![]() ![]() Vague spoilers ahead for those who haven't played. I'm excited to try this because it might just improve the game significantly, simply by focusing on the fact that fear does not need to be followed by violence and death. I immediately returned to the safe room and locked the door behind me.What if you could talk to the monsters? The Wuss Mode: Monsters Won't Attack mod for SOMA doesn't quite allow you to hold conversations with the denizens of Frictional's latest creation but it does prevent them from chasing you around the place until you die. While checking the rooms, I could find some precious fuel for the generator and cloth to craft healing items, but just as I was about to descend further, the lights in the halls began to dim, and the growing roars of the beast filled the halls. Outside of the safe room in the administration office, which has the storage container and the bunker's generator, some tunnels led deeper into the bunker. Both key items were in different areas of the bunker, requiring some maneuvering to get to. It's all very Amnesia in how it carefully and deliberately gets you to interact with the world, which adds to the tension.ĭuring my first hour, I had to find some explosives and a detonator to blow open a collapsed exit. For instance, using your revolver will require careful aim, and to check your ammo, you'll need to unfasten the ammo cylinder to count how many bullets you have. However, as with Amnesia, you're much better off avoiding conflict and laying low. Along with a gun, Henri can also use grenades, flares, and other makeshift instruments to defend himself. Henri, who you'll learn more about from the game's many diary entries and bits of storytelling, is a soldier and more capable of survival than other protagonists from the series. Compared to previous entries, this sequel is closer in the vein of classic Resident Evil but with that deliberate and steadfast pace that Amnesia is known for. What I found truly unique and intriguing about The Bunker is that it moves the moody aesthetic of the Amnesia series to a more traditional survival horror experience. In an added twist, the placement of collectible items like bullets and fuel, are also randomly placed around the environment to ensure you will stay comfortable within the base. As Henri, you'll need to collect resources and ammo to survive in the base, all while keeping the bunker's power on. This is to give way for the new world design, which features a less guided and semi-open setting to explore. Everything is a bit of a challenge, and we even put a custom mode for you to tune the game how you want, so we put a lot of effort into replayability for this one."Īfter the more cinematic and plot-heavy Amnesia: Rebirth, The Bunker feels more like a back-to-basics approach with a more streamlined narrative. Even up until the ending of the game, there is really not that many strictly narrative-driven walking moments, and I'm super happy we managed to do that. Even in the early stages of design, we talked about how everything in this game should be fun to play a second time. "However, it's more about the player story. "It's a game where the gameplay is definitely in the center, and the story has a bit of a backseat," said Olsson. Planning an escape, he procures resources and uncovers the creepy experiments that have occurred in the facility, including an encounter with a monster known as "The Beast," which lurks throughout the bunker while avoiding the light.Īccording to game director Fredrik Olsson, he stated that he wants The Bunker to be a game that you'll want to play multiple times over, with each run leading to different moments in the "player story." Playing as the French soldier Henri Clement caught in the trenches during a grueling battle, he finds himself in a seemingly abandoned bunker's infirmary, with little memory of what occurred since the conflict. Amnesia: The Bunker takes place during the height of World War 1.
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