![]() ![]() Shacknews: What inspired the creation of Amnesia? What aspects of culture, whether it be books, movies, or games, helped inspire the game’s immersive narrative and frightening atmosphere? But we definitely did not expect the reception that it got, in particular not all the community created videos, art, comics, costumes and so on. We felt that we managed to take all the lessons learned from Penumbra and put it to good use and that the end result was a good game. Jens Nilsson: We had hope for it to live up to expectations from those that played the Penumbra games, and hopefully surpass them. Shacknews: Did you ever expect Amnesia to receive the acclaim that it did? It feels weird that we don’t have to rush, can afford to do mistakes, but also nice to know the motivation is at top as only last Friday I had to remind people that if they feel stressed, we can re-plan rather than they feel the need to work weekends. The “virtual atmosphere” feels to be in a surprisingly nice mood for a horror game company and we are currently working away on our next project. ![]() We don’t have to worry about our financial situation, a year ago we worried about it monthly, at the same time everyone is better paid, but in a sound manner to ensure the company can maintain its current stability for a long time. We are eight working full-time compared to five a year ago, but at the same time everyone is still working from home and no plans to get an office. Jens Nilsson: A lot and nothing at the same time. So let’s start off with this question: How much different is Frictional now than it was one year ago? How much has changed? Shacknews: You recently celebrated the one-year anniversary of Amnesia: The Dark Descent. Jens shared thoughts on Amnesia, the numerous mods that the game has inspired, and whether games (both indie and mainstream) are headed in more emotion-based direction. To commemorate the game’s anniversary, I spoke to Jens Nilsson for a one-year retrospective. ![]() The game was a hit, racking up high scores from various critics, bringing home a number of awards at the 2011 Independent Games Festival – the "Excellence in Audio," "Technical Excellence," and the "Direct2Drive Vision Award" chief among them. Swedish developer Frictional Games' Amnesia: The Dark Descent is recognized as one of the few genuinely scary games ever made. While many survival horror games try to scare audiences with zombies and gore, Amnesia goes in a less-traveled direction, preying on a player’s sense of imagination.
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