The year was 2009, and Frictional Games was in crisis. We were almost out of money, and it was running out fast. We had lots of ideas for innovative systems and puzzles, but they weren’t working out. Rash decisions had to be made.

“Screw innovation! Let’s just make the scariest game we possibly can.”

With this, Amnesia: The Dark Descent was born. And it took off beyond our wildest dreams. The game became a byword for narrative horror, and is still a staple of Let’s Plays and livestreams today. Now, a decade later, we want to return to those roots. We want you to experience the thrills, chills, and creeping dread of the world of Amnesia in a brand new story.

I’m proud to be able to finally reveal:

Amnesia: Rebirth

What is Amnesia: Rebirth? A new protagonist, a new setting, a new story, but built on what we learned from the original game. No gimmicks. No inventing something completely new. This is Amnesia.

That doesn’t mean that we’re just doing more of the same — in horror, repetition is a deadly sin. You need to keep players on their toes at all times. We’ve had to twist expectations, refine old features, and up the ante on everything you’ve seen from us.

As you might expect from a Frictional game, we’re not simply going for a carnival attraction of jumpscares. Amnesia: Rebirth is an emotionally harrowing journey — something different, something less predictable. It will test you in ways you haven’t experienced before, and will make you think about the things that really scare you.

When Amnesia: The Dark Descent came out, we loved to hear the player feedback that said people couldn’t get through the game because they were too scared to continue. But, these days, simple horror isn’t enough. We want to take you beyond horror and out the other side — and see whether you’ll stand the weight of what we put you through.

Amnesia: Rebirth will be available later this year. Let’s see if you can bear it.



Source link https://blog.us.playstation.com/2020/03/06/frictional-games-reveals-horror-sequel-amnesia-rebirth/

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