Gotta give credit to the voice actor playing Henri. You don't hear him much, but his blood gurgling screams when he gets hurt or killed are on another level of haunting.
@@dannyjquinn880Just wanted to congratulate you guys for making Amnesia amazing again, and the idea of making survival horror combined with immersive sims, i gotta give you guys a handshake haha.
"If you find yourself alone, riding in the green fields with the sun on your face, do not be troubled. For you are in Elysium, and you're already dead!"
17:06 It's actually the other way around in real life. Since most types of ammo are super sonic (8mm Mauser definitely super sonic) you would first hear the impact of the bullet and the sound of the shot afterwards.
When we're at it, another thing that I found super funny (and kind of disappointing) is the fact that the revolver here is one of the few ones in existence that actually opens to the right side, but they still made it open to the left for some reason. It's kind of baffling to me that they would ommit this very important distinction. They could simple choose a different type of revolver if they didn't want to model it that way.
One of my favorite elements is how the monster telegraphs it’s location when it’s moving around. Remember in Alien: Isolation, when the Alien was crawling through the vents, you could hear it up there? Well in this game, not only can you hear the creature crawling through it’s tunnels in the ceiling, but you can also see dust and dirt falling from where it’s crawling through at. So you just have to sit there, totally silent, while you wait for this _thing_ to stop crawling around right above you and go away.
I didn't play isolation but seen videos and when I played this is reminded me of it and I was fearing and looking up so it wouldn't snatch me from some un scene hole
I am pretty sure, many parts of the game are scripted to make the player feel scared. Like while going to arsenal Storage room, you can hear every time the creature is coming and the exact same sound is played.
I mean, from my experience, it really doesn't. Sure, there's very vague noises of it supposedly rummaging around in the ceiling or something, but it's neither helpful or immersive. You die constantly from the monster appearing behind you out of nowhere.
Fun Fact: Running out of fuel not only makes it harder to explore the bunker, it also makes the creature more likely to come out of the holes in the walls and chase you down since it is afraid of light.
Honestly, the removal of the sanity system was a good idea. In Rebirth, it was way too overdone, and in the context of Bunker's story, you're playing as a soldier in the trenches and bunkers of WW1. There's no sanity there to begin with. Besides that, the sanity system was probably too much trouble for the devs to work with, far too much to be worth putting time and effort into.
Honestly, I believe that the implementation of a sanity system would only make sense if the player character developed severe PTSD as a result of experiencing the atrocities of World War I. As much as Amnesia: The Bunker is generally a very solid game, I personally feel like it's a huge missed opportunity to not delve further into the horrors of war despite taking place in one of the bloodiest conflicts in human history. Not too many horror games explore that kind of stuff, unfortunately. When you think about it, war is terrifying. I mean, unironically, the prospect of one day having to engage in a struggle with another nation and possibly not returning to your family is fairly horrifying in its own right. With all of those needless deaths and destruction all over the place, it reflects the ugliest side of humanity. In fact, war is often portrayed as an awakening to humanity's most primitive instincts: pride, greed, important resources, dogma, fear, disdain, anger, retribution, power, insanity, megalomania, or even all of the above. All individual thought is overridden by the violent and cruel might of military authority. All the people you'd have to kill and the blood you'd have to flow for the sake of your nation...
@@HankJWimbleton-v1m It's cuz war is big fun happy times in video games. It's just a terrible medium for it. There's plenty of anti-war movies about it though.
Not all soldiers are affected by it, just look at the difference between "All Quiet on the Western Front" vs "Storm of Steel" Some dudes just have their brains wired tight.
it is not really that the war is going, for me. It is the fact that the war doesnt care about you. Henri can die in the bunker for all he cares and the war will not acknowledge him, since no one knows what happen in the bunker itself
@@daegnaxqelil2733 often in these games you're isolated in some way. like you're in a remote location or under the ocean or in space. putting you inside of a war is just a really novel twist
@@JeanneHamada What really striked me the first time was when I got to the pillbox. I managed to forget there was even a war out there. I got up, saw the outside world again after hours, only to hear shots ricocheting off the concrete. Then I remembered, that I'm supposed to be a soldier, and yet all I want is to scream at them to let me out, that there's a monster in here. No one would care though, the war is still going on after all.
You actually could kill enemies in penumbra, but hitting them with your tools enough times. Though the chance of you dying before them is high, you can still do it even though you're not supposed to do it.
@@Hal_142 "don't get mad about spoilers when you haven't played the game yourself". I mean, isn't that the only time you'd get mad about spoilers? If he'd played the game already they wouldn't be spoilers.
Honestly, compared to other wars like Vietnam and WWII, they don't make as much games set in WWI. So combined that with horror, you got a game that truly stand out here
Honestly not a lot of Vietnam war games either. I want a stealth game that takes places during the Cold War (yes I know, not an actual war) where I can play as a spy, personally. And yes, I've beaten the shit out of MGS3 so many times I can't count them.
@@milkwater1204 doesn’t need to be a war game. Or a battlefield tactics game. Just a game set in ww1. A ww1 horror game like this but with zombies would be awesome. Related but I’m sick of every zombie in zombie games just hissing and gurgling. I want to hear nothing but footsteps, bone cracking and blood spurts. Silent zombies seem way scarier to me
Amnesia going old school resident evil is a wish come true for me, on top of some immersive sim player driven improv. And a crafting system that reminds me of those gunpowder mechanic from RE remakes.
Just play Penumbra dude. It's Amnesia going old school resident evil but before Amnesia. Glad to see Frictional Games returning to it's roots instead of doing yet another walking sim.
so about the sniper shot, it should be the other way around. first the shot should hit and then you hear the sound and that should take longer the further away the sniper is. the sound needs longer to travel than the bullet.
and while that would be more immersive, it would also mean that the first time you look through that window you just get forcibly sent back to your last save game (no autosave to help).
@@slyseal2091 Yep. It's a game design decision, just like hearing the thunder roar before the lightning strikes. It is attention to detail, but in a different way
19:12 As jank as that glitches out death was, the fact you can see the skybox of the battlefield outside the bunker for a split second before you die is actually really scary, cus it kinda emphasizes the fact that you're dead for some reason lol
6:06 fun fact: since the possibility of there being a bolt-action would be that of a French origin, this would truly go well with the gameplay. During the basic training of French soldiers during WW1, servicemen were instructed to load rounds one-by-one into their standard issue rifle of the lebel 1886. With the fact that our player character is a French soldier, the technique would perhaps be implemented unto the gameplay if there was ever a bolt action rifle implemented to the game. It is indeed a historically accurate balancing factor, if anything.
I feel it would’ve been interesting if they had you start with a Lebel. The long, slow shooting rifle would’ve been the last thing you’d want inside a bunker. They could then give you a double action revolver then followed by the shotgun both in order to reflect the ease of use of each weapon type in that situation as well as how rare they were IRL. You’d find more revolver ammo off the occasional officer and the shotguns were something you’d find Americans carrying around.
@@TheTeletrap No doubt. Since the Shotgun used in the game is a Winchester 1897, Trench Gun version, and you don't see those kinds of guns until near the end of the war when the Yanks are coming. I doubt any French Officer would be that lucky to bring an American Shotgun to the Western Front during 1916.
This is the right balance of horror: A complete stealth focus (Outlast and previous Amnesia games) - Tends to become tedious once you stop finding the roaming monsters scary and instead view them as obnoxious obstacles that prevent you from exploring and going forward. An action focus, on the other hand (RE 4 and Dead Space) - Tends to leave you with too much ammo (because directly confronting the monsters is mandatory) that at some point it's starting to feel more like a power fantasy than a horror. A balance of these 2 is what a proper horror game should strive for!
I concur. While SOMA is still my favorite Frictional title purely thanks to the story, this is my favorite Amnesia title. I hadn't felt genuine fear playing it like I have since I first played TDD back in 2011. They did right with this one.
"An action focus, on the other hand (RE 4 and Dead Space) - Tends to leave you with too much ammo (because directly confronting the monsters is mandatory) that at some point it's starting to feel more like a power fantasy than a horror." I disagree about that. It's just that on repeated playthroughs you get better at managing ammo and items, and know which weapon works on which enemy and it becomes helluva lot easier to manage ammo and have abundance of it. Common trick for RE4 for example was to have enemies chase you, have them tightly group, then shoot one to stagger them and melee kick the entire group. Do this maybe twice and they all die, saving you bunch of ammo. Then there was the "upgrade" weapon trick, where you shoot all the ammo from weapon and don't reload it, then go and upgrade capacity and your weapon will be refilled. This also worked in all three Dead Space games for example, and many other games that had similar "upgrade" system.
@@J.J.Jameson_of_Daily_Bugle Well, I don't know what's your play style, but I usually conserve my ammunition, and make sure that every shot count (and not shooting wastefully, like I saw some people do). Add to that careful exploration, and you end-up with so much ammo, that you feel completely safe. Also, can you deny that the final act of both RE4 and Dead Space doesn't really feel scary anymore? Did you really felt dread when fighting those mutant soldiers or wave after wave of Necromorphs on a sunny planet surface, while having so much ammo at this point?
@@adiveler It depends. In RE4, I will group enemies then shoot them with one shotgun blast and finish them off with a knife, or I will go for headshots with handgun, or line them up then shoot them all at once with rifle (piercing) ,etc. However my playstyle comes from me being life-long fan of the series. For Dead Space I actually use lot of stasis + plasma cutter combo, I also like line gun in first game and javelin gun in second game. Third game is mixed bag, because you can custom craft weapon, and enemies are lot different (lot of them are faster) because it's more action oriented game, so having fast shooting gun like SMG with addition of force gun to knock out enemies and crowd control was my favorite mix. Seriously, alternative shot force gun is god tier in DS3 because it will knock out about 99% of enemies in game and give you enough room. Also, I don't think point of RE or DS is really about the dread or being scary, it's SURVIVAL horror, which means it's a horror game but focus is on survival, aka management. You can't get scared of games or movies if you're like 15 or over, we are simply not living in 1960s anymore, we've seen far worse shit in life then anything media can come up with. Hell I survived war as child. You get the idea. These days, horror fans mainly just praise horror movies with how well implemented the horror is, and this is the exact same reason why over last 30 or so years horror has been more reliant on gore rather then dread.
I think Dead Space and RE4 would work reasonably well as pure action games, which I think they have to. Things like Amnesia, Outlast, etc. I think only work on smaller scale games that last about 4 hours give or take, before they overstretch themself. The Horror mostly wears out after a few hours, because you get more familiar with the threat, the mechanics and so on, so the fear and dread wears off. Now Dead Space can at this point continue as an action game, because the "fun" of the game isn't as reliant on its atmosphere and horror and can be carried for a few more hours by its gameplay which is not the case with pure horror games, where the pure gameplay isn't as enjoyable. So with a full priced 60$ game, you have to have a way to fill a runtime of 10-15 hours, which people expect from a full price game, while a 20-30$ game can get away with a runtime of around 5 hours. Now I'm not saying a full price horror game has to devolve into an action game, but you have to do something, which full price games often not quite get right. A good example would be Eternal Darkness, breaking its story up into different characters facing different scenarios. A bad case is Resident Evil 7, which tries to devolve into an action game by the end, however its core gameplay mechanics aren't strong enough to carry it and it would have worked much better as a say 40$ game, without the whole boat sequence. Also Alien Isolation does this kinda bad, by dragging the survival horror part on too long, without providing something engaging enough to stay fresh the whole time.
As someone who did spend a lot of time in the dark I noticed some other changes, the monster no longer stops hunting you. It likes the dark game even tells you so. Light makes it not want to be out looking for you for too long before it retreats to its dark hole but when the bunkers dark? he does not give up and even with no sound will be hunting you like crazy
Damn. The sniper bit is so good. Imagine getting out of that bunker, thinking "thank god I'm alive" and it's 1917, a whole year before the end of the great war, and in 21 years there will be another that your son might die in.
About the 60fps cap. It's an old engine which has had things tacked onto it over time. Usually when that happens the engine tends to become fragile, little changes will break everything and set back development for weeks to fix it. If they are using the same engine since Penumbra it's possible that fps is tied into physics, AI and other calculations where going above it breaks things in game. I don't know for sure, but it's what I'd guess to be the most likely answer.
You'd think w/ all the DLSS, FSR, etc. etc. that one of the companies would've introduced a 'frame doubling + hw accelerated interpolation'. AFAIK most GPUs are set to render-ahead, so there's "already data in the pipe" to work with. Plus, I'd imagine "frame-extrapolation" would be less 'costly' than AI/MI/Algo full-frame rescaling (DLSS/FSR). (-Would be a good feature for clearing out all those high refresh rate VRR 1080p LCDs.)
Gives me big '1916 - Der Unbekannte Krieg' vibes, that little indie horror game from the early 2010s with a raptor-like creature stalking you through the trenches. (Edit: Great attention to detail as you say, but shouldn't 17:07 be the other way around? Sniper bullets are almost certainly travelling faster than the speed of sound, so the impact would happen before you heard the shot, not vice versa as depicted in the game.)
I imagine it's that so you'd have time to react, while it certainly would be more immersive like that I imagine it'd also be infuriating. Especially if you didn't save...
the game going by what you saying this game feels like a classic resident evil game -one big area/house -one constent threat that is hunting you down at all times -secrets and puzzles -item management
The mechanics are great and refreshing and handling a gun in Amnesia game feels strange and good. I only wish the game was a bit longer or more story heavy. The premise of what’s going on becomes clear very early on and after that it becomes just a race to escape.
You know, I've always found the Amnesia games to be very self-contained story-wise. You don't have to play the previous installments to understand what's going on.
Yeah I'm prob one to say I do wish they coulda continued on having more narrative than just outright putting more gameplay on the front as an apology for doing a lot of story for Rebirth, but this seems to still be great so far.
@@HankJWimbleton-v1m All of them are set in the same universe, and feature main characters who have undergone amnesia as to how the ended up where the games start, but other than that the stories are not that linked. Some characters/events are mentioned in notes throughout the games, but overall, you are very much correct; the games are super-contained which is really nice.
I can really appreciate the amount of detail that went into the sound design and the visuals. How you can hear the sniper fire a shot in the distance, only to have the bullet reach the player a few seconds later. How you can hear explosions from the war above the bunker. This game’s atmosphere is incredible and deserves high praise.
19:30 - regarding the 60 fps lock... It's because their engine, similar to bethesda's "Creation Engine" lock the gameplay elements (physics/movement/animation etc...) in the game to 60 fps. You mentioned that you've played their previous games (Penumbra, Amnesia series & SOMA) - they're all locked to 60 fps because they all use the same engine.
Small tips for people playing this: you can put stuff on the floor in the safe room if you run out of room in the box, nothing deletes/ you have way more generator use than you might originally expect if you leverage the wine cellar and fuel depot.
It's interesting how Frictional have had these mechanics in mind since their first alpha build of Penumbra. There was going to be weapons, explosives and environmental systems like an immersive sim in the first game but they decided to go full unarmed for all their games up until this point.
@@slippytrippy8122 True, I think was just in Overture. That game kept crashing for me at the end of the first level so I couldn't finish it but it had melee tools and throwables. Black Plague and Requiem stripped those out completely. So in a lot of ways The Bunker is like a sequel to Penumbra 1 if they decided to keep building on the combat mechanics.
@@JewTube001 thats right, I remmember now. I remmember those games suffering for it, too. In overture I remmeber being able to kill dog monsters with bricks and barricade doors/trap monsters. Honestly I think you need a combat mechanic in horror games to keep people from believing youre in an "on rails" experience. Even if its a weak way to fight back. Or at least to stack shit in front of doors or lock them.
The most gut wrenching thing about the game is in my opinion the story, which while pretty simple still hits hard. At the last battle with the beast on those weird brigdges you realize , this isnt running against an unknown abomination anymore. This is your friend, your friend that saved your life, turned into this thing pretty much bcs of you, and now he is the only thing standing between you and "freedom". No matter how much you may want to save him , reason with his lingering humanity, this is either you or him.
The first Penumbra let you have a weapon to fight enemies (mangy dogs) I remember finding you could stand on a box to make it impossible for them to hit you while you could still smack them when they tried. After that they clearly decided on the defenseless design for ever since
They actually planned to have weapons in Amnesia, but it never made it in. From what I remember the pickaxe is still in the game’s files. I think they also wanted to include a crossbow as well.
Believe it or not, you can technically "kill" the invisible water monster in Amnesia: The Dark Descent, specifically by smashing a large barrel or crate on top of it.
i remeber their devblog as to why they (frictionalgames) are staying away from melee weapons as they are practically prone to player abuse meaning they can make and break (and most of the time break) the tension and atmosphere of a good survival horror game giving players "sense of overpowerment" against enemies that should give the players sense of terror i think they actually learned from the penumbra series and the recent amnesia rebirth the perfect balance of gameplay ,storytelling as well as environmental storytelling , puzzle and sound design
Sometimes, when PC games are also limited to 60fps, there is an issue with something in the game engine being tied to framerate, and it may cause issues. Like fallout where physics breaks down or in resident evil (though not capped) has issues with collision or damage calculations. Don't know if it's the case with this game, but I find that is the issue more than the devs wanting to have parity with consoles. Imagine there would have been a ridiculous amount more 30fps pc games...
@@panamajack5972 "move to engines that can handle 60+ fps without breaking", easier said than done dude. Modern game engines are one of the most complex technologies that exist and it takes millions of dollars to update and maintain them every year, not to mention finding game engine developers who can do it in the first place.
This game is INSPIRED. I also love the concept of a SINGLE save room, the concept of limited save states are great for raising tension, but I don't think I've evet seen it been a single solitary thing/location that allowed you to save at. And even allows the creature to come into it if you don't lock it. Your SAVE room is not a "safe" room lol.
Finally a good (and real) survival horror game, tired of AAA dev slapping gore and monster into action game and called it 'survival horror'. Played the demo, and absolutely loved it, feels like survival horror + immersive sim. The lights and sound management might turn a lot of people, but if being anxious most of time suits you well then it's no issue. Can't wait to buy it
Have you been sleeping under a rock or something? That’s what a lot of AAA horror games were like in the late 2000s and early 2010s. Now, AAA horror have had kind of a renaissance for awhile but you also have idiots claiming that “indie horror is dead” because of shit like Garten of Banban when that’s not true, they just need to expand their horizons.
Unlike a lot of people, I didn't hate AMFP or Rebirth. I enjoyed them for what they were, but they didn't come close to the amazingness that was TDD. This game, though? This game hits the mark.
I think the reason there is no rifle at all in the entire bunker that you can pick is because the other soldiers and officers (Yes, some of Henri's comrades survived) havdtook them and tried to fight the monster, ended up breaking most in process. The monster has 2 bayonets stuck to its chest so that's a good indication that they tried and still fail, though that doesn't really explain where the pieces or the ammo went
From what I hear, this game seems right up my alley! Being able to defend yourself, plenty of exploration and hidden secrets, puzzles, not too long and replayable.
I mean, you're technically not wrong but yeah... (SPOILER ALERT) By the time you reach the end of the game, your character has successfully escaped the titular mysterious bunker all while discovering the horrifying truth about that place, but the monster is still alive and there are German soldiers looking for your whereabouts. As much as you managed to make it through the whole ordeal and survive without getting brutally devoured or shot to death by enemy soldiers, the war is still ongoing and it's highly unlikely that anyone will actually believe what you've just witnessed back there. They would probably start thinking that you're just being crazy or hallucinated everything as a result of breathing through mustard gas.
@@HankJWimbleton-v1m Heh, it is basically a premise of that one pen and paper horror rpg I played with my chumps that was taking place during the 20s and my character was a monster hunter that was a veteran of great war and also a half-mad drunktard that tried to convince himself that most of the stories about him meeting all kinds of monsters and his experience in dealing with them are just his drunken babble and are not real :)
A Machine for Pigs and Rebirth are great games... but weak compared to Dark Descent, but The Bunker really makes me feel like this should be the way they move forwards! It's got a cool new "Weapon" Mechanic that even then doesn't stop the monster and a whole new system that means if you use a grenade or a Gun, you go deaf for a few seconds, meaning your hearing is fecked until it comes back. Also, I love how the Monster is attracted by even the sound of you charging up your torch
ngl I never checked the stopwatch, it pretty much just ended taking an inventory slot for my entire playthrough, I only did once when fuel ran out for the first time and a friend who was watching thought it was a scripted event cuz I just had obtained the crank to remove the emergency lockdown and the monster was pretty much waiting in the corridor just outside the room, turns out it was just *A VERY WELL TIMED* coincidence, btw, you can just drop items with X so you don't really have to worry about inventory/storage space, just get to the safe room and drop all your shit in the ground
I like how the game works with the environment. The grenade traps work just as well on the monster and the rats, unlke you they don't know they can jump over the string. The smaller rats actually fear the monster and will scurry away from it, sometimes before you see it yourself.
I love how everyone's complaining that horror games are dying in 2023 because of those child-friendly mascot horror games like Garten of Banban, when they haven't even discovered stuff like Signalis, Iron Lung, and Amnesia: The Bunker.
2023 has to be the best year ever for game releases all around honestly, all the games to come out this year turned out to be awesome save for a few outliers like Gollum and Redfall
I’m tryin to get into single player video games. Been getting through silent hill trilogy and resident evil (older games). Which horror game that were released this year, apart from The Bunker, do you guys recommend?
The atmosphere of this game is truly amazing, absolutely loved it. Knowing you’re trapped in this bunker with a man eating beast hunting you, and even if you could escape you’re still stuck in the middle of no man’s land where the German’s are just waiting to shoot your face off. It’s a very bleak setting and it’s so well done.
I played half of this game with the generator off, 'cause I grew up playing Splinter Cell and took that stealth mentality all the way into adulthood. Simply put, when I got scared I just told myself. "I own the dark, not the monster." After going splinter cell mode, the game got a lot smoother and less scary. Well...for me anyway. Good game, very well made, 10/10.
Glad I'm not the only one who was reminded of "Condemned: Criminal Origins" with the way you check ammo in this game! As usual. It's great to hear your thoughts especially anything horror related.
The timer synced to the generator actually gave me a ton of relief, i didn't have to be stressed about the generator going off any minute without knowing what its at
For a game placing you smack dab in the middle of World War I, a war with it's own share of horrors - and then incorporating it with the OG Amnesia experience from sound design to graphics is nothing short of brilliant. The gaming industry has relentlessly being shit on as of late (From Redfall, to Overwatch 2 dying, and Gollum being a bellyflop of a fail), seeing the Indie Game industry thriving in the middle of corporate callousness of the modern gaming industry is a refreshing breath of air. Thanks for covering this! I'm going to only watch halfway so I can experience this myself. Cheers!
The horror games that allow you to barely defend yourself are more effective than those that pre-frame every encounter with the horror as a chase. In the former, the fact that you have some control over resources and a means of defence means that if and when you fuck up, it's on you. It's more tense that way, whereas in the latter, you know every encounter is a chase. The former adds more uncertainty.
It's honestly amazing tbh, it's like they brought back parts from Penumbra into amnesia. I do expect a point in this game, where the weapons actually BREAK at said point. Being a "HA I have a gun, you can't harm me!" *Gun breaks* "Oh NO! I'm screwed. RUN!!!"
Regarding there only being manual saves, that kind of save system really adds to the tension imo. It can of course be annoying to lose progress but that's the point - knowing we might lose 15-20 minutes of progress adds to the "terror" of being chased by the big bad compared to when it's just a 3 minute inconvenience. The key is finding a balance in difficulty so that it doesn't just become tedious though. Some games gets this wrong, where saving is so scarce or returning to a save point so tedious, that getting killed and losing progress gets annoying to a point of outright quitting the game over it.
the game was capped to 60fps, because it has physics based puzzles and uncapping framerates could potentially screw something up (physics tend to be tied to framerate). Games nowadays dont have the cap, but they also barely have any physics in them
The critique for the game was so miniscule, did not see clipping once and the transition of areas for me were only 1 to 1.9 seconds. Also the enemy can swipe you or run into you needing yourself to use the bandages, plus the health items are for burns, rats, explosives, traps. The shotgun holds 6 shells, I found 5 in one playthrough; the lack of the rifle is the only glaring problem.
The sniper part actually miffed me a little bit. Bullets travel faster than sound, that's why they have a sonic crack. So you should feel the impact/take damage before you actually hear the crack
I believe the reason why it's capped to 60 fps is two; 1. The engine has been designed to run on 60fps to avoid breaking physics and all that. Uncapping that could break the game as the engine is not designed to support higher framerates. Besides, the engine is old at this point. 2. Intended design for some reason. Perhaps horror games usually don't need to have more than 60fps, dunno.
Pistols and revolvers became more popular for trench warfare as the war progressed. There was a shortage of pistols since they hadn't been part of the standard kit. Same with grenades, hand grenades had existed but were relatively rare. Now they were being introduced on a large scale to clear bunkers and trenches. The game has a shotgun hidden somewhere. Like other resources you have to look around for it. Shotguns got more popular as well in the mid- and late war. The americans brought a lot of semi-automatic shotguns with them, and shotguns were present in the other powers. The gas hand grenade is a little unusual.
I'm a geezer and haven't had my ear to the ground at all, this review was the first I've heard of Bunker and I'm a Penumbra and Amnesia veteran (haven't done Rebirth or SOMA yet because aforementioned geezerdom). This is amazing! They took so many fantastic elements of the best horror games of the last decade and really made a worthy addition to the franchise. *This* is the perfect sequel in my opinion, it really straddles that line between sticking to the formula that made the original great while implementing new ideas that add to the original instead of detracting from it. Excellent review, excellent job Frictional Games! Amnesia had a ton of excellent community support and I am so excited to see them returning that feature to the franchise again! This video made this geezer very happy today, cheers Gman
Isn't the bullet thing backwards? If there is a super sonic crack, that means the bullet travels faster than the speed of sound of air. In which case the bullet hits you first, and then you hear the sonic crack.
@@TheBlackDeath3 realism has never been amnesia thing. It a terrible attention to dealing but it would be complete bullshit if was how it works in real life.
FYI, that "attention to detail" from 17:05 That "detail" is actually backwards. Bullets move faster than sound, so you'd hear the bullet hit before you hear the gunshot.
What I really love is the gen system, its a resource that may not be the life or death scenario as it doesn't full prevent the monster from entering in, but it does make it not want to enter a room unless it hears a noise. It makes those minutes of solving a puzzel count as the worst thing ever is taking too long for the monster to pop out and you're stuck in the dark with it. Honestly, me running to the admin office as the gen runs out is the most tense shit ever.
9:33 you can drop every piece of fuel by the generator, I tried it and it doesn't disappear so don't worry. Also don't drop meat as when you come back the rats would have eaten it and be in the room you dropped it!
11:11 I also loaded in 7 shells in the Shotgun at one point, I believe the gun it's modelled after was only able to hold 5 at one time so I'm not sure what happened with me, they probably didn't think you'd get lucky and get enough shells so didn't bother setting a limit to it
This game is very nerve wracking. The atmosphere is claustrophobic and intense. I literally move around in the dark crouched a hundred percent of the time
Aren't you supposed to hear the shot after it hits the pilbox? The bullet travels faster than sound last time I checked. A modern rifle can fire a bullet at around 900 m/s, while the speed of sound is around 340 m/s IIRC.
You can unlock the frame rate to 120 max with this simple solution - 1 - Open the Documents folder. 2 - Select the My Games folder. 3 - Pick Amnesia The Bunker. 4 - Now enter Main. You should see some files. Pick the one which is starts with your computer’s name and ends with user_settings. Open it using some text editor like Notepad. Change lines: RefreshRate=”60” and GameplayUpdateRate="60". In the place of 60 enter your refresh rate. You can find them using CTRL + F. In the case of the LimitFPS=”true” change it to false. You will be now able to pick preferred framerate in the games’ settings. What is more, the author recommends setting your PC FPS limit to 120. The game may have problems with physics otherwise. Below We present how to do it: Nvidia control panel - Open panel and Select Manage 3D Settings. Now search for Max frame rate and change it.
The devs definetely looked back at the Penumbra series with the moster in the walls thing (the hunter from the kennels in black plague). It really bummed me that they said "from the creators of Amnesia and Soma" without mentioning Penumbra, considering they most definetly took inspiration from. The concept of the monster from that game and this one's is identical.
Regarding the 60 fps cap; per PCGamingWiki - "All gameplay elements are tied to FPS. This includes physics, puzzles, player movement, input, and most animations. This limit can be removed,but can have unintended side effects. As of the demo release, FPS greater than 120 can cause an inability to enter vents required for progression. Doors and levers become harder to move at higher FPS, but this can be offset using a mouse DPI clutch button. There may be more game-breaking bugs in the full release that have not yet been discovered."
17:10 its the other way around tho, you would hear the shot a bit AFTER the bullet hits cause the bullet flies faster than the speed of sound (unless he's using subsonic rounds but why would you in that scenario).
I hope they do more of these games just like anthology style games with new twists and stories.. It was really a heart pounding experience playing this game and definitely worth trying
I've never played any of the Amnesia games, despite being a fan of survival horror games. But this one just might be the one that gets me in! Thanks for the great review and stay safe out there!
Watching part of this video convinced me to buy the game before seeing any spoilers, and I'm so glad I did. It recently got an update that lets you customize TONS of options about the game, making it even better for multiple playthroughs. Now I've beaten it on normal and hard, and I'm working up the courage to try Shell Shock difficulty.
We rarely get survival horror games these days that include guns. People say that having a weapon kills any horror the game has, but it can work if done right. So many horror games in the past have weapons that help you defend yourself, but never comes a moment where the game looses it's horror elements. Perfect examples of this are the old Silent Hill games made by Team Silent or Condemned: Criminal Origins. Those games knew how to do horror right. At one point I played Silent Hill 3 and when I reached the train station, I heard a lot of monster growls that made me scared shitless. Then I went downstairs being ready of what will come after me, but all I found was a save station & complete dead silence. You know a horror game does something right, when it fucks with your head.
what I think a lot of players do wrong in terms of the generator is that they go around the entire bunker and turn on all the lights,not realizing that it uses up more fuel(duh). Which is why even the lights at the hub area can be turned off, so the player can strategize when and how many lights to have on to save the precious fuel.
@@Gggmanlives idk if its tied to difficulty or not, and at first I also didnt pay much attention but when I picked up the note at the section with the daisy-chained lights I wondered what was even the purpose of that unless it was to help players shut off the lights faster to save fuel rather than shut them off one by one before leaving the area. Same goes for being able to shut off the lights at the central safe area. If all lights being on had no penalty, why give us the option to shut them off in the one area that is supposed to be safe always or shut of multiple lights with 1 lever in another area. Not to mention that we can also fill up empty bottles with fuel in the storage area which fuels up the gen just as much as a fuel can does.It would become a bit trivial with no penalty(there is even a tricky refuel tech that allows you to get more than 2 ticks per can). I'm sure with more time others will test it and give more conclusive results.
It's funny how 60 fps has become the new 30 fps. It feels like it was only yesterday when a cap of 60 was acceptable This game looks fantastic and horrifying, may have to check it out
Great to see minimal HUD and an unbroken first-person perspective, should be the basics but is rare to see nowadays. Nice to see the sound design taking centre stage and no mini-map or wall hack super powers, it's refreshing.
Totally wish he would've put one of those "i screamed like a girl" moments in lol. This looks awesome! I really hope devs pay attention to how crucial good sound design is when it comes to horror game. One hit kills suck in Amnesia, and they suck in The Evil Within (although if it's Devil Mwy Cry it's acceptable).
The Halloween update increased the FPS limit to 120, added a new difficulty mode, including ~30 custom difficulty settings and a bunch of other features i absolutely love custom difficulty modes, especially if they have settings that add rng to the loot or progression, it's like playing a remix, and this game now does that :)
The reason that in dark decent the darkness effects your sanity is because daniel is said to be afraid of the dark. In Justine, the player doesnt lose sanity in the dark because justine is not afraid of the dark like daniel.
This sounds fantastic. Not watching this whole video to avoid spoilers, but definitely gonna give this a go :D . I could really do with another PROPER horror game!
It's a welcome reprieve from the RE4 standard where you're basically swimming in ammo until the next brick wall of enemies is thrown at you to whittle down your resources in the most ham fisted way possible
I've thoroughly enjoyed all the Amnesia games, and I have to say The Bunker is my personal favourite! The gameplay changes they have made are very welcome, the bunker as the environment is fantastic, spooky and extremely effective at making the player constantly uneasy. Very interested to see where the series goes from here
Hey guys, you can grab the game through my GOG affiliate link here:
af.gog.com/en/game/amnesia_the_bunker?as=1676100194
It's not available yet.
Finally a good horror game !
Gotta love ww1 horror games
I think your channel funnels in half of GOGs revenue stream - they owe you a free copy of Swat 4 at the very least.
@@JohnnyWednesday Free Swat 4 copy is the peak of one's game reviewing career 😃
Gotta give credit to the voice actor playing Henri. You don't hear him much, but his blood gurgling screams when he gets hurt or killed are on another level of haunting.
It sounds like the voice actor actually got recorded being attacked by a monster lmao
I worked with him, he nailed everything almost in 1 take but always wanted to give more
@@dannyjquinn880Just wanted to congratulate you guys for making Amnesia amazing again, and the idea of making survival horror combined with immersive sims, i gotta give you guys a handshake haha.
I do agree, but I think you mean blood "curdling"
those recorded letters were so well acted that the acting was actually very memorable to me
19:13 That's not a bug, that's a dying soldier's last few moments imagining the wonderful golden sky as his life flashes before his eyes
Damn...that almost made me cry 😭😂.
My exact thoughts
Its Elysium.
I am a poor wayfaring soldier
I'm traveling through this world of woe
But there's no sickness, toil, nor danger
In that bright land to which I go
"If you find yourself alone, riding in the green fields with the sun on your face, do not be troubled. For you are in Elysium, and you're already dead!"
Exactly what I thought . Wanted to like your comment but it has 420 likes…
17:06 It's actually the other way around in real life. Since most types of ammo are super sonic (8mm Mauser definitely super sonic) you would first hear the impact of the bullet and the sound of the shot afterwards.
Makes me think it's not intentional and is actually just a bug. Probably forgot to add a minus sign in the scripting.
Came here to say this, happy to see you already did. Thank you for your contribution.
Yep. Although I'm sure they flipped it for gameplay purpose just to give the player a que as to when they were in danger
When we're at it, another thing that I found super funny (and kind of disappointing) is the fact that the revolver here is one of the few ones in existence that actually opens to the right side, but they still made it open to the left for some reason. It's kind of baffling to me that they would ommit this very important distinction. They could simple choose a different type of revolver if they didn't want to model it that way.
@@frajecz Not to mention the Trenchgun could hold way more than 2 rounds
One of my favorite elements is how the monster telegraphs it’s location when it’s moving around.
Remember in Alien: Isolation, when the Alien was crawling through the vents, you could hear it up there?
Well in this game, not only can you hear the creature crawling through it’s tunnels in the ceiling, but you can also see dust and dirt falling from where it’s crawling through at.
So you just have to sit there, totally silent, while you wait for this _thing_ to stop crawling around right above you and go away.
martincitopants
I didn't play isolation but seen videos and when I played this is reminded me of it and I was fearing and looking up so it wouldn't snatch me from some un scene hole
I am pretty sure, many parts of the game are scripted to make the player feel scared. Like while going to arsenal Storage room, you can hear every time the creature is coming and the exact same sound is played.
also when its close and the generator is on, the lights with flicker. its neat
I mean, from my experience, it really doesn't. Sure, there's very vague noises of it supposedly rummaging around in the ceiling or something, but it's neither helpful or immersive. You die constantly from the monster appearing behind you out of nowhere.
Fun Fact: Running out of fuel not only makes it harder to explore the bunker, it also makes the creature more likely to come out of the holes in the walls and chase you down since it is afraid of light.
Pretty sure it soft locks you on parts as well. Like when
You have to get into the communications room
Pretty sure it soft locks you on parts as well. Like when
You have to get into the communications room
Pretty sure it soft locks you on parts as well. Like when
You have to get into the communications room
Pretty sure it soft locks you on parts as well. Like when
You have to get into the communications room
@@bigman9341have you ever heard of the definition of insanity?
Honestly, the removal of the sanity system was a good idea. In Rebirth, it was way too overdone, and in the context of Bunker's story, you're playing as a soldier in the trenches and bunkers of WW1. There's no sanity there to begin with. Besides that, the sanity system was probably too much trouble for the devs to work with, far too much to be worth putting time and effort into.
Honestly, I believe that the implementation of a sanity system would only make sense if the player character developed severe PTSD as a result of experiencing the atrocities of World War I.
As much as Amnesia: The Bunker is generally a very solid game, I personally feel like it's a huge missed opportunity to not delve further into the horrors of war despite taking place in one of the bloodiest conflicts in human history. Not too many horror games explore that kind of stuff, unfortunately.
When you think about it, war is terrifying. I mean, unironically, the prospect of one day having to engage in a struggle with another nation and possibly not returning to your family is fairly horrifying in its own right. With all of those needless deaths and destruction all over the place, it reflects the ugliest side of humanity. In fact, war is often portrayed as an awakening to humanity's most primitive instincts: pride, greed, important resources, dogma, fear, disdain, anger, retribution, power, insanity, megalomania, or even all of the above. All individual thought is overridden by the violent and cruel might of military authority. All the people you'd have to kill and the blood you'd have to flow for the sake of your nation...
@@HankJWimbleton-v1m It's cuz war is big fun happy times in video games. It's just a terrible medium for it. There's plenty of anti-war movies about it though.
Not all soldiers are affected by it, just look at the difference between "All Quiet on the Western Front" vs "Storm of Steel" Some dudes just have their brains wired tight.
Interesting and smart observations.
@@JewTube001 Arma CAN be pretty terrifying if you're undergeared compared to your enemy.
The fact that there is a war going on out there while you are stuck in the bunker is the best part of this game
Yeah.
it is not really that the war is going, for me. It is the fact that the war doesnt care about you. Henri can die in the bunker for all he cares and the war will not acknowledge him, since no one knows what happen in the bunker itself
the best part , why? it's a nice detail
@@daegnaxqelil2733 often in these games you're isolated in some way. like you're in a remote location or under the ocean or in space. putting you inside of a war is just a really novel twist
@@JeanneHamada What really striked me the first time was when I got to the pillbox. I managed to forget there was even a war out there.
I got up, saw the outside world again after hours, only to hear shots ricocheting off the concrete. Then I remembered, that I'm supposed to be a soldier, and yet all I want is to scream at them to let me out, that there's a monster in here. No one would care though, the war is still going on after all.
You actually could kill enemies in penumbra, but hitting them with your tools enough times. Though the chance of you dying before them is high, you can still do it even though you're not supposed to do it.
In the alpha there was explosives too.
I recall I tried to kill most monsters in the Penumbra games, lol.
Pretty sure I killed everything it was possible to kill, I remember cheesing the shit out of certain enemies on a second playthrough
If I recall you could also kill the water monster in Amnesia by throwing stuff at it.
It was very easy to deal with dogs in the first game
The fucking sniper that shoots at you when you exit the bunker really makes everything feel hopeless. I love it
Literally fighting to go back into the hell you actually *know*
Thanks for the spoilers
@@Adjudicus I think he's talking about when you go up the pillbox
@@Adjudicus bro that spoiler is in the video you're watching. don't get mad about spoilers when you haven't played the game yourself that's on you.
@@Hal_142 "don't get mad about spoilers when you haven't played the game yourself". I mean, isn't that the only time you'd get mad about spoilers? If he'd played the game already they wouldn't be spoilers.
Honestly, compared to other wars like Vietnam and WWII, they don't make as much games set in WWI. So combined that with horror, you got a game that truly stand out here
Its hard to romanticize a meatgrinder.
Honestly not a lot of Vietnam war games either. I want a stealth game that takes places during the Cold War (yes I know, not an actual war) where I can play as a spy, personally. And yes, I've beaten the shit out of MGS3 so many times I can't count them.
It's probably because WW1's military tactics are hard to adapt into a fun FPS. It would make for a better RTS or isometric shooter, or horror game.
@@milkwater1204 doesn’t need to be a war game. Or a battlefield tactics game. Just a game set in ww1. A ww1 horror game like this but with zombies would be awesome. Related but I’m sick of every zombie in zombie games just hissing and gurgling. I want to hear nothing but footsteps, bone cracking and blood spurts. Silent zombies seem way scarier to me
@@zzodysseuszz Yeah, most predators are silent.
Amnesia going old school resident evil is a wish come true for me, on top of some immersive sim player driven improv.
And a crafting system that reminds me of those gunpowder mechanic from RE remakes.
RE but no nice safe room with pleasant music and LOCK THE DOORS
@@FlymanMS there's safe room music when you lock the doors. it's cozy
@@FlymanMS Look the doors and you will hear nice music .
im sim games got me into survival horror tbh
Just play Penumbra dude. It's Amnesia going old school resident evil but before Amnesia. Glad to see Frictional Games returning to it's roots instead of doing yet another walking sim.
so about the sniper shot, it should be the other way around. first the shot should hit and then you hear the sound and that should take longer the further away the sniper is. the sound needs longer to travel than the bullet.
DayZ taught me this lol.
The only exception to this I could fathom would be a sub-sonic weapon, like a shotgun shooting slugs... but they would hardly be sniping with that.
and while that would be more immersive, it would also mean that the first time you look through that window you just get forcibly sent back to your last save game (no autosave to help).
@@slyseal2091 Yep. It's a game design decision, just like hearing the thunder roar before the lightning strikes. It is attention to detail, but in a different way
@@slyseal2091 Yeah I can imagine people just thinking they randomly died to a bug or something.
19:12
As jank as that glitches out death was, the fact you can see the skybox of the battlefield outside the bunker for a split second before you die is actually really scary, cus it kinda emphasizes the fact that you're dead for some reason lol
It makes me think, that for a split second before your brain was destroyed, your character's thoughts were just on waning to see the sky one last time
its a weird skybox too considering outside is nighttime the entire game lol
Or the protag see's heaven
@@klayman2
It’s the exact same sky as when he climbs up the ladder and gets sniped. No idea what you’re talking about.
@@klayman2 Tthat's not true at all. It's literally daytime everywhere in the bunker.
6:06 fun fact: since the possibility of there being a bolt-action would be that of a French origin, this would truly go well with the gameplay. During the basic training of French soldiers during WW1, servicemen were instructed to load rounds one-by-one into their standard issue rifle of the lebel 1886.
With the fact that our player character is a French soldier, the technique would perhaps be implemented unto the gameplay if there was ever a bolt action rifle implemented to the game. It is indeed a historically accurate balancing factor, if anything.
Forgotten Weapons Let's Play, when?
(The Man's got a thing for French firearms)
It’s not even that they were instructed to, the Lebel was one of the only guns in the war that was incapable of feeding stripper clips.
I feel it would’ve been interesting if they had you start with a Lebel. The long, slow shooting rifle would’ve been the last thing you’d want inside a bunker.
They could then give you a double action revolver then followed by the shotgun both in order to reflect the ease of use of each weapon type in that situation as well as how rare they were IRL.
You’d find more revolver ammo off the occasional officer and the shotguns were something you’d find Americans carrying around.
@@TheTeletrap No doubt.
Since the Shotgun used in the game is a Winchester 1897, Trench Gun version, and you don't see those kinds of guns until near the end of the war when the Yanks are coming.
I doubt any French Officer would be that lucky to bring an American Shotgun to the Western Front during 1916.
why do they have hand wraps
This is the right balance of horror:
A complete stealth focus (Outlast and previous Amnesia games) - Tends to become tedious once you stop finding the roaming monsters scary and instead view them as obnoxious obstacles that prevent you from exploring and going forward.
An action focus, on the other hand (RE 4 and Dead Space) - Tends to leave you with too much ammo (because directly confronting the monsters is mandatory) that at some point it's starting to feel more like a power fantasy than a horror.
A balance of these 2 is what a proper horror game should strive for!
I concur. While SOMA is still my favorite Frictional title purely thanks to the story, this is my favorite Amnesia title. I hadn't felt genuine fear playing it like I have since I first played TDD back in 2011. They did right with this one.
"An action focus, on the other hand (RE 4 and Dead Space) - Tends to leave you with too much ammo (because directly confronting the monsters is mandatory) that at some point it's starting to feel more like a power fantasy than a horror."
I disagree about that. It's just that on repeated playthroughs you get better at managing ammo and items, and know which weapon works on which enemy and it becomes helluva lot easier to manage ammo and have abundance of it. Common trick for RE4 for example was to have enemies chase you, have them tightly group, then shoot one to stagger them and melee kick the entire group. Do this maybe twice and they all die, saving you bunch of ammo. Then there was the "upgrade" weapon trick, where you shoot all the ammo from weapon and don't reload it, then go and upgrade capacity and your weapon will be refilled. This also worked in all three Dead Space games for example, and many other games that had similar "upgrade" system.
@@J.J.Jameson_of_Daily_Bugle Well, I don't know what's your play style, but I usually conserve my ammunition, and make sure that every shot count (and not shooting wastefully, like I saw some people do). Add to that careful exploration, and you end-up with so much ammo, that you feel completely safe.
Also, can you deny that the final act of both RE4 and Dead Space doesn't really feel scary anymore? Did you really felt dread when fighting those mutant soldiers or wave after wave of Necromorphs on a sunny planet surface, while having so much ammo at this point?
@@adiveler It depends. In RE4, I will group enemies then shoot them with one shotgun blast and finish them off with a knife, or I will go for headshots with handgun, or line them up then shoot them all at once with rifle (piercing) ,etc. However my playstyle comes from me being life-long fan of the series.
For Dead Space I actually use lot of stasis + plasma cutter combo, I also like line gun in first game and javelin gun in second game. Third game is mixed bag, because you can custom craft weapon, and enemies are lot different (lot of them are faster) because it's more action oriented game, so having fast shooting gun like SMG with addition of force gun to knock out enemies and crowd control was my favorite mix. Seriously, alternative shot force gun is god tier in DS3 because it will knock out about 99% of enemies in game and give you enough room.
Also, I don't think point of RE or DS is really about the dread or being scary, it's SURVIVAL horror, which means it's a horror game but focus is on survival, aka management. You can't get scared of games or movies if you're like 15 or over, we are simply not living in 1960s anymore, we've seen far worse shit in life then anything media can come up with. Hell I survived war as child. You get the idea. These days, horror fans mainly just praise horror movies with how well implemented the horror is, and this is the exact same reason why over last 30 or so years horror has been more reliant on gore rather then dread.
I think Dead Space and RE4 would work reasonably well as pure action games, which I think they have to.
Things like Amnesia, Outlast, etc. I think only work on smaller scale games that last about 4 hours give or take, before they overstretch themself. The Horror mostly wears out after a few hours, because you get more familiar with the threat, the mechanics and so on, so the fear and dread wears off. Now Dead Space can at this point continue as an action game, because the "fun" of the game isn't as reliant on its atmosphere and horror and can be carried for a few more hours by its gameplay which is not the case with pure horror games, where the pure gameplay isn't as enjoyable. So with a full priced 60$ game, you have to have a way to fill a runtime of 10-15 hours, which people expect from a full price game, while a 20-30$ game can get away with a runtime of around 5 hours.
Now I'm not saying a full price horror game has to devolve into an action game, but you have to do something, which full price games often not quite get right.
A good example would be Eternal Darkness, breaking its story up into different characters facing different scenarios.
A bad case is Resident Evil 7, which tries to devolve into an action game by the end, however its core gameplay mechanics aren't strong enough to carry it and it would have worked much better as a say 40$ game, without the whole boat sequence. Also Alien Isolation does this kinda bad, by dragging the survival horror part on too long, without providing something engaging enough to stay fresh the whole time.
As someone who did spend a lot of time in the dark I noticed some other changes, the monster no longer stops hunting you. It likes the dark game even tells you so. Light makes it not want to be out looking for you for too long before it retreats to its dark hole but when the bunkers dark? he does not give up and even with no sound will be hunting you like crazy
The most horrifying part of all of it? Playing as a Frenchman.
Who can't surrender...
@@charlesoliver4449Rooooh 😶
Qu'est-ce que tu dis, les français construisent ce monde. xD
@@charlesoliver4449 truly the most horrific thing to ever be
smith
Fun fact: you can actually defend yourself in the Dark Descent if you keep throwing rocks at some of the later enemies. Horror go splat
Ah yes, cosmic lovecraftian monster being defeated by rocks
Damn. The sniper bit is so good. Imagine getting out of that bunker, thinking "thank god I'm alive" and it's 1917, a whole year before the end of the great war, and in 21 years there will be another that your son might die in.
The game takes place in 1916
@@taistelusammakko5088 erm
About the 60fps cap. It's an old engine which has had things tacked onto it over time. Usually when that happens the engine tends to become fragile, little changes will break everything and set back development for weeks to fix it. If they are using the same engine since Penumbra it's possible that fps is tied into physics, AI and other calculations where going above it breaks things in game. I don't know for sure, but it's what I'd guess to be the most likely answer.
You'd think w/ all the DLSS, FSR, etc. etc. that one of the companies would've introduced a 'frame doubling + hw accelerated interpolation'.
AFAIK most GPUs are set to render-ahead, so there's "already data in the pipe" to work with. Plus, I'd imagine "frame-extrapolation" would be less 'costly' than AI/MI/Algo full-frame rescaling (DLSS/FSR).
(-Would be a good feature for clearing out all those high refresh rate VRR 1080p LCDs.)
Gives me big '1916 - Der Unbekannte Krieg' vibes, that little indie horror game from the early 2010s with a raptor-like creature stalking you through the trenches. (Edit: Great attention to detail as you say, but shouldn't 17:07 be the other way around? Sniper bullets are almost certainly travelling faster than the speed of sound, so the impact would happen before you heard the shot, not vice versa as depicted in the game.)
I remember when Markiplier played that game!
There was also another trenches game that’s similar though it’s more Silent Hill 2 inspired. It’s by the same dev as Backrooms 1998.
I immediately thought of that when he mentioned the sniper. You'd hear the bullet impact long before you heard the gunshot.
I imagine it's that so you'd have time to react, while it certainly would be more immersive like that I imagine it'd also be infuriating. Especially if you didn't save...
Yes. Most rifle calibers of that era traveled around 2.5 times the speed of sound, give or take a couple hundred feet per second.
the game going by what you saying this game feels like a classic resident evil game
-one big area/house
-one constent threat that is hunting you down at all times
-secrets and puzzles
-item management
Just with the modern touch of randomization of items so it's not as situation of 'know the optimal route'.
The mechanics are great and refreshing and handling a gun in Amnesia game feels strange and good. I only wish the game was a bit longer or more story heavy. The premise of what’s going on becomes clear very early on and after that it becomes just a race to escape.
You know, I've always found the Amnesia games to be very self-contained story-wise. You don't have to play the previous installments to understand what's going on.
Yeah I'm prob one to say I do wish they coulda continued on having more narrative than just outright putting more gameplay on the front as an apology for doing a lot of story for Rebirth, but this seems to still be great so far.
@@HankJWimbleton-v1m All of them are set in the same universe, and feature main characters who have undergone amnesia as to how the ended up where the games start, but other than that the stories are not that linked.
Some characters/events are mentioned in notes throughout the games, but overall, you are very much correct; the games are super-contained which is really nice.
I can really appreciate the amount of detail that went into the sound design and the visuals. How you can hear the sniper fire a shot in the distance, only to have the bullet reach the player a few seconds later. How you can hear explosions from the war above the bunker.
This game’s atmosphere is incredible and deserves high praise.
Sure, it's unrealistic to hear the shot before it hits, but it's a gameplay concession I appreciate.
19:30 - regarding the 60 fps lock... It's because their engine, similar to bethesda's "Creation Engine" lock the gameplay elements (physics/movement/animation etc...) in the game to 60 fps. You mentioned that you've played their previous games (Penumbra, Amnesia series & SOMA) - they're all locked to 60 fps because they all use the same engine.
2023 has been a tremendous year for horror games, and 6 months are still left.
Can't wait for Silent Hill 2 remake to break that streak. Konami will deliver.... In disappointment.
@@141Soap most likely lmao
Weird to see an modern horror game that isn't made on Unity with stolen assets about investigating a haunted house by a demon/ghost.
Dear lord 6 months left, feels like 2023 just started
And we still have Silent Hill 2, Alan Wake 2, Alone in the dark and I can't wait
Small tips for people playing this: you can put stuff on the floor in the safe room if you run out of room in the box, nothing deletes/ you have way more generator use than you might originally expect if you leverage the wine cellar and fuel depot.
Finally, a good game that isn’t a remake.
Eh so far the remakes are pretty decent this year.
There has been many good games that aren’t remakes.
Outlast Trials
@@kevinwest1985 can you name some ? AAA of course
@@Subwaygoonfree Street Fighter 6, Tears of Kingdom, and Diablo 4 all just came out and they're all good.
It's interesting how Frictional have had these mechanics in mind since their first alpha build of Penumbra. There was going to be weapons, explosives and environmental systems like an immersive sim in the first game but they decided to go full unarmed for all their games up until this point.
Amnesia would have been better if it was a Horror-Stealth immersive sim like Thief.
You could fight back in penumbra, I did it. You literally just pick up bricks and chuck them at the enemies. Edit: not in black plague tho
@@slippytrippy8122 True, I think was just in Overture. That game kept crashing for me at the end of the first level so I couldn't finish it but it had melee tools and throwables. Black Plague and Requiem stripped those out completely. So in a lot of ways The Bunker is like a sequel to Penumbra 1 if they decided to keep building on the combat mechanics.
@@JewTube001 thats right, I remmember now. I remmember those games suffering for it, too. In overture I remmeber being able to kill dog monsters with bricks and barricade doors/trap monsters. Honestly I think you need a combat mechanic in horror games to keep people from believing youre in an "on rails" experience. Even if its a weak way to fight back. Or at least to stack shit in front of doors or lock them.
The most gut wrenching thing about the game is in my opinion the story, which while pretty simple still hits hard. At the last battle with the beast on those weird brigdges you realize , this isnt running against an unknown abomination anymore. This is your friend, your friend that saved your life, turned into this thing pretty much bcs of you, and now he is the only thing standing between you and "freedom". No matter how much you may want to save him , reason with his lingering humanity, this is either you or him.
The first Penumbra let you have a weapon to fight enemies (mangy dogs)
I remember finding you could stand on a box to make it impossible for them to hit you while you could still smack them when they tried.
After that they clearly decided on the defenseless design for ever since
I remember doing that with a rock in Penumbra.
They actually planned to have weapons in Amnesia, but it never made it in. From what I remember the pickaxe is still in the game’s files. I think they also wanted to include a crossbow as well.
Believe it or not, you can technically "kill" the invisible water monster in Amnesia: The Dark Descent, specifically by smashing a large barrel or crate on top of it.
Good thing I said it's the first game in the Amnesia series then...
i remeber their devblog as to why they (frictionalgames) are staying away from melee weapons as they are practically prone to player abuse meaning they can make and break (and most of the time break) the tension and atmosphere of a good survival horror game giving players "sense of overpowerment" against enemies that should give the players sense of terror
i think they actually learned from the penumbra series and the recent amnesia rebirth the perfect balance of gameplay ,storytelling as well as environmental storytelling , puzzle and sound design
This feels much more Penumbra inspired and I'm here for it.
Sometimes, when PC games are also limited to 60fps, there is an issue with something in the game engine being tied to framerate, and it may cause issues. Like fallout where physics breaks down or in resident evil (though not capped) has issues with collision or damage calculations. Don't know if it's the case with this game, but I find that is the issue more than the devs wanting to have parity with consoles. Imagine there would have been a ridiculous amount more 30fps pc games...
Given this game used an updated version of their old engine, I reckon its one thing they haven't fixed sadly.
You'd think by 2023 devs would've listened to the constant bitching and move to engines that can handle 60+ fps without breaking
@@panamajack5972 "move to engines that can handle 60+ fps without breaking", easier said than done dude. Modern game engines are one of the most complex technologies that exist and it takes millions of dollars to update and maintain them every year, not to mention finding game engine developers who can do it in the first place.
All their games run with a 60fps cap. I think it's something that is built into the game engine that just can't be changed.
Same with EndWar. Tho its capped at 30. I assume its a port of the console version
Couldn’t believe how unrelenting the beast is in this game it made the overall experience far more immersive
This game is INSPIRED. I also love the concept of a SINGLE save room, the concept of limited save states are great for raising tension, but I don't think I've evet seen it been a single solitary thing/location that allowed you to save at. And even allows the creature to come into it if you don't lock it. Your SAVE room is not a "safe" room lol.
Finally a good (and real) survival horror game, tired of AAA dev slapping gore and monster into action game and called it 'survival horror'. Played the demo, and absolutely loved it, feels like survival horror + immersive sim. The lights and sound management might turn a lot of people, but if being anxious most of time suits you well then it's no issue. Can't wait to buy it
Have you been sleeping under a rock or something? That’s what a lot of AAA horror games were like in the late 2000s and early 2010s. Now, AAA horror have had kind of a renaissance for awhile but you also have idiots claiming that “indie horror is dead” because of shit like Garten of Banban when that’s not true, they just need to expand their horizons.
Im so glad Amnesia finally has a good sequel and we have another amazing horror game release this year.
It already had a good sequel…
Unlike a lot of people, I didn't hate AMFP or Rebirth. I enjoyed them for what they were, but they didn't come close to the amazingness that was TDD.
This game, though? This game hits the mark.
I have not considered any games released this year to be good yet ):
Somehow I didn't even know there was a new Amnesia game. I'll never forget playing the original.
I think the reason there is no rifle at all in the entire bunker that you can pick is because the other soldiers and officers (Yes, some of Henri's comrades survived) havdtook them and tried to fight the monster, ended up breaking most in process. The monster has 2 bayonets stuck to its chest so that's a good indication that they tried and still fail, though that doesn't really explain where the pieces or the ammo went
From what I hear, this game seems right up my alley! Being able to defend yourself, plenty of exploration and hidden secrets, puzzles, not too long and replayable.
It seems like they really went all in on making the game very stressful to play. Super cool that they did such a good job at it!
I'm expecting the ending to be the character getting out of the bunker and getting immediately shot down by German soldiers
I mean, you're technically not wrong but yeah... (SPOILER ALERT)
By the time you reach the end of the game, your character has successfully escaped the titular mysterious bunker all while discovering the horrifying truth about that place, but the monster is still alive and there are German soldiers looking for your whereabouts.
As much as you managed to make it through the whole ordeal and survive without getting brutally devoured or shot to death by enemy soldiers, the war is still ongoing and it's highly unlikely that anyone will actually believe what you've just witnessed back there. They would probably start thinking that you're just being crazy or hallucinated everything as a result of breathing through mustard gas.
@@HankJWimbleton-v1m
Out of the fire and back into the raging inferno
@@HankJWimbleton-v1m Heh, it is basically a premise of that one pen and paper horror rpg I played with my chumps that was taking place during the 20s and my character was a monster hunter that was a veteran of great war and also a half-mad drunktard that tried to convince himself that most of the stories about him meeting all kinds of monsters and his experience in dealing with them are just his drunken babble and are not real :)
@@BaranZenon Do you remember the name of that rpg game? It sounds really interesting.
@@christianandrew9251 By that description I'd assume Call of Cthulhu, pretty good system based on the lovecraft mythos, set in the 20's
A Machine for Pigs and Rebirth are great games... but weak compared to Dark Descent, but The Bunker really makes me feel like this should be the way they move forwards!
It's got a cool new "Weapon" Mechanic that even then doesn't stop the monster and a whole new system that means if you use a grenade or a Gun, you go deaf for a few seconds, meaning your hearing is fecked until it comes back. Also, I love how the Monster is attracted by even the sound of you charging up your torch
Yea i agree .
I don't think pig machine is a good game and I actually liked Dear Esther.
Machine for cops better than outlast
@@rusi6219 id agree for 2 but not one
ngl I never checked the stopwatch, it pretty much just ended taking an inventory slot for my entire playthrough, I only did once when fuel ran out for the first time and a friend who was watching thought it was a scripted event cuz I just had obtained the crank to remove the emergency lockdown and the monster was pretty much waiting in the corridor just outside the room, turns out it was just *A VERY WELL TIMED* coincidence, btw, you can just drop items with X so you don't really have to worry about inventory/storage space, just get to the safe room and drop all your shit in the ground
I like how the game works with the environment. The grenade traps work just as well on the monster and the rats, unlke you they don't know they can jump over the string. The smaller rats actually fear the monster and will scurry away from it, sometimes before you see it yourself.
Damn this year turns out to be a great year for horror games
I love how everyone's complaining that horror games are dying in 2023 because of those child-friendly mascot horror games like Garten of Banban, when they haven't even discovered stuff like Signalis, Iron Lung, and Amnesia: The Bunker.
2023 has to be the best year ever for game releases all around honestly, all the games to come out this year turned out to be awesome save for a few outliers like Gollum and Redfall
Can you recommend some? All I know of is re4 remake
@@HankJWimbleton-v1m Don't forget Fear and Hunger 2
I’m tryin to get into single player video games. Been getting through silent hill trilogy and resident evil (older games). Which horror game that were released this year, apart from The Bunker, do you guys recommend?
The atmosphere of this game is truly amazing, absolutely loved it. Knowing you’re trapped in this bunker with a man eating beast hunting you, and even if you could escape you’re still stuck in the middle of no man’s land where the German’s are just waiting to shoot your face off. It’s a very bleak setting and it’s so well done.
I played half of this game with the generator off, 'cause I grew up playing Splinter Cell and took that stealth mentality all the way into adulthood.
Simply put, when I got scared I just told myself. "I own the dark, not the monster."
After going splinter cell mode, the game got a lot smoother and less scary. Well...for me anyway.
Good game, very well made, 10/10.
Glad I'm not the only one who was reminded of "Condemned: Criminal Origins" with the way you check ammo in this game!
As usual. It's great to hear your thoughts especially anything horror related.
The timer synced to the generator actually gave me a ton of relief, i didn't have to be stressed about the generator going off any minute without knowing what its at
For a game placing you smack dab in the middle of World War I, a war with it's own share of horrors - and then incorporating it with the OG Amnesia experience from sound design to graphics is nothing short of brilliant.
The gaming industry has relentlessly being shit on as of late (From Redfall, to Overwatch 2 dying, and Gollum being a bellyflop of a fail), seeing the Indie Game industry thriving in the middle of corporate callousness of the modern gaming industry is a refreshing breath of air.
Thanks for covering this! I'm going to only watch halfway so I can experience this myself. Cheers!
The horror games that allow you to barely defend yourself are more effective than those that pre-frame every encounter with the horror as a chase. In the former, the fact that you have some control over resources and a means of defence means that if and when you fuck up, it's on you. It's more tense that way, whereas in the latter, you know every encounter is a chase. The former adds more uncertainty.
It's honestly amazing tbh, it's like they brought back parts from Penumbra into amnesia.
I do expect a point in this game, where the weapons actually BREAK at said point.
Being a "HA I have a gun, you can't harm me!" *Gun breaks* "Oh NO! I'm screwed. RUN!!!"
Regarding there only being manual saves, that kind of save system really adds to the tension imo.
It can of course be annoying to lose progress but that's the point - knowing we might lose 15-20 minutes of progress adds to the "terror" of being chased by the big bad compared to when it's just a 3 minute inconvenience.
The key is finding a balance in difficulty so that it doesn't just become tedious though.
Some games gets this wrong, where saving is so scarce or returning to a save point so tedious, that getting killed and losing progress gets annoying to a point of outright quitting the game over it.
the game was capped to 60fps, because it has physics based puzzles and uncapping framerates could potentially screw something up (physics tend to be tied to framerate). Games nowadays dont have the cap, but they also barely have any physics in them
As someone who took months to complete the OG Amnesia because I constantly ran out of clean underwear, I'm actually ok with the short runtime.
Someone get me my brown pants
And yellow shirt
The critique for the game was so miniscule, did not see clipping once and the transition of areas for me were only 1 to 1.9 seconds. Also the enemy can swipe you or run into you needing yourself to use the bandages, plus the health items are for burns, rats, explosives, traps. The shotgun holds 6 shells, I found 5 in one playthrough; the lack of the rifle is the only glaring problem.
The sniper part actually miffed me a little bit. Bullets travel faster than sound, that's why they have a sonic crack. So you should feel the impact/take damage before you actually hear the crack
He's just using subsonic rounds.
Depends on air density and humidity
For short distances like these, it's irrelevant.
You'd get frustrated beyond belief if that's how it worked in the game though. That's why they did it that way.
@@blckspice5167 The air can't get so humid the speed of sound doubles, if it did you would be underwater.
I believe the reason why it's capped to 60 fps is two;
1. The engine has been designed to run on 60fps to avoid breaking physics and all that. Uncapping that could break the game as the engine is not designed to support higher framerates. Besides, the engine is old at this point.
2. Intended design for some reason. Perhaps horror games usually don't need to have more than 60fps, dunno.
Pistols and revolvers became more popular for trench warfare as the war progressed. There was a shortage of pistols since they hadn't been part of the standard kit. Same with grenades, hand grenades had existed but were relatively rare. Now they were being introduced on a large scale to clear bunkers and trenches.
The game has a shotgun hidden somewhere. Like other resources you have to look around for it. Shotguns got more popular as well in the mid- and late war. The americans brought a lot of semi-automatic shotguns with them, and shotguns were present in the other powers.
The gas hand grenade is a little unusual.
hearing the sound first before the bullet hits you is actually completely unrealistic
I'm a geezer and haven't had my ear to the ground at all, this review was the first I've heard of Bunker and I'm a Penumbra and Amnesia veteran (haven't done Rebirth or SOMA yet because aforementioned geezerdom).
This is amazing! They took so many fantastic elements of the best horror games of the last decade and really made a worthy addition to the franchise. *This* is the perfect sequel in my opinion, it really straddles that line between sticking to the formula that made the original great while implementing new ideas that add to the original instead of detracting from it. Excellent review, excellent job Frictional Games!
Amnesia had a ton of excellent community support and I am so excited to see them returning that feature to the franchise again!
This video made this geezer very happy today, cheers Gman
@@Tomiply I don't use social media so yeah no help for me lol
Isn't the bullet thing backwards? If there is a super sonic crack, that means the bullet travels faster than the speed of sound of air. In which case the bullet hits you first, and then you hear the sonic crack.
I think it done to give the player a warning before their brain gets plastered across a nearby wall.
@@bcd32dok36 It makes sense as a gameplay mechanic, but less so as a bit of "attention to detail" in terms of realism.
@@TheBlackDeath3 realism has never been amnesia thing. It a terrible attention to dealing but it would be complete bullshit if was how it works in real life.
Its just subsonic bullet
FYI, that "attention to detail" from 17:05
That "detail" is actually backwards. Bullets move faster than sound, so you'd hear the bullet hit before you hear the gunshot.
What I really love is the gen system, its a resource that may not be the life or death scenario as it doesn't full prevent the monster from entering in, but it does make it not want to enter a room unless it hears a noise.
It makes those minutes of solving a puzzel count as the worst thing ever is taking too long for the monster to pop out and you're stuck in the dark with it. Honestly, me running to the admin office as the gen runs out is the most tense shit ever.
9:33 you can drop every piece of fuel by the generator, I tried it and it doesn't disappear so don't worry. Also don't drop meat as when you come back the rats would have eaten it and be in the room you dropped it!
11:11 I also loaded in 7 shells in the Shotgun at one point, I believe the gun it's modelled after was only able to hold 5 at one time so I'm not sure what happened with me, they probably didn't think you'd get lucky and get enough shells so didn't bother setting a limit to it
yeah it's code veronica. you don't need to use storage box, just drop items on the floor! (but not meat!)
This game is very nerve wracking. The atmosphere is claustrophobic and intense. I literally move around in the dark crouched a hundred percent of the time
The game does a REALLY good job at keeping you on edge the entire time
Aren't you supposed to hear the shot after it hits the pilbox? The bullet travels faster than sound last time I checked. A modern rifle can fire a bullet at around 900 m/s, while the speed of sound is around 340 m/s IIRC.
You can unlock the frame rate to 120 max with this simple solution -
1 - Open the Documents folder.
2 - Select the My Games folder.
3 - Pick Amnesia The Bunker.
4 - Now enter Main. You should see some files. Pick the one which is starts with your computer’s name and ends with user_settings.
Open it using some text editor like Notepad.
Change lines: RefreshRate=”60” and GameplayUpdateRate="60". In the place of 60 enter your refresh rate. You can find them using CTRL + F.
In the case of the LimitFPS=”true” change it to false.
You will be now able to pick preferred framerate in the games’ settings.
What is more, the author recommends setting your PC FPS limit to 120. The game may have problems with physics otherwise. Below We present how to do it:
Nvidia control panel - Open panel and Select Manage 3D Settings. Now search for Max frame rate and change it.
This game seems terrifying.
It plays with one of mankind's deepest fears: being French
Gman your editing skills are getting more phenominal
The devs definetely looked back at the Penumbra series with the moster in the walls thing (the hunter from the kennels in black plague). It really bummed me that they said "from the creators of Amnesia and Soma" without mentioning Penumbra, considering they most definetly took inspiration from. The concept of the monster from that game and this one's is identical.
Penumbra is 15 years old by now. It makes sense to reference their more recent products.
Regarding the 60 fps cap; per PCGamingWiki -
"All gameplay elements are tied to FPS. This includes physics, puzzles, player movement, input, and most animations. This limit can be removed,but can have unintended side effects. As of the demo release, FPS greater than 120 can cause an inability to enter vents required for progression. Doors and levers become harder to move at higher FPS, but this can be offset using a mouse DPI clutch button. There may be more game-breaking bugs in the full release that have not yet been discovered."
17:10 its the other way around tho, you would hear the shot a bit AFTER the bullet hits cause the bullet flies faster than the speed of sound (unless he's using subsonic rounds but why would you in that scenario).
I hope they do more of these games just like anthology style games with new twists and stories.. It was really a heart pounding experience playing this game and definitely worth trying
I've never played any of the Amnesia games, despite being a fan of survival horror games. But this one just might be the one that gets me in! Thanks for the great review and stay safe out there!
Watching part of this video convinced me to buy the game before seeing any spoilers, and I'm so glad I did. It recently got an update that lets you customize TONS of options about the game, making it even better for multiple playthroughs. Now I've beaten it on normal and hard, and I'm working up the courage to try Shell Shock difficulty.
It’s really immersive the bombs hitting the bunker every now and then was genius a reminder that there is a war above your head
We rarely get survival horror games these days that include guns. People say that having a weapon kills any horror the game has, but it can work if done right. So many horror games in the past have weapons that help you defend yourself, but never comes a moment where the game looses it's horror elements. Perfect examples of this are the old Silent Hill games made by Team Silent or Condemned: Criminal Origins. Those games knew how to do horror right. At one point I played Silent Hill 3 and when I reached the train station, I heard a lot of monster growls that made me scared shitless. Then I went downstairs being ready of what will come after me, but all I found was a save station & complete dead silence. You know a horror game does something right, when it fucks with your head.
Yet Silent Hill 2&3, the masterclasses of horror, give you an entire arsenal.
Nice copypasta
I thought there will be Internet Historian featured in this video, judging by the thumbnail
Funny how that random bulgarian hide the pain meme guy is so connected to internet historian now. I thought the same thing from seeing this thumbnail.
what I think a lot of players do wrong in terms of the generator is that they go around the entire bunker and turn on all the lights,not realizing that it uses up more fuel(duh). Which is why even the lights at the hub area can be turned off, so the player can strategize when and how many lights to have on to save the precious fuel.
I don't think the lights actually affects how much fuel uses to be honest. I never saw a difference.
@@Gggmanlives idk if its tied to difficulty or not, and at first I also didnt pay much attention but when I picked up the note at the section with the daisy-chained lights I wondered what was even the purpose of that unless it was to help players shut off the lights faster to save fuel rather than shut them off one by one before leaving the area. Same goes for being able to shut off the lights at the central safe area. If all lights being on had no penalty, why give us the option to shut them off in the one area that is supposed to be safe always or shut of multiple lights with 1 lever in another area. Not to mention that we can also fill up empty bottles with fuel in the storage area which fuels up the gen just as much as a fuel can does.It would become a bit trivial with no penalty(there is even a tricky refuel tech that allows you to get more than 2 ticks per can). I'm sure with more time others will test it and give more conclusive results.
It's funny how 60 fps has become the new 30 fps. It feels like it was only yesterday when a cap of 60 was acceptable
This game looks fantastic and horrifying, may have to check it out
Penumbra Black Plague is still terrifying too play today. Frictional Games are Masters of Horror and really know how to get under the Players Skin.
Freakin' sweet Lois.
Hey Lois!
*morphs into a peapod*
The editing is getting better each time
I didn't even know this game existed. But I hope this thing blows UP. What a fantastic looking experience.
Great to see minimal HUD and an unbroken first-person perspective, should be the basics but is rare to see nowadays.
Nice to see the sound design taking centre stage and no mini-map or wall hack super powers, it's refreshing.
Does anyone else feel like this is more like penumbra than amnesia ? I love it!!!
Totally wish he would've put one of those "i screamed like a girl" moments in lol.
This looks awesome! I really hope devs pay attention to how crucial good sound design is when it comes to horror game. One hit kills suck in Amnesia, and they suck in The Evil Within (although if it's Devil Mwy Cry it's acceptable).
17:10 It actually should be the other way around, because bullets travel faster than sound and... science^^
The Halloween update increased the FPS limit to 120, added a new difficulty mode, including ~30 custom difficulty settings and a bunch of other features
i absolutely love custom difficulty modes, especially if they have settings that add rng to the loot or progression, it's like playing a remix, and this game now does that :)
the settings are pretty indepth. you can tweak almost everything.
The reason that in dark decent the darkness effects your sanity is because daniel is said to be afraid of the dark. In Justine, the player doesnt lose sanity in the dark because justine is not afraid of the dark like daniel.
SOMA was a masterpiece in all aspects
This sounds fantastic. Not watching this whole video to avoid spoilers, but definitely gonna give this a go :D . I could really do with another PROPER horror game!
The ability to fight really makes it feel like being a cornered cat, fighting ferociously for your life, but still scared af
It's a welcome reprieve from the RE4 standard where you're basically swimming in ammo until the next brick wall of enemies is thrown at you to whittle down your resources in the most ham fisted way possible
the reason it's capped at 60 is cause for some reason the higher the fps the more of a speed demon the monster becomes
I've thoroughly enjoyed all the Amnesia games, and I have to say The Bunker is my personal favourite! The gameplay changes they have made are very welcome, the bunker as the environment is fantastic, spooky and extremely effective at making the player constantly uneasy. Very interested to see where the series goes from here
That Alien 3 reference was PERFECT! Meme status.