Frictional is preparing another game that will be crazy than Amnesia: Rebirth
Almost five years after Soma studio Frictional Games announced her next game – Amnesia: Rebirth. About how work on the project goes, co -founder and creative leader Frictional Thomas flu (Thomas Grip) talked with Vice.
The flu He confirmed that his studio now works overwhelmed and is developing a pair of projects at the same time: Frictional hopes to release a new game every two or three years. IN Amnesia: Rebirth There will be no dizzying experiments – they were displayed for another game. “The second project is crazy [Amnesia: Rebirth], but about him we will talk closer to the release ", – speaks The flu.
According to the developer, Rebirth will become relatively conservative horror. It was immediately developed as a continuation Amnesia, a game that will develop ideas laid down in the first part. As recognized The flu, Frictional During the announcement Rebirth I wanted to die the ardor of fans so that they would not wait for something revolutionary and would not build air locks.
This, of course, does not mean that Rebirth It will turn out to be a passing game: the developers want to repeat a certain feeling from the passage Soma, when fans began to perceive their own life values differently. The flu immediately emphasizes: Rebirth cannot be considered a spiritual heiress Soma or something similar-they will be very different.
As recognized The flu, monsters in Soma appeared due to light panic inside Frictional: the studio considered that terrible opponents should be added to the game, as fans want this. But if in Soma The studio eventually added a plot mode, where nothing prevents players from enjoying history, then in Amnesia: Rebirth Enemies will become an integral part of the gameplay – without them the meaning in the narrative and mechanics will be lost. The flu Doesn’t think that in Rebirth "Safe" plot mode will be to the place.
Amnesia: Rebirth should go out in the fall of 2020 on PC and PlayStation 4.
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Amnesia: Rebirth
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Yes, it seems that it was not https://madcasino.uk/ a mystery that the freaks make two games at once. They already talked about it.
But what they want to repeat the experience of Soma – this is commendable, her finale morally crushed me for several days and if the new Amnesia does it again, I will only be glad.
But about the second project … I hope that the freaks will finally focus on what they can best – on the plot and atmosphere. Let’s be honest, Penumbra was not terrible, soma too. About the pig for pigs and there is nothing to say. But the atmosphere and history were beyond praise. They make excellent quest-adventure, this is their credo. And I, as a fan, sincerely hope that they will adhere to this branch, while not afraid to experiment with gameplay and the presentation of history.
You can not believe.
I am a longtime fan of the whole series. All three games passed several times and fan continuation too. Penumbra never scared me, I love her precisely for a thick atmosphere.
IMHO, but Penumbra is generally one of the worst games released on the platform. The second part is especially. You definitely played it?
It is for the thick atmosphere that we value their games.
Soma was insanely liked by her story, the tie was intriguing, the ending was impressed, and the background, which is revealed in the form of notes and audio recordings, is worthy of a film adaptation in the form of a high -budget full -length or series of HBO level.
A variety of tasks in the game compared to the same Penumbra disappointed. But apparently it was a victim in favor of expanding the audience.
It will be interesting to look at their new games. Including intrigue how the worlds of Amnesia will expand. The story of the first Amnesia seems to be clear and generally over.
Opponents in SOMA, in principle, did not embarrass, it was interesting to play hide and seek, added a light understanding that it was not just a contemplative gunner and they could attack you. But unfortunately, the hide and core themselves turned out to be uniform, because opponents are almost all the same, the principle of hide and seek is the same, there are no additional opportunities for hide and seek. If in new games developers can solve this problem, then it will be cool.
You can provide each location with a variety of useful opportunities for hide and seek. For example, enemies can somehow be distracted from yourself, arranging small sabotage with the help of found items or mechanisms, find additional bypass tracks, “cut off” part of the locations so that the enemy does not reach you (closing or brewing the doors, arranging blockages, etc.D.), it is possible to use some rare objects and mechanisms as a weapon. Introduce a variety of opponents, each of which must adjust the "hide and seek tactics". And all in this style.
I remember in SOMA there was a location where part of the rooms could be closed and opened with a remote control. I spent an hour trying to close the enemy in one of these rooms. And all wasted. It was insulting. And most importantly, by that time, monotonous hide and seek had already bored, the story was generally clear and not so clinging so, the desire to go further slowly disappeared. But the presence of such interesting opportunities could warm interest in gameplay and the study of the location.
In Penumbra, it was possible to lure the enemy into the cage and supplies a hot flow of air, or combustible gas (I don’t remember exactly) and fry the enemy carcass. But as a result, this did not give anything, as by the way, the explosion of the enemy with the help of a dynamite checkers, beating it with a stick. And it was also insulting. Such mechanics would introduce diversity into monotonous hide and seek with death.
That is, I am not saying that a hunter needs to be converted into a sacrifice (then it will no longer be a horror), but just for a long time to hide in games from the same Maisteners or maniacs is already boring. You need to somehow diversify it. Alien Islation for example gave all sorts of distracting gadgets and mechanisms, it was even possible to set some enemies on others and use the turmoil for their own purposes. In RE2 REMASter, the presence of weapons and the ability to kill enemies never reduced a degree of horror. And every time a new type of enemy appeared, the voltage level rose again to the desired level (although the diversity is still not enough). And Silent Hill First! He still scares and delights with his atmosphere during the passage, although there can also be killed by the horror stories of opponents.
It is clear that the Frictional Games does not have a sufficient budget to realize a qualitatively battal with enemies at least at the level of the same REMASTER. Therefore, it is quite possible to refuse the fighting, not so they are needed. But also stupidly shook the same type of enemies in dark corners for several hours in a row. In the same Soma, starting somewhere from the second half of the game, this was already curled and I wanted to abandon the passage. I hope that the outfits will come up with something in this regard.
UV, this autumn will be the hottest. So many games come out, and I have so much work in the fall. I would actually like to feel the spirit of amnesia more than something like that. Soma is a good plot of walking simulator, which scares at a different level, and I would like to go straight to the real fear of tied not only at the mental level, but to without screamers. The feeling of real fear, the danger of the hero’s life, so that every movement needs to be thought out and it would be nice to return the element of Survail Horror, inventory, etc.D. And even more would like mysteries and puzzles tied to the study of locations as before. We are waiting for the next masterpiece of Frictional Games.


