Amnesia: The Bunker - title

Amnesia: The Dark Descent almost single-handedly popularized the "hide and seek" and "run away" sub-genres of horror that would go on to influence everything from Outlast to >Observer_, and even the likes of P.T. and Visage (though I'm always surprised to remind myself that Silent Hill: Shattered Memories actually preceded Amnesia by a whole year). Amnesia also remained one of the more mechanically complex horror games, as more and more horror games leaned harder and harder into the paradigm of the "unarmed, defenseless player character" and erred closer and closer to walking sims. But even though Amnesia retained more mechanical complexity and more genuine threat than its contemporaries, it (and its sequels) never hit the level of complexity and action of a classic survival horror game.

Survival horror seems to be going through a renaissance of late, thanks in large part to Capcom hitting it out of the park with most of recent Resident Evil games. As such, Frictional Games wastes no time in telling the player that Amnesia: The Bunker ain't no walking sim. This is a return to old-school survival horror, but with modern conventions and twists. I have not been this impressed or excited by the opening hour of a survival horror game since booting up Resident Evil VII for the first time.

Death from German machine guns? Or death from an eldritch Beast? Take your pick.

Bullets and draw strings

Within the opening minutes of Amnesia: The Bunker, the player is dropped into a World War I trench with nothing but an empty revolver. There's no HUD at all. In order to check how many bullets you have in the revolver, you have to open the cylinder and look at how many bullets are left. To reload, you have to open the cylinder, drop out the empty shell casings, and manually reload each new bullet one at a time. Aiming and firing the gun is slow, clunky, and imprecise. There is also an ability to lean around corners and aim the gun.

After a short gun fighting tutorial in which the player is scripted to take damage, the game hands us some cloth with which to craft bandages. So the player has actual health, instead of just automatically healing over time, or losing sanity.

Then the game gives the player a flashlight. But unlike other contemporary horror games (or The Dark Descent), this flashlight doesn't run on batteries or oil. It has a simple friction motor that is recharged by repeatedly pulling a drawstring. Apparently, nothing in this game is going to be simple or effort-free. I do have to say though, that I wish the flashlight charge would last longer. Fumbling around in the dark to charge the flashlight (and risk making noise that could attract an enemy) is a wonderfully tense and anxiety-inducing mechanic, but having to do it every minute or 2 (whether there are threats present or not) gets tedious and annoying real quick. The fact that the light has to be recharged multiple times to explore a single moderately-sized room at a modestly brisk pace should have been a red flag that the light doesn't last long enough.

The flashlight and revolver require deliberate engagement from the player to use.

And then, if this weren't already feeling like a real survival horror game, within an hour of starting, you'll wander into a save room, complete with an item storage box and a map showing objectives and puzzle locations. One could easily mistake this for Resident Evil. Below the save room is a gasoline generator, which burns fuel to keep the bunker's electricity and lights running. But the supply of oil is limited, and spread throughout the bunker. And a warning sign is printed next to it, saying that the "beast" prefers to hunt in the dark. Keeping this generator running is one of the key mechanics of the game, since it (not your flashlight) is the primary source of light, and also the primary defense against the Beast.

This opening hour or 2 is so perfectly exactly what I want in a horror game! It is slow, tense, and methodical. I'm 2 hours in, and I haven't even seen the monster yet; I've only heard its threatening growls and the sound of it scuttling around within the walls and ceiling, seemingly ready to pounce at any moment. The game is already mechanically rich and varied, and full of risk / reward mechanics. Light and sound are both thematic effects and also full-fledged mechanics with strategy associated with them. It has an ever-present sense of dread and danger. The existence of the save room and item box suggests actual stakes for failure, and the presence of healing items and fuel suggest that the battle against this Beast will be one of attrition. It's looking to be a modern take on classic survival horror from one of the studios that innovated modern horror gaming.

Can I just give it an A+ already and start singing its praises on social media and YouTube? Well, let's actually play it and make sure. You know, just for shits and giggles. I mean, I haven't even seen the monster yet, so I should probably get at least that before I make up my mind, right?

The opening hours feel like pitch-perfect, classic survival horror.
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