Reviews from

in the past


presenta algunos bug molestos en pc, el juego en si no da miedo y fracasa enormemente en poner un ambiente terrorífico, la mecánica de los cerillos es horrible y frustrante. no volvería a rejugar este juego en un buen tiempo.
recomiendo probar.

Amnesia é o tipo de jogo que eu me pergunto por que não joguei ele no lançamento, procrastinei demais a ponto de deixá-lo na geladeira.

A maravilhosa Frictional Games faz jogos de survivor horror como nenhuma outra, e cada jogo tem sua particularidade que compensa o grande tempo até vir ao público.

So I don't really enjoy hide-and-seek horror games, but I digged the Algeria parts of the game. Otherworld, however, was a massive slog.

Left me pretty underwhelmed. After the first hours I was quite positive, I liked the desert setting, how the mystery gets established, and the exploration up until that point, the highlight being the fortress, in which the player is stuck in for a while. That place captured what made the first Amnesia great I think, a single vast location you have to make sense of, with a hostile presence lurking in the dark, keeping you on edge and a great sense of progression in exploring every nook and cranny. It also incorporates the strengths of past Frictional games, most important their unique physics based interaction with the environment and puzzles that make use of that.
After the fortress, though, the game kinda starts to stumble for me. The story gets convoluted and unfocused, which is not helped by the more and more disjointed levels/locations the player traverses through. The sense of exploration I got in the fortress section got lost on me, as well as the story, so the latter half felt more and more like a slog to play through. It also didn't help that the presence of monsters became too dominant, so they became less and less frightening and more of an annoyance.
The unique death mechanic, the game has, also allowed me to skip multiple sections of the game, which made a few challenging situations pointless and rather random. The goal of that and the more disjointed locations were probably to make the player feel lost and losing control, but that didn't really work for me, unfortunately, I just wasn't as immersed as I was in past Frictional titles.