again, sanity restored on puzzle completion varies depending on the puzzle. Larger puzzles may completely restore your sanity to 'crystal clear.'

And finally, passing out does not simply end the game. It's relative to whether a monster is near or not. It will, however, cause any nearby monsters to go into 'search mode' for Daniel. — Preceding unsigned comment added by 199.245.163.1 (talk) 15:48, 3 February 2012 (UTC)

Genre[edit]

Amnesia is not a survival horror game. Please stop reverting! 199.111.175.5 (talk) 21:16, 24 February 2011 (UTC)

I would love to see your sources stating otherwise. I on the other hand can give you many sources stating that it IS a survival horror game. On a side note, please sign in the next time you leave a message.JanderVK (talk) 09:28, 28 February 2011 (UTC)

I'd say it was an Adventure Survival Horror. It's got elements of both Survival Horror (Monsters, stealth etc.) and Adventure Horror (puzzles, athmosphere etc.) —Preceding unsigned comment added by 94.18.54.148 (talk) 19:13, 4 April 2011 (UTC)

Potato Pack[edit]

Don't know if it's worth noting under reception, where sales are documented, the fact that it was included in Steam's Potato Pack and the role it played in the release of Portal 2 Lynnae (talk) 17:50, 23 June 2011 (UTC)


System specs[edit]

The specs for the game are wrong. Please see Steam for full game specs. — Preceding unsigned comment added by 82.23.148.32 (talk) 17:58, 15 July 2011 (UTC)

Examination[edit]

Daniel had not attempted to examine or tamper with the Orb, but because of his panic, he sought the help and refuge of Alexander of Brennenburg.I'm pretty sure Daniel did examine the orb. Here's an extract from 'Daniel's Diary - Return (2/2)': I've taken it upon myself to piece the orb back together, but it's been more difficult than one might think. The pieces are behaving strangely, they seem to change colour, shape and texture, but ever so slightly. Yesterday I took careful measurements and notated any significant markings. --84.74.126.207 (talk) 12:27, 6 January 2012 (UTC)

Edit request on 19 April 2012[edit]

This edit request has been answered. Set the answered= or ans= parameter to no to reactivate your request.

Please change 'Alexander of Burgerking and Burger Nipples' back to it's original...'Alexander of Brennenburg' (not 100 percent on spelling.)

Sabel0099 (talk) 12:16, 19 April 2012 (UTC)

Already done Thanks, Celestra (talk) 14:50, 19 April 2012 (UTC)

Sales as of September 2012[edit]

The line in question: As of September 2012, the games sits at an estimated 1.4 million sales.

After reading the source, it shows that this is their 'optimistic' number of total sales. Their actual guess is roughly 920,000 units sold. Shouldn't this be the 'estimated' sales?

Quote from source: 'This gives us about 920 000 units in total, pessimistically speaking.'

Even then, it's hard to pin down this games' actual sales since it was part of a couple bundle packs, but wouldn't it be fair to at least take what they themselves consider to be the likely lower bound? Better yet, should we average the two and call it fair? — Preceding unsigned comment added by 68.187.250.187 (talk) 08:38, 8 January 2013 (UTC)

Cover Art[edit]

Why doesn't the article use the retail cover of the game? Most articles do that:http://www.giantbomb.com/amnesia-the-dark-descent/61-30087/all-images/52-412358/51sa_dqmkgl/51-1707269/— Preceding unsigned comment added by 71.190.188.238 (talk) 07:33, 18 January 2013 (UTC)

There's no guideline that I know of to use either. But the original and initial release of the game was online (Steam?), the retail version came months later, which gives bonus points to using the online cover. That, and in my opinion the online cover is simply better. Яehevkor 11:53, 18 January 2013 (UTC)

Agrippa not listed on characters[edit]

I think Agrippa should be listed on the characters section — Preceding unsigned comment added by 94.3.127.124 (talk) 11:01, 20 August 2013 (UTC)

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Retrieved from 'https://en.wikipedia.org/w/index.php?title=Talk:Amnesia:_The_Dark_Descent&oldid=860604507'
Amnesia: The Dark Descent
Developer(s)Frictional Games
Publisher(s)Frictional Games
Designer(s)
Programmer(s)
  • Thomas Grip
  • Luis A. Rodero Morales
Writer(s)
Composer(s)Mikko Tarmia
SeriesAmnesia
EngineHPL Engine 2
Platform(s)
Release
  • Linux, OS X, Windows
  • 8 September 2010
  • PlayStation 4
  • 22 November 2016
  • Xbox One
  • 28 September 2018
Genre(s)Survival horror
Mode(s)Single-player

Amnesia: The Dark Descent is a survival horror[1] video game by Frictional Games,[2] released in 2010 for Microsoft Windows, Mac OS X and Linux operating systems, in 2016 for the PlayStation 4 platform and in 2018 for the Xbox One. The game features a protagonist named Daniel exploring a dark and foreboding castle, while trying to maintain his sanity by avoiding monsters and other terrifying obstructions.[3] The game was critically well received, earning two awards from the Independent Games Festival and numerous positive reviews.[4]

Originally released independently via online distribution, the game has since been published in retail by 1C Company in Russia and Eastern Europe, as well as THQ in North America.[5][6][7] 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.[8] In addition, the game's soundtrack is available for purchase and a free content expansion Justine has been released, as well as many fan-made expansions and stories for its unique 'Custom Story' gamemode.[9] The Amnesia Collection – which contains The Dark Descent, its Amnesia: Justine expansion and the sequel, A Machine for Pigs – was released for PlayStation 4 on 22 November 2016, and for Xbox One on 28 September 2018.

  • 2Plot
  • 3Development

Gameplay[edit]

Daniel is chased by a Grunt, one of several monsters encountered in the castle.

In a similar vein to the developer Frictional Games' previous games, Amnesia is an adventure game played from a first-person perspective. The game retains the physical object interaction used in the Penumbra series, allowing for physics-based puzzles and interactions such as opening doors and fixing machinery.[3] Few in-game objects are operated by toggle; to open a door, for instance, the player must hold down a mouse button and then push (or pull) the mouse. This gives the player stealth, allowing them to peek out a barely-opened door or open it slowly to sneak away, but also adds to the player's sense of helplessness, as it is now entirely possible to attempt to push open a 'pull' door while danger approaches from behind.

In addition to a health indicator, Daniel's sanity must be managed, centered around an 'afraid of darkness' mechanic. According to designer Thomas Grip, 'the idea was basically that the darkness itself should be an enemy.'[10] Along with being in darkness too long, witnessing unsettling events, or staring at monsters will reduce Daniel's sanity, causing visual and auditory hallucinations and drawing the attention of monsters. Light sources help restore sanity, and if none are available, Daniel may use tinderboxes to ignite candles in wall sconces and candelabra, or deploy an oil-burning lantern found near the beginning of the game. However, the number of tinderboxes and the amount of oil available are both limited, and standing in a light source also makes the player more noticeable to monsters. The player must balance the amount of time Daniel spends in light and shadow. Sanity is fully restored once Daniel completes an objective or progresses the game's story. It may also be restored by staying in the shadows until Daniel passes out, but this leaves him extremely vulnerable to any nearby monsters.

If a monster spots Daniel, it will chase him until he's out of sight. If spotted, Daniel must flee, as Amnesia does not give the player access to weapons. Daniel must find hiding places or barricade doors with rocks, chairs and other obstacles; however, monsters are capable of tearing down doors in their path and kicking obstacles out of the way, and move extremely fast once they have spotted their prey. Players can also choose to hide Daniel in the shadows, at cost to sanity. Monsters who lose sight of Daniel will search for him for a time, but will eventually leave and vanish. Players can also choose, preferably while being chased, to pick up an object and throw it to the monster, temporarily stunning the monster for about two seconds and giving Daniel some extra distance.

Plot[edit]

In late August 1839, Daniel, a young man from London, awakens in the dark and empty halls of the Prussian Brennenburg Castle with little to no memory about himself or his past.[2] All he can remember is his name, that he lives in Mayfair and that something is hunting him.[11][12] He has a note written to himself, which informs him that he has deliberately erased his own memory and is being hunted by a 'shadow', and instructs him to descend into the Inner Sanctum of the castle in order to find and kill its baron, Alexander. As he makes his way through the castle, Daniel gradually learns both about its mysteries and about his own past, through notes and diaries he finds as well as through sudden flashbacks and visions. He also finds himself followed by an unearthly presence – the Shadow – manifesting itself through fleshy, acidic growths spreading through the castle, and encounters terrifying humans-turned-monsters known as 'gatherers' from whom he must hide or flee.

Throughout the game, Daniel collects his own diaries which reveal that in May, he had gone on an archaeological expedition with a professor Herbert, who sought to excavate the tomb of Tin Hinan, buried in the Algerian desert. Separated from his men in the tomb, Daniel discovered a mystical orb and felt it calling to him, entering into a trance when he held it. Afterwards, Herbert sent him back to London to recover and he brought the orb with him. Engrossed in its other-worldly quality, he consulted books and educated men about the orb's nature, finding that others have been known to exist, and wrote letters to people from Herbert's address book. He began to be plagued by nightmares, and found that Herbert's expedition has disappeared and the men he had recently consulted have suffered horrible deaths. Feeling desperate and hunted, he decided to accept the invitation of Alexander, who had replied to his letter by offering him protection at Brennenburg. After his arrival, the baron told him that he is being followed by the orb's 'shadow' or 'guardian', which will kill anything in its path to reclaim the orb, and that he should use the orb's power to fight back. Deep in the castle, he instructed Daniel in rituals supposedly serving to at least temporarily banish the Shadow, which included the killing and torture of imprisoned people, supposedly criminals. When they kidnapped the children of a farmer for what Alexander said would be the final banishment ritual, and Daniel killed one of the girls as she attempted to flee, he lost faith in Alexander, who left him for dead and descended into the Inner Sanctum alone with the orb. Broken, he decided to kill Alexander in revenge for making him a monster. He wiped his memory with an 'amnesia' potion, thus setting up the events of the start of the game.

It is revealed that Alexander is not human, but rather a being from another dimension who arrived on Earth several centuries ago, establishing himself in Brennenburg under the guise of a baron and constantly prolonging his life with 'vitae', a substance harvested from tortured humans, whom he has been hunting for this purpose. He has been seeking a way to use an orb to return to his dimension, and now needs to do this as soon as possible since he fears that other nobles no longer trust him. As Daniel nears the Inner Sanctum, he encounters Heinrich Cornelius Agrippa, a man who had once studied the orbs with his student Johann Weyer and has since been kept alive and imprisoned by Alexander. He tells Daniel that Weyer has been able to harness the power of the orbs to travel between dimensions, which Alexander is preparing to do right now, and instructs him in finding the pieces of what used to be his own orb, which is needed to breach the Inner Sanctum. Agrippa also asks Daniel to take with him his head, which can be severed alive using a tonic invented by Weyer, and throw it into the inter-dimensional portal after Alexander opens it. Once Daniel enters the Inner Sanctum, there are three possible endings: he can let Alexander succeed, then be killed by the Shadow and descend into darkness, while Alexander tells him his sacrifice will be forever celebrated; he can prevent the portal from opening, then leave the castle content with his redemption after the Shadow kills only Alexander; or he can throw Agrippa's head into the portal, which leaves the Shadow to kill both Alexander and Daniel, though Agrippa promises to save Daniel from descending into darkness, calling upon Weyer to help him.

Amnesia: Justine downloadable content[edit]

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 none were saved, the Suitors, trapped, shout threats upon her; it is also possible to change Justine's final lines if a hidden document is found in the Library. Then she goes upstairs back to her house to prepare herself to attend her guests for an imminent party.

Development[edit]

Work began on the game while Penumbra: Requiem was still being developed, with the company working on both projects at the same time.[13] The game was first known under two working titles: Unknown and Lux Tenebras. It was not until 13 November 2009 that it was announced as its current title, Amnesia, with the release of the game's website and a game trailer.[14][15] 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.[16]

On 5 February 2010 it was announced that the game had reached the alpha stage of development on all platforms.[17][18][19] 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.[20][21] This was later rescheduled, and the game was then expected to have an 8 September 2010 release.[22] It was then later announced on 27 August 2010 that the game had officially gone Gold and would soon be ready for sale.[23] On 3 September, the games demo was released containing selected parts of the gameplay and story. It was then successfully released on 8 September 2010.[24]

If the game reached 2000 pre-orders by 31 May 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 31 May. This was done due to the success of Penumbra: Overture as a part of the first Humble Indie Bundle.[25] The extra content was revealed to be commentary,[26] and they explained in the comments section of the same page that its intended function was similar to that of Valve Corporation's commentary system that began in the Half-Life 2 series.[27] The authors cite 'Soul Made Flesh' by Carl Zimmer and older horror movies such as The Haunting as being inspirations for the mood and style of the game.[28] Other critics have drawn parallels between the game's story and the writings of H. P. Lovecraft.[29]

Thomas Grip, one of the games main developers, would later write up a post-mortem of the game titled 'The Terrifying Tale of Amnesia' for The Escapist, where he outlined in detail the process of the 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.[10]

Amnesia The Dark Descent Monsters

Amnesia the dark descent how to get to the morgue

A PlayStation 4 version – Amnesia Collection – was released on 22 November 2016 via PlayStation Network; this title includes The Dark Descent, its expansion Amnesia: Justine, and the sequel Amnesia: A Machine for Pigs.[30]

Just two days after its release on PS4 Frictional Games posted a tweet stating that the port managed to recoup all costs and 'more'.[31]

Audio[edit]

Amnesia: The Dark Descent (Original Soundtrack)
Soundtrack album by
Mikko Tarmia
Released17 May 2011
GenreVideo game soundtrack
Length34:41
LabelThe Sound of Fiction

The game's music was composed by Mikko Tarmia and released for download on 17 May 2011. Some unused music can be heard in the soundtrack, but not in-game.

Amnesia The Dark Descent Soundtrack track list
No.TitleLength
1.'Menu Theme'1:16
2.'Darkness'1:16
3.'Lux Tenebras'3:22
4.'Grand Hall'1:27
5.'Ending: Alexander'1:53
6.'Next To The Guardian'1:49
7.'Theme For Unknown'3:04
8.'Dark Water'1:17
9.'Daniel's Room'1:08
10.'Grunt's Appearance'1:14
11.'Back Hall'1:22
12.'Ending: Agrippa'1:56
13.'Suitor Attacks'1:15
14.'Basement Storage'2:12
15.'Brennenburg Theme'3:13
16.'Hub'1:33
17.'Ending: Alexander' (alternative version)2:13
18.'Bridges'1:06
19.'The End'2:05
Total length:34:41

Downloadable content[edit]

On 12 April 2011 Frictional Games released an extra free level for owners of the Steam version of Amnesia. This additional campaign is set apart from Brennenburg Castle. Justine was released on Steam as a way to promote the upcoming release of Portal 2, as getting 100% on the campaign (all of the collectables, all of the analysis and making correct choices) unlocks a message from fictional company Aperture Science. The content was made available for all of the games supported platforms and versions as part of the Amnesia v1.2 update on 17 May 2011.[8]

It is possible to create custom stories for Amnesia that can then be loaded in the game.[32] Various tools for the HPL Engine 2 have been released that allow the creation of own levels, models, particle effects and materials, using an interface similar to Valve's Hammer Editing Software.[33] Game logic can be implemented using the AngelScript scripting language.[34][35][36] A prominent example of a custom story is Penumbra: Necrologue, a fan-made sequel to Frictional's earlier Penumbra series.

Reception[edit]

Reception
Aggregate scores
AggregatorScore
GameRankingsPC: 86%[37]
MetacriticPC: 85/100[38]
PS4: 78/100[39]
XONE: 79/100[40]
Review scores
PublicationScore
Adventure Gamers[41]
Eurogamer8/10[42]
Game Informer9.25/10[43]
IGN8.5/10[44]
PC Gamer (UK)88%[45]
Igromania8/10[46]

Amnesia: The Dark Descent has received critical acclaim with consistent praise given for the ominous atmosphere and horror elements: 'By strongly focusing on vision and hearing, the distance between player and game is radically diminished. This is technically reinforced by the game’s minimal handling.'[47]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.'[48] 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'.[citation needed]

Frictional Games did show some trepidation over the game's initial sales after the first week,[49] but were encouraged by continued sales throughout the first month after the game's release, with Frictional recouping all the expenses from creating Amnesia by early October 2010.[50] By the beginning of January 2011 the developer reported that nearly 200,000 units had been sold, declaring in response that 'With these figures at hand, we must confess that it gives us new confidence for the PC.'[51] The game kept gaining sales and in July 2011 it had sold almost 350,000 units.[52] At the 2011 Independent Games FestivalAmnesia won awards for both 'Excellence in Audio' and 'Technical Excellence' along with the 'Direct2Drive Vision Award' which included a $10,000 prize.[4]

A year after the original release of Amnesia, the developers revealed that they had sold around 391,102 units and were continuing to sell about 6000 units per month. They also released details about how much money each platform generated for them by analyzing the sales from their online store, with 70% of sales coming from Windows users and 15% coming from users of Linux and another 15% coming from users of Mac OS X. Frictional did however note that their store was the only place anyone could purchase the Linux version of the game, whereas the Mac OS X and Windows versions could be purchased from other sources, meaning that the total percentage of Linux sales is actually considerably smaller compared to other platforms taken collectively. Observing that their own Mac OS X sales did not go down from their own store even as services like Steam picked up the game for that platform, meaning that it did not steal customers from their store but instead opened up a new market, they decided this makes a good incentive for other stores to support Linux as well.[53] As of September 2012, the game sits at an estimated 1.4 million sales.[54]

In 2011, Adventure Gamers named Amnesia the 34th-best adventure game ever released.[55] In 2015, Kotaku originally ranked Amnesia as the 2nd best horror game of all time, beaten only by P.T., but moved it to 1st after P.T. was removed by Konami.[56] In 2017, GamesRadar+ ranked Amnesia as the 3rd best horror game of all time, although in a revised list in 2018, moved the game down to 13th place.[57] In 2018, The A.V. Club ranked Amnesia as the 7th greatest horror game of all time in a list of 35.[58]

Sequel[edit]

An indirect sequel called Amnesia: A Machine for Pigs was released on 10 September 2013,[59] developed by The Chinese Room and published by Frictional Games. A Machine for Pigs is an indirect sequel to The Dark Descent, that while set in the same universe, takes place in an alternate history with different characters.[60]

References[edit]

  1. ^'Amnesia: The Dark Descent for PC'. GameRankings. Retrieved 5 February 2012. Age rating = Pegi 16, M for mature
  2. ^ abAmnesia: The Dark Descent – Game Information Frictional Games
  3. ^ abAmnesia: The Dark Descent – PC Hands OnEurogamer, 25 July 2010.
  4. ^ ab. Indie Rock: 2011 IGF Winners Announced Rock, Paper, Shotgun, 3 March 2011
  5. ^1C-SoftClub/Snowball to publish Amnesia: The Dark Descent in Russia & Eastern Europe Frictional Games, 3 May 2010 (Article by Jens Nilsson)
  6. ^Chalk, Andy (16 February 2011). 'Amnesia: The Dark Descent Coming to Retail'. The Escapist. Retrieved 25 March 2011.
  7. ^Mitchell, Richard (16 February 2011). 'THQ places Amnesia: The Dark Descent in a retail box'. Joystiq. Archived from the original on 21 February 2011. Retrieved 25 March 2011.
  8. ^ abBardin, Maxim (17 November 2010). 'Amnesia: Justine – Now Available To Everyone'. Linux Gaming News. Retrieved 18 May 2011.
  9. ^Amnesia: The Dark Descent gets a free expansion! Frictional Games Blog, 12 April 2011.
  10. ^ abThe Terrifying Tale of AmnesiaThe Escapist; 12 July 2011 (Article by Thomas Grip)
  11. ^Interview With Frictional Games – Penumbra/Amnesia (Tgdb.nl)Archived 20 May 2010 at the Wayback Machine Tgdb Entertainment, 15 May 2010
  12. ^E3 2010: We talk with Frictional Games about Amnesia: The Dark Descent Big Download, 19 June 2010
  13. ^Frictional Games On Penumbra And The Future Rock, Paper Shotgun, 17 February 2009
  14. ^'Amnesia: The Dark Descent Revealed'. Blue's News. 14 November 2009. Retrieved 25 March 2011.
  15. ^'Amnesia: The Dark Descent Trailer'. GamersHell. 13 November 2009. Retrieved 25 March 2011.
  16. ^Interview With Frictional Games – Amnesia Linux Gaming News, 25 November 2009
  17. ^Amnesia: The Dark Descent goes alphaArchived 11 February 2010 at the Wayback MachineLinuxGames, 7 February 2010
  18. ^Alpha – the beginning of the end! Frictional Games Blog
  19. ^Amnesia: The Dark Descent Reaches Alpha Inside Mac Games, 9 February 2010
  20. ^Amnesia: The Dark Descent – Teaser, Web Site & Pre-order Linux Gaming News, 19 February 2010
  21. ^Amnesia: The Dark Descent – Teaser, Web Site and Pre-Order CHARGED, 19 February 2010
  22. ^Disturbing details regarding the release of 'Amnesia: The Dark Descent' revealed! Frictional Games, 22 June 2010
  23. ^Amnesia: The Dark Descent Gone Gold Linux Gaming News, 29 August 2010 (Article by Maxim Bardin)
  24. ^Scary New Horror Adventure Available for LinuxLinux Journal, 13 September 2010 (Article by Susan Linton)
  25. ^Insane Amnesia Discount! Frictional Games, 5 May 2010
  26. ^'some commentary for the release' Frictional Games, 11 May 2010
  27. ^'similar to the way HL2ep2 does it' Frictional Games, 11 May 2010
  28. ^Thomas Grip of Frictional Games Speaks on Amnesia: The Dark Descent With GaeaTimes.com Gadgetophilia; 15 September 2010
  29. ^Condon, Niall (24 October 2018). 'How 'Amnesia: The Dark Descent' Is STILL The Greatest Lovecraftian Horror Game'. Bloody Disgusting. Retrieved 3 December 2018.
  30. ^Nunneley, Stephany (19 October 2016). 'Amnesia Collection heads to PS4 in November'. VG247. Retrieved 19 October 2016.
  31. ^Treese, Tyler (24 November 2016). 'Amnesia Collection Already Turning a Profit For Frictional Games'. Retrieved 26 November 2016.
  32. ^In The Games Of Madness: Editors are out! Frictional Games
  33. ^Tools – HPL2 DocumentationArchived 18 September 2010 at the Wayback Machine Frictional Games
  34. ^'Addons - Amnesia: The Dark Descent'. Mod DB.
  35. ^'Mods - Amnesia: The Dark Descent'. Mod DB.
  36. ^Finished Custom Stories for Download Frictional Games Forum
  37. ^'Amnesia: The Dark Descent for PC'. GameRankings. CBS Interactive. Retrieved 15 August 2018.
  38. ^'Amnesia: The Dark Descent for PC Reviews'. Metacritic. CBS Interactive. Archived from the original on 30 August 2010. Retrieved 23 July 2010.
  39. ^'Amnesia Collection for PlayStation 4 Reviews'. Metacritic. CBS Interactive. Retrieved 15 August 2018.
  40. ^'Amnesia Collection for Xbox One Reviews'. Metacritic. CBS Interactive. Retrieved 15 August 2018.
  41. ^Berens, Nathaniel (8 September 2010). 'review: Amnesia: The Dark Descent'. Adventure Gamers. Archived from the original on 11 September 2010. Retrieved 9 September 2010.
  42. ^Smith, Quintin (7 September 2010). 'Amnesia: The Dark Descent PC Review'. Eurogamer. Archived from the original on 9 September 2010. Retrieved 7 September 2010.
  43. ^Biessener, Adam (8 September 2010). 'Horror Done Right'. Game Informer. Archived from the original on 11 September 2010. Retrieved 9 September 2010.
  44. ^Onyett, Charles (3 September 2010). 'Amnesia: The Dark Descent Review'. IGN. Archived from the original on 6 September 2010. Retrieved 7 September 2010.
  45. ^Bickham, Al (6 September 2010). 'Amnesia: The Dark Descent review'. PC Gamer Magazine. Archived from the original on 8 September 2010. Retrieved 8 September 2010.
  46. ^Smith, Quintin (7 September 2010). 'Amnesia: The Dark Descent PC Review'. Igromania. Archived from the original on 29 September 2010. Retrieved 7 September 2010.
  47. ^Tom Reiss (2015). 'The only thing we have to fear is fear itself. Horror as a semiotic medium in Amnesia: The Dark Descent' MueSem - Muenchner Semiotik 2015
  48. ^Wot I Think: Amnesia – The Dark Descent Rock, Paper, Shotgun, 7 September 2010 (Article by John Walker)
  49. ^One week after the release of Amnesia Frictional Games Blog, 15 September 2010
  50. ^One Month after Amnesia's release Frictional Games Blog, 8 October 2010
  51. ^Four months after Amnesia's release Frictional Games Blog, 7 January 2011
  52. ^The Terrifying Tale of Amnesia The Escapist, 12 July 2011. Retrieved 30 July 2011
  53. ^Amnesia – One year later Frictional Games Blog, 9 September 2011
  54. ^'Amnesia, two years later'.
  55. ^AG Staff (30 December 2011). 'Top 100 All-Time Adventure Games'. Adventure Gamers. Archived from the original on 4 June 2012. Retrieved 16 October 2018.
  56. ^Patrick Klepek (13 February 2015). 'The 10 Best Horror Games'. Kotaku. Archived from the original on 26 May 2015. Retrieved 12 January 2018.
  57. ^'The 20 best horror games of all time'. Social Blade. GamesRadar Staff. Archived from the original on 10 October 2017. Retrieved 29 January 2018.
  58. ^'The 35 greatest horror games of all time'. The AV Club. Retrieved 12 January 2019.
  59. ^Hilliard, Kyle (16 August 2013). 'Amnesia: A Machine For Pigs Coming Next Month'. Game Informer. Retrieved 27 August 2013.
  60. ^de Matos, Xav. 'Amnesia: A Machine for Pigs is the next title from Frictional Games and Dear Esther dev'. Joystiq. Archived from the original on 20 June 2012. Retrieved 22 February 2012.

Amnesia The Dark Descent Alexander

External links[edit]

  • Amnesia: The Dark Descent at MobyGames

Amnesia The Dark Descent Trailer

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