Amnesia’s latest venture, ‘The Bunker,’ dropped today, and it’s a deviation from the series’ well-established norms. The game, steeped in the guilt-driven horror characteristic of the franchise, introduces players to the harrowing trenches of World War I.
The usual elements are present—a relentless monster, a clunky interface demanding physical interaction with items, a historical setting with a Lovecraftian twist and a protagonist grappling with forgotten terrors.
However, ‘The Bunker’ distinguishes itself with a departure from the series’ usual formula. Described as a “semi-open world” by Frictional, the game is anything but liberating. Your French armed forces protagonist finds themselves trapped in a darkened bunker, pursued by a supernatural creature. The mission: procure explosives and blow the bunker open.
Sounds straightforward, but the path is fraught with challenges—locks, grates, grenade traps, passcode combinations and the ever-present monster. The confined spaces, including a hub with a save point and a gas-fueled generator, amplify the intensity.
The game’s eponymous bunker relies on a faltering generator, plunging large sections into near darkness when turned off. Navigating this abyss requires a flashlight with a catch—it needs constant, noisy winding. The creature, ever-present in the dark, adds another layer of challenge, punishing those who don’t engage with the game’s systems.
Narratively, the generator’s sounds mask your footsteps, offering a strategic advantage. However, the game doesn’t stop at light management. Injuries attract cat-size rats, and neglecting to heal may lead to a rat infestation. Even a dead body in a corridor draws rats, necessitating fuel to burn it. Resources are scarce, with items like a pistol having multiple uses, from distractions to crafting Molotov cocktails. The inventory is tiny, housing tools crucial for unscrewing grates and cutting chains.
‘The Bunker’ introduces a different gameplay experience, blending Amnesia’s usual puzzles with immersive sim elements. Decision-making becomes crucial—run and risk detection or walk and deplete the generator? Bust down a door for a map or conserve equipment?
While the earlier ‘Amnesia’ games exuded grandeur, ‘The Bunker,’ set in small, ugly environments, aligns with its World War I backdrop. The narrative, too, shifts from larger-than-life choices to the pettiness of war, where risks are barely considered.
Although not as emotionally stirring as Soma, ‘The Bunker”s strategic demands and repetitive nature hinder the narrative impact. The game, completed in under six hours, involves additional hours of unsaved trial and error. It’s a stressful journey, prompting thoughts of restarting and raising questions about the multiple ways obstacles can be cleared.
Yet, ‘The Bunker’ lingers. Its moments of open space and a surprising encounter near the end challenge expectations. Despite the stress, there’s an intriguing allure to replaying and exploring its systems, especially considering the potential for creative fan missions. The game signifies Frictional’s venture beyond their comfort zone, taking players along for a gripping and challenging experience.
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