Not too long ago, there was a coordinated blog effort with developers like Jonathan Blow, 2D Boy and more commenting on the length of games. The general consensus of these posts was that games should not be judged by their length, but if the experience feels complete or not. Something that we here at Frictional Games agree on.
One week after the release of Amnesia
It has now been a week since we released Amnesia: The Dark Descent and I would like to go through some areas of interest. There is a a lot to say really, but I will try and be brief and only concentrate on the most important things.
Editors are out!
Just wanted to notify all that the editor tools for Amnesia: The Dark Descent are out. These are the same tools that we used the create the game, so at a minimum you will able to do all that is done in the game.
Amnesia: TDD – Tools released and two new videos
Today we have released the tools for Amnesia: The Dark Descent. These are the tools that we used to create the game, anyone interested in game development should take a look.
Amnesia “Launch” Trailer
We just finished our “launch” trailer for Amnesia The Dark Descent.
Where is your self in a game?
When you are playing a videogame, an external observer will probably say that you are sitting in a sofa or at the computer desk. But is this really where you are? When immersed in the virtual world of a videogame, do you still feel that you are sitting on a chair or in a sofa, staring at the screen?
Making of Amnesia- Sound designer Tapio Liukkonen
Today we are happy to share with you a trailer from Tapio, our beatbox master from Finland. Tapio worked exclusively with making the sounds for all the visions and monsters in Amnesia: The Dark Descent.
Let’s not forget about Physics
Today we released a little video that show of the physics in Amnesia: The Dark Descent. You can find the clip right below and below that I will go through the various parts a bit more detailed.
What could possibly go wrong?
Now that we are so close to the release of Amnesia, I would like to talk a little about all that stuff that didn’t go so well during the development. I cannot talk much on behalf of my mates here at FG, so this is gonna be a pretty personal post (but can surely apply to others out there as well).
Puzzle Tweaking – Tale of a Wooden Stick
Once upon a time there was a wooden stick, a stick so firm, a stick so stuck it could not be seen upon without the touch of many small, busy hands.