{"id":5408,"date":"2020-04-09T14:00:00","date_gmt":"2020-04-09T14:00:00","guid":{"rendered":"http:\/\/itteacheritfreelance.hk\/wordpress\/?guid=b8be61fe1f3c696da223eed94f427727"},"modified":"2020-04-09T14:00:00","modified_gmt":"2020-04-09T14:00:00","slug":"why-frictional-games-returned-to-the-world-of-amnesia-with-rebirth","status":"publish","type":"post","link":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/2020\/04\/09\/why-frictional-games-returned-to-the-world-of-amnesia-with-rebirth\/","title":{"rendered":"Why Frictional Games Returned To The World Of Amnesia With Rebirth"},"content":{"rendered":"<p class=\"syndicated-attribution\"><meta name= \\\"keywords \\\" content= \\\"\u96fb\u5b50\u8a08\u7b97\u6a5f, \u6559\u80b2, IT \u96fb\u8166\u73ed,\u96fb\u8166\u88dc\u7fd2\uff0c \u96fb\u8166\u73ed\uff0c \u5bb6\u6559\uff0c \u79c1\u4eba\u8001\u5e2b\uff0c \u8cc7\u8a0a\u6280\u8853\uff0c \u7a0b\u5e8f\u8a2d\u8a08\uff0c \u96fb\u5b50\u8a08\u7b97\u6a5f\uff0c \u904a\u6232\uff0c \u860b\u679c\uff0c \u96fb\u5f71\uff0c \u8a08\u7b97\u6a5f\uff0c\u7de8\u78bc\uff0c Java\uff0c C\/C++\uff0c JavaScript\uff0c PHP\uff0c HTML\uff0c CSS\uff0c MySQL\uff0c mobile\uff0c Android\uff0c \u52d5\u6f2b\uff0c Python\uff0c teacher\uff0c \u88dc\u7fd2\uff0c \u96fb\u8166\u88dc\u7fd2 \u8cc7\u8a0a, \u7535\u5b50\u8ba1\u7b97\u673a, IT ,Game, apple, movie, Computer,student,Java,\u6559\u80b2, ,\u5b66\u751f, \u5b66\u4e60, learn, \u6559\u5b66,  Android, apple,anime, animation, \u4fe1\u606f\u6280\u672f, \u7a0b\u5e8f\u8bbe\u8ba1, \u79fb\u52a8\u7535\u8bdd, \u8cc7\u8a0a\u79d1\u6280,Game, Jeu, Juego,Call Of Duty ,\u4f7f\u547d\u53ec\u559a , \u6e38\u620f, \u7535\u5b50\u6e38\u620f,, \u591a\u4eba\u7535\u5b50\u6e38\u620f, \u7f51\u7edc\u6e38\u620f\uff0conline\uff0conline game, \u624b\u673a\u6e38\u620f, mobile \\\"><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2020\/03\/06\/1306341a\/amnesia5.jpg\" width=\"800\" height=\"450\" alt=\"\" typeof=\"Image\" class=\"image-style-body-default\" \/><\/p>\n<p>Amnesia may be one of the scariest games of all time. If nothing else, you can\u2019t deny its impact on the industry and how it spawned a slew of horror games were players could not fight back against the terrors they faced. But why did Frictional Games decide to return to this spooky world now \u2013 nearly 10\u00a0years later? What did they think of The Chinese Room\u2019s Amnesia sequel A Machine for Pigs? And how do they trick players into scaring themselves? We talked with the Frictional team to find out.\u00a0<\/p>\n<p><strong>What got you excited to return to the world of Amnesia?\u00a0<\/strong><br \/>\nThomas Grip (creative director): The first game only takes place in an old castle, but in notes, you find hints to all sorts of exotic locations. It felt like a waste to never let players experience these. This was the initial motivation for returning to the game\u2019s universe.<\/p>\n<p><strong>How did you land on the Algerian desert\u00a0for Rebirth?\u00a0<\/strong><br \/>\nIan Thomas (writer): It&#8217;s 1937, and Tasi is on her own in the middle of the desert. As you&#8217;d imagine, there&#8217;s no GPS and no reliable radio, so her prospects aren&#8217;t great. That should immediately summon up all sorts of fears, and that harshness was partly what inspired us to use that setting. The rest came from Amnesia: The Dark Descent \u2013 there was lore in that game set in Algeria, and we&#8217;d always wanted to explore that in a bit more depth.<\/p>\n<p><strong>What can you tell us about Tasi? What kind of hero is she?<\/strong><br \/>\nThomas: Tasi is having a rough time of it! She&#8217;s French, originally from Paris, but has spent time abroad working on engineering projects. When we meet her, she&#8217;s already an experienced traveler, but now she&#8217;s out of her depth. She&#8217;s not an action hero, a soldier, or a paranormal investigator \u2013 she&#8217;s simply someone who&#8217;s been through a lot in life and is now trying to survive.<\/p>\n<p><i>Click image thumbnails to view larger version<\/i><\/p>\n<p><a  href=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2020\/03\/06\/3a1ed0fc\/amnesia1.jpg\"><img decoding=\"async\" align=\"left\" height=\"100\" border=\"3\" src=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/entity_browser_thumbnail\/s3\/2020\/03\/06\/3a1ed0fc\/amnesia1.jpg\" \/><\/a> <a  href=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2020\/03\/06\/d0a0725e\/amnesia4.jpg\"><img decoding=\"async\" align=\"left\" height=\"100\" border=\"3\" src=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/entity_browser_thumbnail\/s3\/2020\/03\/06\/d0a0725e\/amnesia4.jpg\" \/><\/a> <a  href=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2020\/03\/06\/1306341a\/amnesia5.jpg\"><img decoding=\"async\" align=\"left\" height=\"100\" border=\"3\" src=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/entity_browser_thumbnail\/s3\/2020\/03\/06\/1306341a\/amnesia5.jpg\" \/><\/a> <a  href=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2020\/03\/06\/beec9700\/amnesia3.jpg\"><img decoding=\"async\" align=\"left\" height=\"100\" border=\"3\" src=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/entity_browser_thumbnail\/s3\/2020\/03\/06\/beec9700\/amnesia3.jpg\" \/><\/a> <a  href=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2020\/03\/06\/40ee5b56\/amnesia2.jpg\"><img decoding=\"async\" align=\"left\" height=\"100\" border=\"3\" src=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/entity_browser_thumbnail\/s3\/2020\/03\/06\/40ee5b56\/amnesia2.jpg\" \/><\/a> <\/p>\n<p>\u00a0<\/p>\n<p>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0<\/p>\n<p><strong>The press release calls this an evolutionary leap. What makes Rebirth a big step forward?\u00a0<\/strong><br \/>\nGrip: In Amnesia we had a basic theme we wanted to get across, but we weren\u2019t very successful at it. What did work was getting interesting horror gameplay, and this was the main selling point. In Soma, we managed to get the themes across really well, but we never got moment-to-moment gameplay that was anything extraordinary.<\/p>\n<p>In Rebirth, we combine those experiences. Our goal is to create a game where there is a big impact from the higher-level themes, but still has a very solid moment-to-moment foundation. Players shouldn\u2019t expect to see anything world-changing in terms of the basic gameplay. We have based it on what worked in The Dark Descent, and then done all we can to make it feel fresh 10 years later. The big stand-out feature of the game is that it\u2019s at a much higher level. The experience of going through this game will shape the player\u2019s journey in a way that I think will be quite special.<\/p>\n<p>Soma taught us how to craft an emotional journey that takes a few hours to take hold, and we are using that knowledge as much as we can. Think of it like recent horror movies such as\u00a0<em>The<\/em>\u00a0<em>Babadook<\/em>\u00a0and\u00a0<em>Hereditary<\/em>. Moment-to-moment scares (while expertly done) are nothing new, but when they\u2019re combined with the high-level narrative \u2013 this should be a unique experience.<\/p>\n<p><strong>What did you guys think of The Chinese Room\u2019s Amnesia sequel A Machine for Pigs? Will you bring over any elements from that game?\u00a0<\/strong><br \/>\nGrip: I really liked the game. The Chinese Room nailed the atmosphere, writing, and visuals, and the music was nothing short of amazing. I think our issues were around it being unclear that it was not a direct sequel to The Dark Descent, and that made people go into it with the wrong expectations. Rebirth will be much more of a true successor to The Dark Descent, with many of the original mechanics still intact.\u00a0<\/p>\n<p>When it comes to influences from A Machine For Pigs, there won\u2019t really be anything from the story. However, we have learned a lot from how that game managed to craft amazing environments and have used other similar settings as inspiration.<\/p>\n<p><strong>Since the release of the first Amnesia, a lot of other games have followed in that formula of combat-less survival horror. What do you think of the state of the genre now?\u00a0<\/strong><br \/>\nFredrik Olsson (creative lead): The general purpose of combat-less mechanics is to make the player feel exposed and vulnerable. There are probably tons of ways you can still innovate on the mechanic in general, but for us, it all comes down to what the game is all about and what you want the player to experience. It\u2019s not so much a question of how cool a feature is by itself, but rather how the use of this feature feeds into what we want the player to feel and think. We have a couple of new features in Rebirth that we feel add fuel to the main narrative and theme of the game \u2013 but I can\u2019t really go into any further details without spoiling too much. Innovating on combat-less mechanics, in general, isn\u2019t really a goal for us. We\u2019d rather have the core and intended experience of our games dictate the evolution of our mechanics.<\/p>\n<\/p>\n<p><a  href=\"https:\/\/www.gameinformer.com\/exclusive-interview\/2020\/04\/09\/why-frictional-games-returned-to-the-world-of-amnesia-with-rebirth\">Click here to watch embedded media<\/a><\/p>\n<p><strong>What is the trick to making things scary?<\/strong><br \/>\nGrip: The trick is to allow players to scare themselves. You want to build a mood and environment that makes the player&#8217;s imagination run wild. Then you push the player in the desired direction without saying or showing too much. With Amnesia: The Dark Descent this approach was almost entirely implemented on a lower, moment-to-moment, basis. In Rebirth we want these haunting thoughts to arise and brew over a much longer period. This allows us to cover different subjects and to affect players at a deeper level.<\/p>\n<p><strong>Are Amnesia and Soma set in the same universe?\u00a0<\/strong><br \/>\nGrip: Nope. Apart from us learning a ton from designing Soma, there are no thematic or lore connections.<\/p>\n<p><strong>We heard that you have multiple projects in the works. When can we expect you to tease the next thing?<\/strong><br \/>\nOlsson: This is really difficult to answer at this time. We\u2019re just about to finish the first project under our new two-project studio formula, and a lot of new processes and systems have been implemented and adjusted continuously during development. It\u2019s been a lot of work, but everything feels really promising so far. The next step,\u00a0following release, will be to transition over most of the team to start production on the next project and at the same time initiate a new pre-production on a \u201cthird\u201d project.\u00a0<\/p>\n<p>It\u2019s very difficult to predict when we will start teasing the next game. To be honest every project is different. Some projects (like Amnesia: Rebirth for example) benefit from a shorter teaser\/announcement period while other games need more time in order to create interest and hype in time for release. It all comes down to strategy really, and I\u2019m not sure we\u2019ve decided on one for the next game yet. What I can tell you, however, is that we do not intend to take as much as five years between releases ever again. That\u2019s the whole point of the two-studio formula.<\/p>\n<hr \/>\n<p>While you wait for Rebirth, catch up on The Dark Descent by reading <a href=\"https:\/\/www.gameinformer.com\/games\/amnesia_the_dark_descent\/b\/pc\/archive\/2010\/09\/08\/horror-done-right.aspx\" >our review<\/a>, and find out where it ranks on our top <a href=\"https:\/\/www.gameinformer.com\/b\/features\/archive\/2015\/10\/31\/the-top-25-horror-games-of-all-time.aspx\" >25 horror games of all time<\/a> list.\u00a0<\/p>\n\n<p class=\"syndicated-attribution\"><figure class= \\\"wp-block-image alignnone \\\"><img src= \\\"http:\/\/itteacheritfreelance.hk\/test\/wordpress\/wp-content\/uploads\/2016\/05\/logo2-2.png\\\" alt=\\\"IT\u96fb\u8166\u88dc\u7fd2 java\u88dc\u7fd2 \u70ba\u5927\u5bb6\u914d\u5c0d\u96fb\u8166\u88dc\u7fd2,IT freelance, \u79c1\u4eba\u8001\u5e2b, PHP\u88dc\u7fd2,CSS\u88dc\u7fd2,XML,Java\u88dc\u7fd2,MySQL\u88dc\u7fd2,graphic design\u88dc\u7fd2,\u4e2d\u5c0f\u5b78ICT\u88dc\u7fd2,\u4e00\u5c0d\u4e00\u79c1\u4eba\u88dc\u7fd2\u548cFreelance\u81ea\u7531\u5de5\u4f5c\u914d\u5c0d\u3002\\\"\/><figcaption>\u7acb\u523b\u8a3b\u518a\u53ca\u5831\u540d\u96fb\u8166\u88dc\u7fd2\u8ab2\u7a0b\u5427!<\/figcaption><\/figure>\r\n<\/br>Find A Teacher Form:\r\n<\/br>https:\/\/docs.google.com\/forms\/d\/1vREBnX5n262umf4wU5U2pyTwvk9O-JrAgblA-wH9GFQ\/viewform?edit_requested=true#responses\r\n<\/br><\/br>Email:\r\n<\/br>public1989two@gmail.com<br><br><br><br><br><br><br>\r\n<a href=www.itsec.hk style=color:#FFFFFF;>www.itsec.hk<\/a><br>\r\n<a href=\\\"www.itsec.vip\\\" style=color:#FFFFFF;>www.itsec.vip<\/a><br>\r\n<a href=\\\"www.itseceu.uk\\\" style=color:#FFFFFF;>www.itseceu.uk<\/a><br><\/p>","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>\t\t&#8230;<\/p>\n<\/div>","protected":false},"author":40,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"slim_seo":{"title":"Why Frictional Games Returned To The World Of Amnesia With Rebirth - ITTeacherITFreelance.hk","description":"..."},"footnotes":""},"categories":[15],"tags":[],"_links":{"self":[{"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/posts\/5408"}],"collection":[{"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/users\/40"}],"replies":[{"embeddable":true,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/comments?post=5408"}],"version-history":[{"count":3,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/posts\/5408\/revisions"}],"predecessor-version":[{"id":37880,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/posts\/5408\/revisions\/37880"}],"wp:attachment":[{"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/media?parent=5408"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/categories?post=5408"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/tags?post=5408"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}