![]() ![]() Frictional Games, by telling a simple lie, plants a seed in players' heads that can grow into a massive concern, directly influencing their play styles. Knowing all of this, it's clear that much of the tension, fear, and horror that players may feel while playing this game is effectively just human psychology at play. Of course, players aren't aware of this fact, and so many will try to devise a strategy for keeping their sanity up - when in fact, the entire problem is nonexistent and won't affect their gameplay in any significant way. Unless one is brave enough to play on Hard mode - the antithesis of Amnesia: Rebirth's Adventure Mode - everyone will have a near identical experience in Amnesia: The Dark Descent. On the other hand, if players still wish to take things a bit slower, they may be more prone to hallucinating.īut Grip describes that no matter what a player's approach is, the game will more or less keep them in the same spot, sanity-wise. Upon realizing this, some may try to move through the game as quickly as possible, which leaves them more susceptible to the game's various scares. The game, just like Amnesia: Rebirth, can feel long when the player reaches the late-game, and lantern oil starts to become incredibly scarce players must conserve their usage of this resource efficiently if they wish to stay out of the dark. To aid them in this struggle, Amnesia: The Dark Descent provides them with a couple of tools: Tinderboxes, which can be used to light stationary flames such as candles, and a lantern that acts as a portable, refillable source of light. Related: How to Get Every Ending in Amnesia: Rebirth The player, throughout much of their experience, will be forced to explore in the dark. Being a horror game, though, it's simply not possible to always be in the light. ![]() Of course, to avoid this, many players try to stick to well-lit areas of the map in an attempt to preserve their sanity. Since Daniel canonically has nyctophobia (a heightened fear of the dark), standing in a dark room will cause his sanity to drop. ![]() The sanity meter accomplishes its secret goal quite well, arguably shaping the way in which many players have attempted - and will attempt - to progress through Amnesia: The Dark Descent, which was a fitting Xbox Game Pass horror title for Halloween 2022. Its sole purpose is to instill a heightened sense of urgency and tension. As Grip explains, " there is no fail state." Although this was experimented with in the early development of the game, the player won't die, or even lose health, if their sanity falls to zero. The most that can happen is that Daniel will pass out for a brief moment, collapsing to the ground - but he will get right back up with a slight increase in sanity. In fact, there is no situation in which a low sanity status can significantly hurt the player. Unlike the co-op horror game Phasmophobia, the player's sanity has no real repercussion on gameplay, including whether the monster will be able to locate them or not. However, according to Grip, this is an outright - yet purposeful - lie. This may influence them not only to be more afraid of the monster, but it also implies that losing sanity is dangerous. Obviously, this is a less-than-ideal outcome, as the player likely wishes to avoid any sort of interaction with the unfamiliar, yet clearly threatening enemy. In Amnesia: The Dark Descent, a pop-up tip warns the player not to look at the monster for too long, as it will cause Daniel to lose sanity, and thus cause it to find the player. Although the franchise is known for its disturbing enemies - and it's a large focus in one of its scariest titles to play, Amnesia: Rebirth - most people won't get a good look at them in-game due to the sanity loss mechanic. Additionally, in the beginning of the game, a deceiving hint appears when the player first encounters one of the grotesque, flesh-mangled monsters. ![]()
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