00:00www.amnesia debunker.com
00:05Hi there, I'm Fredrik, creative lead
00:08on Amnesia debunker.
00:10I want to take you through
00:12a few of the key aspects
00:14of the game in a
00:15small video series that we're doing here
00:18leading up to the release of the
00:19sixth of you.
00:22This game
00:23will not hold your hand
00:25that's for sure. It's
00:27a challenging game,
00:30it focuses on
00:31experimentation and
00:34requires the player
00:35to do all of the hard work
00:37figuring out what to do next
00:39and how to best do it based
00:41off of what you've got
00:43in your inventory and what you've
00:45found throughout the game. It also
00:47comes down to you
00:50experimenting with the resources
00:51crafting them, if you
00:53believe something is
00:55possible to do, if you believe
00:57fuel to be something
00:59that can burn, then
01:00try it out, pour it on the floor
01:03set fire to it.
01:05Those kind of immersive
01:07sim aspects of the game is there
01:09and we really hope that
01:11people will kind of go away
01:13from the hoarding aspect
01:15of maybe how they used
01:17to play games previously
01:19trying to gather
01:21and protect as much as possible
01:23out of the resources. Here it's more
01:25of a finding a balance, not
01:27wasting of course all of your resources
01:29but experimenting, trying out
01:31and seeing where it takes you.
01:34We hope that this
01:35really keeps the
01:37player immersed and engaged
01:39with the game throughout
01:40the full playthrough.
01:43We're super hyped about
01:45seeing how people
01:47will take on the different
01:49challenges in this game.
01:51Now, let's talk
01:53difficulty.
01:55The bunker is
01:57a challenging game, it's
01:59not going to hold your hand
02:01so, this means
02:03that certain players
02:05with certain skills, with certain
02:07play styles, will find it
02:09more difficult than others.
02:11They might take their time
02:13sneak through environments
02:15more likely
02:17to burn more fuel
02:19from the generator, etc.
02:21So, we realized that
02:23early on we want to make this
02:25game
02:27approachable
02:29by most player types
02:31and not alienate anyone.
02:33Therefore, we've gone
02:35with three different
02:36difficulty modes on release.
02:39It's the easy mode.
02:40Easy mode is
02:41because generator will burn
02:43longer, fuel will
02:45last longer, you will find
02:47more resources.
02:49The monster is not as aggressive
02:51as in other modes.
02:53Even to the point where we
02:54actually have different
02:57additional save lamps
02:59out in the subsections
03:01of this, of the bunker.
03:04Meaning that those that are
03:05having a hard time playing it
03:07in normal or hard mode
03:09can play it on easy mode
03:10and therefore have an
03:12easier time.
03:14Normal mode is a more
03:17balanced mode, but
03:18it's important to understand
03:20that you'll likely die
03:22more than once through
03:24a normal play mode.
03:26It's what we recommend
03:29though, as a starting level.
03:32It has
03:34kind of the
03:35balanced setup
03:37somewhere in between
03:38hard and easy mode.
03:41And of course, hard mode.
03:43Something that we in the team
03:44also have fallen in love
03:45with. We know the game,
03:46we understand the game now.
03:48And playing it
03:49like on hard mode,
03:50realizing that resources
03:53are limited, we really need
03:55to be experimental and
03:56creative with how we use them.
03:58and it's such a fun
04:00experience.
04:01But it might be tough
04:04to start with the hard mode.
04:06And start with the normal mode
04:08is probably the way to go
04:10and the recommendation
04:11we will probably make for everyone.
04:17After this,
04:19after the release,
04:21we even planned to have
04:22more of this added to the game.
04:25we have a planned
04:28post-launch patch
04:29with actually two different modes.
04:32Like a
04:33even harder shell-shocked mode
04:36and a custom mode
04:39where you can actually
04:39fine-tune your settings
04:41to your liking.
04:45Let's talk replayability.
04:47In Amnesia the Bunker,
04:49it's something we put a lot of effort into.
04:51Trying to make the game fun
04:53to play more than one time.
04:56And we're super happy
04:57with where we're taking it
04:58with this game.
05:00It all starts with the monster.
05:02The dynamic monster.
05:04There's basically no scripting
05:06related to the monster.
05:08Not related to the rest of the game either,
05:10but especially with the monster.
05:11And that kind of lays the groundwork
05:13for how unique and different
05:17situations emerge
05:18throughout the playthrough.
05:21For example,
05:22the monster does not react
05:25to our script, but rather reacts
05:27to the player's actions.
05:28So if you use the noisy flashlight
05:30too much or if you throw a grenade
05:32to blow up a door
05:34or you trigger a trap, all of these things
05:36could lead to the monster emerging
05:38in a specific place
05:40or in a different place
05:42at a different time.
05:43So it's all very, very dynamic.
05:46And adding to this
05:47the implementation of the randomization
05:50that we've done.
05:50For example,
05:52we've got randomized resources.
05:54So if you go into a room
05:56during one playthrough,
05:57you might find
05:57one of these valuable pocket bags
06:00that give you an extra inventory slot
06:02or next time you might not find
06:05anything or something less useful to you.
06:09The traps are random, like the location
06:13and the type of trap.
06:15The explosive barrels are randomly placed.
06:19So the gas barrels and all of this
06:22and it just creates certain triggers
06:25that could create situations
06:28where you need to fight a threat
06:31in a specific area
06:33or in a very unique situation every time.
06:39The codes to the lockers,
06:41they are random.
06:43All of them, the numbers are random.
06:44So you can't really get,
06:46ask someone else for a code.
06:50Where the dog tags are located,
06:52that's also very much random.
06:55So everything is distributed randomly
06:57in the beginning of the playthrough.
06:59So you might, one playthrough,
07:01you might find the lighter
07:02or the gas mask very early on,
07:04for example.
07:06Which, of course,
07:07if you have the gas mask,
07:09you, gas grenades
07:10and stuff like that
07:11become more of a tool for you
07:13since you can walk through
07:14the gas yourself.
07:16So all of this changes
07:18the way the game evolves
07:20for you every playthrough.
07:23So all of this together
07:26makes for a very unique environment
07:30every time.
07:31Unique setup,
07:33unique prerequisites
07:34for the player
07:35and the tools that you have.
07:36So hopefully this will make
07:39the game fun to play
07:40over and over and over again.
07:43Thank you.
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