Playthroughs I've seen range from 2.5 hours to around 5 hours. I finished it in about 5 hours, but I also checked every nook and cranny for lore items and messed around with the monster to see how it works.
"I think Call of Duty resonates because it's believable and relatable," Sledgehammer Games cofounder Michael Condrey says.
Believable and relatable...Yep, sounds like Call of Duty
i played for like half an hour and i see why its so short. u have a room that serves as a central hub, then like 5 not so big areas around it, u only save in the main room and do stuff around it so u can eventualy escape the bunker..
if this is all there is then in the past u could have called this like an episode mod for their past games..
Timers? Yeah, no. Not for me either. I hate being pressured into keeping up the pace. I take things my own pace or not at all. Guess not at all this time.
^ Yeah I know, pal, don't worry, you usually don't see many things...
Timer 1:
The purpose of the game is to escape. Just hurry and get out. A monster is on your footsteps and you must GTFO, and do it ASAP. No point in exploring, understanding WTF happened, just HURRY and GTFO NAO!11
Timer 2:
Lantern has a timer, after some seconds it expires and need to recharge it.
Timer 3:
All lights have a timer (4-5 minutes?), need to refuel the generator to keep the lights in bunker on. Lights are off? Tough! Boogeyman is coming.
Timer 4:
The damn stopwatch that you got in your pocket, telling you to HURRY in everything you do.
_
Yeah... NO. Not for me this game is.
Not bashing, though! Some people might like this kind of thing! And it's okay. But I've plenty of timers in my life, don't need them in games...
saw in review that you can hide under smth and main monster wont find you ever, instead like in alien isolation it can learn that you are there, lol wtf
finished, around 3h, kinda short but was great, was a cool concept, could definitely be a really great horror movie, the lone atmosphere was intense, gave me the descent vibes
Pretty disappointing. This fuel bullshit ruins the whole game. Need to run around the whole bunker with fuel and if the bunker runs out you gotta rely on your 10 second flashlight which is noisy as fuck to charge. Dead due to it was impossible to hear where the monster was so i run straight into it, after 15 minutes of doing this and that. Nope.jpg
Well, once you know that the monster, or "stalker" only gets triggered in a certain way, and that the holes smoking, rumbling, sounding like it's right about to pop... ultimately all that is just cosmetic.
It banks on you cowering and wasting time being a bitch. There's little behind it in terms of gameplay, actually.
Follow and "game" the triggers, and the whole game is basically a longer version of a Doom level, just now without enemies:
-Run towards keycard A at the end of zone X, it opens the door to zone Y
-Run towards keycard B at the end of zone Y, it opens the door to zone Z
-You're at the end of zone Z. You are Winrar.
Since the single constant threat can be easily bypassed/tricked once you know where everything is (the RNG codes are easily accessed), it's just a short walk/run sim.
In case anyone is interested, it is possible to tweak the duration of the dynamo flashlight or the generator (or both) in order to make them less artificially finicky:
Quote:
1) Start a new game first (otherwise the game throws an error)
2) Then go to:
Amnesia The Bunker\script\custom\props
Open Prop_DynamoLantern.hps
Search for "const float gfDynamoLantern_ChargeDecreaseRate = (1.f / 40.f)" and increase 40 to whichever value you like (you can double it, triple it or even make it infinite with a high number)
and/or
Amnesia The Bunker\script\custom\modules
Open GeneratorModule.hps
Search for "const float gfGenerator_RunTimePerFuelUnit = 60.f * 3.5f;" (it's the one for the Normal difficulty, change the others if you've picked Easy or Hard) and again, increase 3.5 to whichever value you like
I just finished getting chased by the perpetually irascible derp beast on Normal with custom values, and although it was short and limited in scope, I found it immersive and pretty damn intense at times. The basic idea behind the gameplay loop and its focus on unscripted environmental experimentation makes for a better formula than the excessively melodramatic Rebirth or the painfully mediocre A Machine for Pigs visual carousel made by The Chinese Room hacks. The Dark Descent is still the most engaging and full-fledged Amnesia game, the one with the best balance between intriguing storytelling and actual gameplay. Nothing will ever get close to the greatness of SOMA though, that's destined to remain Frictional's ultimate masterpiece in my book unless they engineer a Quantized procedure that can catch lightning in a bottle twice.
In case anyone is interested, it is possible to tweak the duration of the dynamo flashlight or the generator (or both) in order to make them less artificially finicky:
Quote:
1) Start a new game first (otherwise the game throws an error)
2) Then go to:
Amnesia The Bunker\script\custom\props
Open Prop_DynamoLantern.hps
Search for "const float gfDynamoLantern_ChargeDecreaseRate = (1.f / 40.f)" and increase 40 to whichever value you like (you can double it, triple it or even make it infinite with a high number)
and/or
Amnesia The Bunker\script\custom\modules
Open GeneratorModule.hps
Search for "const float gfGenerator_RunTimePerFuelUnit = 60.f * 3.5f;" (it's the one for the Normal difficulty, change the others if you've picked Easy or Hard) and again, increase 3.5 to whichever value you like
I just finished getting chased by the perpetually irascible derp beast on Normal with custom values, and although it was short and limited in scope, I found it immersive and pretty damn intense at times. The basic idea behind the gameplay loop and its focus on unscripted environmental experimentation makes for a better formula than the excessively melodramatic Rebirth or the painfully mediocre A Machine for Pigs visual carousel made by The Chinese Room hacks. The Dark Descent is still the most engaging and full-fledged Amnesia game, the one with the best balance between intriguing storytelling and actual gameplay. Nothing will ever get close to the greatness of SOMA though, that's destined to remain Frictional's ultimate masterpiece in my book unless they engineer a Quantized procedure that can catch lightning in a bottle twice.
A machine for pigs might not have been the best Amnesia, but this still sticks with me as the most memorable moment:
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