Reviews from

in the past


BRO, the way this was hyped up lowkey destroyed the experience, I'm not sure if it just aged badly but it was so slow, tedious and not even remotely scary... it was easy but also time consuming, i almost quit a few times.. the darkness didn't add to the atmosphere.. it just makes the game more of a chore.. i am interested in playin the newer titles though and im hoping it was just a me issue

Genuinely terrifying, a horror classic for a reason.


The game that launched a dozen millionaire YouTuber careers, helped usher the golden/cursed age of the let's play and marked a watershed moment in horror game design. Yet when The Dark Descent was busy being extolled as the scariest game evar I was that faint, squeaky "nuh-uh!" at the back of the congregation.

Despite being an avid fan of both horror and adventure games and, as a result, being an early fan of Frictional Games via the Penumbra series, I'd always been lukewarm on Amnesia and somewhat baffled by its monumental mainstream success. Besides not being scary (as I'd claim back then) it was just annoying to play through, with its sanity bar, incessant distortion effects, constant voiceover monologues that make you walk through molasses while listening, endless flashes to bright white in a game expected to be played in the dark, oil that burns out in 30 seconds and a character deathly allergic to any room with lighting below 2,000 lumens. I felt the horror gameplay was not only overly basic but bogged down with all this useless annoyance, as if they saw Far Cry 2’s infamous perpetually jamming guns and thought that’s what our whole game should be.

Well 14 years later, removed from the hype and coming off a newfound (or perhaps rediscovered) respect for this team off the back of SOMA and The Bunker I can see I was for the most part missing the forest for the trees on this. Those white screen flashes and molasses-walk voiceovers can still buzz off and the scripted distortions do drag on a bit now and then but mostly I was just too familiar with Penumbra and had grown bored with Frictional's tricks at precisely the same moment the internet got obsessed with them. With Penumbra now fading from my old man memory I can see now there’s a lot of good here that I'd been taking for granted.

A sanity bar still irks me a bit in principle because it feels like the game trying to tell me my own reaction, but not being able to look directly at enemies and mechanically making the player actually afraid of the dark itself are both genius, and having to balance two competing stats in trying not to go crazy and trying not to die adds a perceived weight to one's moment-to-moment decision making throughout. The lantern oil is particularly stingy at first but if you're even a little conservative you'll soon have more oil than you'll need, so that it's not annoying, yet very rarely have enough at once to feel comfortable. Not to mention trying in vain to keep a dwindling flame alive in the depths of darkness is a powerful visual motif in line with the sanity theme and the writing's Lovecraftian ambitions.

An organically induced fear of the dark and the management of light were near-perfected in last year's brilliant and relentlessly oppressive Amnesia: The Bunker, but we have to walk before we can run and The Dark Descent lays a solid groundwork before they were brave enough to really get sadistic on a gamer. Perhaps more notably it's Amnesia's first sequel, A Machine For Pigs, that made me rethink the light management most, in that one you can use your light indefinitely with no consequence and ironically that abundance makes it feel like something is sorely missing. In that game you never feel like you're in real danger, where here (and even far moreso in The Bunker) it never feels like you're really safe. For immersive horror that's nothing short of a triumph.

Most of all though I realize now that I was wrong about one thing above all else, and now I'm no longer too cool to admit the truth: The Dark Descent is scary. Hugging a wall, moving slowly through the dark, thinking you're really going to make it, hearing that music cue, making a break for it and frantically trying to open a door, close it again and block it on the other side is still some of the most exhilarating moments any game can offer. Frictional's beautifully wonky physics engine ensures that opening drawers never gets old and that doors will always max out your heart rate during a chase. When you're a bit fatigued with no-combat 'pursuer' enemy designs it's good to return to the masters and be reminded why it got so popular in the first place.

Puzzles mostly strike a good balance in turning your brain on enough to get the dopamine flowing without being likely to get you stuck (though I did once resort to the patented adventure game tradition of just trying every item on every other item - a jar on a string, of course, why didn't I think of that? Also that pipe wall puzzle was fucking stupid), the writing is pretty good throughout - enough to make me actually eager to be picking up another note - and the villain has possibly the most epic voice evar.

There's an abundance of muddy dungeon maze environments but somehow there's still enough variance and novelty in the puzzles and monster encounters to keep this descent compelling even 14 years, many sequels and countless imitators later. My return to Castle Brennenburg was a fruitful one beyond my expectations. It turns out sometimes it's not everyone else who was wrong, sometimes it just takes another 500 games in the log to begin to understand the genius you'd previously dismissed.

This is what survival horror should be

O game em si, não tem sustos, mas a história é bem sinistra! Já o mods que tem pra jogar nele que são assustadores kk

eu precisaria ser outra pessoa pra gostar ou até admitir qualidade

When I was in my horror game craze I gave this infamous title a shot shortly before realizing horror games where you can't fight back even in the smallest sense aren't really my thing.

I can’t believe it took me almost 15 years to play the ‘scariest game of all time’ that kickstarted the careers of countless YouTube let’s players. Thankfully, ‘Amnesia’ turned out to be much, much more than a cheap jumpscare fest that spawned tons of mediocre “you can’t fight back” horror games after its initial wave of success.

I love the pacing of the game. You’re given enough time to breathe and relax (?) between the properly stressful parts to sustain the player’s interest for the 8 hours or it takes to reach the final credits. The enemies (that you can’t fight, naturally) are used wisely and don’t jump at you at every corner, rather creep in the darkness around maze-like levels, making you fear they might be lurking behind every corner. This really heightens the tension, and even after figuring out what triggers and what breaks enemy AI and using this information to your advantage they remain scary opponents rather than annoying obstacles to run past.

Not unlike many representatives of the survival horror genre, here you also have to manage your resources, although rather than bullets and grenades they are access to light (lamp oil and tinderboxes) and sanity. Even on normal difficulty (recommended by the devs) on occasion I would run out of lamp oil and would have to desperately wander around the level in search of a container, with Daniel panting loudly and quickly losing his grasp on reality, which is expressed by the changing, wavy visuals.

The game’s greatest strength - next to the wonderful atmosphere, interesting puzzles and clever level design - is the story. I was genuinely eager to find the next note that would provide some more backstory for Daniel and Alexander of Brennenberg. The lore is quite rich and the consecutive revelations regarding Daniel’s role in the castle made me increasingly uneasy about controlling this particular character, which is not a wholly original trope in the world of horror stories in general, but it was executed quite well in ‘Amnesia’.

The game is ugly as sin, but that exacerbates the oppressiveness of the environments and increases the likelihood of getting lost, further increasing the stress levels (I never thought it reached the point of annoyance, though). The sound design is exquisite, always keeping you on your toes.

Estava esperando susto e recebi métodos de tortura.

um absoluto clássico da era indie de 2010. Eu, um cagão de nascença, amei esse jogo na ideia de trazer o medo ancestral do escuro na ambientação de um castelo, a desconfiança de andar pelo corredores escuros, a aflição de ter pouco óleo de lamparina pra enxergar, a ansiedade de estar em perigo.

sua narrativa pode não agradar todo mundo, mas funciona muito bem pro tipo de terror e o formato de videogame, porque só explorando e lendo notas pelo castelo pra entender a história. Tenho alguns problemas em particular com a reta final do jogo e o sistema de sanidade, mas no geral é tudo muito foda e custo 20 conto na psn em promoção, valeu a pena demais pqp

I don't like this kind of horror

This review contains spoilers

Scary as hell. A bit dissapointed with the ending I got though, and felt like the ending bit of the game was a let down.

I really liked it , i loved the controls, I loved that i could pick up literally any object, although i wished i could squish those bugs so tempting , anyways but still wished there was like a objective written on top, cuz half the time you don't even know what you are doing and found things as you go i took help of walkthrough, cuz i wanted to complete it fast, but yea an amazing game,

Some actually good horror game that does not rely solely on jumpscares. Big ups to the devs!

Some day we'll be brave enough to have a conversation about the corrosive influence of Eternal Darkness on horror games.

needed to play this at the same time as a friend on voice to get through it

One of the best survival horror games I've played. While it didn't scare me, it was somewhat nerve wreaking at times. You can't defend yourself from the monsters in the game, you have to run and hide. The puzzles weren't too hard to figure out. Most of the ones that took me some time were the kind where it was easy to miss a item you needed or a trap door in the ceiling and I didn't look up to see it. The story was pretty basic, graphics are good, and the music and sound was pretty good.

I will be updating this review one of these days, since I did actually play this one long enough for me to want to get to the end.

One day I decided to grow a pair and actually play one of the many horror games forever stuck in my backlog. I don't remember exactly why I stopped playing, other than because I was scared...I think I remember just being confused on what to do next, so I just kinda dropped it one day.

I do remember this one being an interesting horror game tho. I liked the insanity system, even if it made me feel really anxious most of the time.

I will definitely be revisiting this one, and who knows, maybe I'll check the trilogy on the Switch.....If I don't puss out...

Such a unique horror game. I loved the puzzles.


Acredito que assisti mais o PewDiePie jogando do que eu realmente joguei. Mas, algum dia, certamente irei jogá-lo.

One of the best indie horror games for me. Still even holds up to this day, the atmosphere is hauntingly beautiful and I saw myself invested in the story for once.
Only big issue I can mention is the encounters with the monsters, the AI is subpar at best and most events feel too scripted. Other than that, great horror game.

comparte si tienes alzhéimer

Really great game I played over about a year with my girlfriend. A classic for a reason, you can half pay attention to the story and still get it and it's actually spooky. A fun trip :)