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We’re very proud to have it in the collection. The result is something that takes a slightly different direction from the first game, putting the themes of human evil from The Dark Descent into a global perspective with very disturbing results. Our initial expectation was just a short one or two hour game, but their ambitions went far beyond that, and in the end it turned into a full-featured release. We asked The Chinese Room to make this game because we loved the stuff they’d done in the past (especially an obscure horror game called Korsakovia) and were curious to see what they’d do with the Amnesia universe. One of them is Amnesia: A Machine For Pigs, which was developed by The Chinese Room (Everybody’s Gone To The Rapture). We’ll be including two other games in the package as well. Amnesia is coming to PS4.Īnd we won’t just be releasing Amnesia: The Dark Descent alone. Over the years, we’ve been close to making it happen, but deals either fell through or we simply didn’t have time for it. However, we never brought Amnesia to consoles.
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The amount of attention we got was truly astounding, and really gratifying for a small company. For a couple of months, we saw something Amnesia-related on the front page of Reddit just about every week. Thanks to word of mouth, and the timely expansion of the community of Let’s Players, the buzz around the game just kept growing. We had a pretty good reception right from the start, many calling it one of the scariest games ever. Just over a year later, Amnesia: The Dark Descent was ready to be unleashed upon the world. We did our utmost to place the player in a hostile and oppressive world. For example, we emphasized vulnerability by removing the ability to fight back, and we gave the protagonist a phobia of the most common aspect of the game: darkness. Using all we learned from our previous games, we tried to come up with the most terror-filled design imaginable. We took the assets, gameplay, and story we already had and scrapped everything that didn’t help us achieve that goal. Now we had a clear aim: to scare the player senseless. Our goal became to make the most frightening game we possibly could.
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It seemed that we knew how to scare people - and more importantly, it was something people wanted more of. But the recent sale had almost doubled our fan base, and everyone praised the horror aspects of our past titles. The trouble was that our work-in-progress game just wasn’t very good. We worked out that if everyone cut their salaries in half, we could go on for another 12 months - enough time to finish a game.
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Our older games - the Penumbra series - went on sale, and against all expectations we got an injection of cash.