Friday, November 1, 2013

Amnesia Demo Is Out!

Lastly, you can get a tiny taste of the Amnesia: The Dark Descent! We have just place up a demo of the game, that will guide you by way of a couple of of the earlier levels in the game. To get it simply go right here:

The demo is available for Windows, Mac and Linux. Verify the website for program specifications and other helpful information.

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Now although you are downloading I would like to talk about some of the thoughts that when into this demo. Producing demos for adventure games is tough, and much more so for horror ones, exactly where construct-up and foreshadowing is so essential. In a a lot more action oriented game, the goal is simply to show of the game's major mechanics (shooting, matching blocks, and so on). Even so, in an adventure game, there is no such mechanic and it is the more holistic parts, like story, mood, and so on, that shapes the knowledge.

There are other troubles apart from showing off the game in the best feasible way. It is also critical to not have as well many spoilers, so when starting the full game the player should not know too a lot. There is of course also the sale angle, you want people to be eager to buy right after playing the demo.

It was clear at when that we needed to commence from the starting of the game. The opening is critical for understanding the game's story and placing the player in the proper mood. The problem is that our opening is fairly lengthy. Amnesia is not really action filled from the start and slowly builds up the mood. We felt that it needed to be shorter in the demo, so player could get a grasp of the game quicker. To repair this, we remade the very first level a bit, so crucial products and data are identified a bit earlier. This shortens the knowledge, but contains the essence.

Then it was the difficulty of what to show subsequent. We wanted the demo to contain creature encounters, but as these are also slowly built up in the complete game, they did not fit the demo. So soon after completing the initial level, the player is transported about two hours into the game, where far more stuff happens. It was then achievable to let the demo go on from there and then finish with a little cliffhanger. This also worked properly from a spoiler viewpoint as the maps are far more about atmosphere and most events have already been shown in videos.

To further give the demo a very good feel of the full game, we created the sanity mechanic be a bit a lot more aggressive. This implies that if will be less difficult to reach an insane state of mind than throughout regular play. The fear of going insane is a crucial element, so we felt we had to show it off somehow.

I believe the demo represent the complete game pretty well and includes most of its major characteristics. Nevertheless, it is still in some sense a hacked-up version of the "true thing" and misses a lot of the atmospheric build-up. There is also no time to show of up any of the story either (except for the initial setup), and we only focused on atmosphere for the demo. I guess this is just the way it is with demos and the same genuinely goes for trailers and any sort of promotional material. The great issue is that if you enjoyed the demo you ought to like the full game even a lot more!

Hope you all appreciate this vertical slice of nightmare! Only a couple of days left till the true beast is unleashed!

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