From all of us, to all of you,
As the year is coming to an end, we here at Frictional Games would like to take a minute to reflect.
From all of us, to all of you,
As the year is coming to an end, we here at Frictional Games would like to take a minute to reflect.
In Amnesia one of the main goals was for the player to become the protagonist. We wanted the player to think “I am” instead of “Daniel is” and in that way make it a very personal experience. The main motivation for this was of course to make the game scary, but also for the memories that were revealed to feel more personal for the player.
What would Halloween be without a bone chilling adventure? Why even get out of bed in the morning? Don’t hit that snooze button just yet, because Frictional Games has got your back. 50% discount!
It took a bit longer, but now the Mac and Linux versions of Amnesia: TDD has been updated to 1.0.1.
Today we have released a patch for Amnesia: The Dark Descent. The main reason for the update is to make sure the Radeon X1000 Series of cards work as intended. We have also included a whole bunch of other fixes and changes, check our support page for me specific information.
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.
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.
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.
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.
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?