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One of my favourite moments in the game is when you climb a ladder into a gunner outpost with a massive hole that you could crawl out of. You instantly think "oh this is a perfect way out but there is no way that the game would allow me to just leave" and then suddenly you are shot by the German rifles making it so if you were to try to climb out of the pillowbox you would just get shot to death. This little detail makes you realize that you are not stuck just in the bunker, you are also stuck in this horrible conflict raging outside.
I'd forgotten all about the ongoing war until I got in the pillbox and got shot a couple of times. Somehow. There's fucking shelling going on that I've been hearing and commenting on constantly, how the fuck did I manage to forget about the war?
@@martincann5052 some degree of the work fucking would fit, though it would lose something in the translation, as sodding and fucking are far removed from each other linguistically
@@theherohartmut"Putain" or "bordel" would be appropriate here, but placed at the end of the sentence rather than before the "jamais". Also, with the "Mon Dieu" at the start, it might sound a bit redundant.
I'm not sure but I think his dad is French. I think I heard him say that somewhere but then again it could have been in one of his books and I could be misremembering.
Having to carefully crouch walk past potential monster infested holes in the wall while listening to that thing thump around in there put me right back in Alien Isolation at times and it was great
@@michaelkitchin9665 ... Then the novelty came back and smashed all the crates I had placed down... I'm not sure what happened afterward, only a blurred memory of scrambling to get that F****** ****** ******* ***** ***** lock in position at the saferoom's door...
@@TuriGamer Of course not, this game could easily be described as "Alient Isolation: Rogue-like Edition", but it doesn't change the fact that having ways to ward off the monster, however limited they're, is better than having no other option than run and hide.
It's definitely one of the few games this year that he managed to give (marginally) unqualified praise to. I wouldn't be surprised to see it squeak into the Top 5 Best. But who knows what the rest of the year will bring?
In case anyone cares enough to look for the notes Yahtzee says he missed, (the ones talking about who the monster is, and how you're involved). You can get access to them (alongside a useful item to use against the monster) through a hidden tunnel in the room where you get the plunger handle in the Roman tunnels.
Huh. I did find this room and read the note of the monster transforming as well as the useful item but I must have missed how you're involved. Still have no clue how you're relevant other than you're his friend
@@andresgomez8806 My mistake, for full context you'll also want to read the note in the Player Character's locker (code is on a dog tag in your bed in the soldier's quarters, next to another relevant note) That should be everything, though if you just want the summary, its this: Lambert is the monster, he turned into the monster because the water you gave him to drink in the prologue was gathered from the crater (the "sickly sweet" water) and that water appears to have leaked out from the cursed tunnels (you can see the water glowing when you're there in-game) The player character is also responsible for getting Lambert stuck in the crater in the first place (they gambled to decide who would go out on patrol and the player cheated, making him feel responsible for possibly getting Lambert killed). The player then sneaks out during the night to go save Lambert (the prologue) at the end, the player gets shot in the back of the head while fleeing across no man's land, resulting in their temporary coma and amnesia. While the player is comatose, Lambert drives himself crazy with guilt about the coma being his fault, while his body slowly morphs into a monster, resulting in him killing everyone except the player. So, in terms of Amnesia protagonists, probably one of the least evil. Made the monster by accident and only almost killed 1 close friend, so they weren't complicit in anything messed up like the others.
@@add8402 His name's Lambert but yeah. Also, the water wasn't just any water that was from "cursed tunnels". Basically, the problem is that most people won't know what's up with the water without having played Amnesia: Rebirth first, which showed us that the people in that game became "ghouls" because of the Harvester mutagen in the water. Apparently, the water in this game is also from the "Otherworld" that was in Rebirth, and said water seems to also be tainted with a different version of that Harvester mutagen. Hence why Lambert turned into a "version of the ghoul".
@@igorpolyakov4113 Ah, I never played Rebirth so this is all news to me. The only reference to earlier games I recognized was the unique death animation if you fall down during the final sequence.
@@igorpolyakov4113 I think the water was different because of the rats. You can see the rats in the game also mutated into tiny monsters. Lambert's appearance is different from the ghouls because the rats tainted it somehow and you can see that he resembles a rat himself; a rat king if you will.
4:38 Ackchyually, they wouldn't have been called "Molotov cocktails" yet. They earned that moniker from the Finns during the Winter War. Prior to that, they'd be generically called "fuel bombs" or "petrol bombs."
The Winter War or, as I like to call it, "Do Not Fuck with the Finns No Matter Who You Think You Are." I mean, the Soviets did _technically_ get some land from them _eventually_ but not before, among many other things, ONE GUY killed an entire battalion's worth of their soldiers with an old iron-sights rifle.
@@Pineappolis Simo uber alles! Was he technically a "sniper" since he used iron sights? Or was he more of a "sharpshooter?" Just swap out the Sharps rifle (which is where the term "sharpshooter" comes from) with a Mosin-Nagant.
@@judsongaiden9878 That's a very good question that's, sadly, beyond my military terminology expertise to answer. Either way, when it comes to defending your homeland from invasion, I seriously doubt any one person ever did more (at least in the direct sense).
Nothing better than a war for existential horror. And they remembered the cheap trick to creating terror in any seasoned gamer- the loss of a significant amount of progress. Doesn't even matter what the Weetabix looks like, it could be a happy smiling pony and still have the same effect once you know what it does to you.
There is a point in the game where you end up in a gunnery emplacement, one of the very few peeks outside, and you get shot at. It really reminds you that even though you are in hell down there, outside still has the horrors of war.
Really what I want out of a survival horror game is Dark Descent's scares and gameplay + Machine for Pigs' story and characters + Rebirth's visuals and presentation. It's like they have the pieces for the perfect horror game but never assemble them quite right.
@@hanniballahr94 I shit you not, it was only a bit after posting the comment that it occurred to me it was specifically a reference. I instinctively made a zp reference. I am beyond salvation.
@@hanniballahr94 Wish I could remember when I started watching lmao, as well as which one was first. It's just...a part of my life now. Yahtzee has successfully left a bit of himself inside me without me even realizing. Also when I found LDO it probably led to one of the most entertained times of my life.
@@Nomadith Soldiers pee in it. And so do rats. MORE SPOILERS: Real talk, though, it's kinda nice that you really didn't do much of anything wrong in this one. You're KINDA responsible for the mass of lethal fuckery that goes down, but not because you elected to cause it. It was more a case of catastrophic bad luck.
For the curious who don't care about spoilers, the monster is the player's best friend transformed by magical ghoul water laced with rat saliva. The player us technically not responsible for this as even though the player did give the water to him in an attempt to save them, the PC was almost entirely unaware of what the water would actually do. Essentially, you're being punished for trying to do something good but used the wrong tool to do it.
SPOILERS: yeah to build on the idea that you accidentally gave your companion the “turn into monster” water, there’s another note saying how the main character also sent the companion on the mission on a rigged bet.
@@ryguy9876 He was kinda responsibe as he cheated to get his mate instead of him to go patrolling in the first place. And of course when the mate's injured he gave him that water. Still hard to blame him tho, 'too scared to got out of the trench in a war' is a lot better than, say, 'killed sons and feed people to machine like pigs' or something.
Its amazing but God is it short. Finished my first playthrough in 3 hours and most of it, I was lost as fuck trying to get into the communications room
Having watched playthroughs, the fact that you can fight back combined with the setting and atmosphere (I really enjoy the aesthetics of setting your stuff in either Vietnam or WWI) really sells this one for me.
I wasn't even interested in it until I saw the gun on the box art, and that left me shocked, so I looked up the gameplay preview. so happy I didn't ignore it!
What I think makes this game's horror work better than other more linear horror games like, say, Outlast 2 is that its open world design means that the threat of death carries actual weight, rather than "Oh look you got killed by a jumpscare, now respawn 20 metres back and do it again but better this time", when every scrap of actual horror is lost to be replaced by frustration. Since it's open world, when you die and get sent back to your last savein the game's only save room with all your progress undone, you can instead try doing something completely different this time in the hopes it will turn out better, rather than just "do it again but better".
I'm not sure the concept works. Being chased by an unseen monster way deep so you're not even hearing the enemy artillery anymore seems way better than trying to survive in the trenches during WW1 to me.
I think the room for experimentation holds up quite well. I saw someone use a booby-trapped door with a flare on top of on an oilspill, catch the flare in a bucket using the physics engine (sounds more advanced than I made it sound), carry that flare, then drop it on *another* oilspill the player had dropped earlier, right on top of an explosive barrel outside a wooden door that was locked. The message you get when exiting the safe room for the first time; *"You can overcome most obstacles in multiple ways. Use your wits and your brains. Experiment. If you think something might be possible to do, it probably is."* Rings true for a lot of occations.
If the engine is more suited towards these types of games, then yes. But I don't like how broad you are applying that statement. That's the equivalent of saying turning a bolt with the two forks you taped together with duct tape instead of a wrench is a point of pride. Don't DIY things if there is a perfectly functional tool you can use that does a better job in half the time. To be clear, I don't know if Unity/UE would speed up their development times. But pride in your own engine is a terrible reason to not use them if they are better.
A bit arguable, but understandable. As a digital artist I take pride in making art using my own brushes and color palletes to make my illustrations. Tho I also understand that the same thing doesn't apply to game design. Unlike paintings or illustrations where you just look at it and admire it, the player is playing the game so it will run and look as well as the engine allows it, so it better be a decent engine otherewise cracks will show further down the line. So better to suck up your pride than letting and old engine get in the way of gameplay.
I would much rather games be made on an established well documented high quality engine like Unity or Unreal over the devs spend 10 years developing their own engine that is barely on par with godot.
I'm close to beating the game now. I found myself collecting and crafting all sorts of items and I really never got the chance to use them, but there is a way to quickly stock up on fuel to the point where you can keep the generator topped off the whole time, and that was super helpful.
I'm actually shocked anyone couldn't know who the monster is right out. The first... second note? From the character it is LITERALLY has them say the classic "I feel great!" after healing oddly fast from their wounds that ALL 'turning into the monster' characters seem to have.
3:50 On the topic of this I thought I could outsmart the game by storing meat in the drawers of the table in the safe room instead of the storage box. After venturing out into the bunker and back into the saferoom I find rats all around the table when they shouldn't be and all my meat was gone.
I like to think those glow in the dark Thundercats stickers are still glowing on the ceiling of my childhood room. Not, like, well, or anything. But just enough to see a vague something in the pitch black.
Yeah, I wasn't a fan of it initially either, but it's only scavenging/crafting items that change positions as opposed to an entire map. I don't usually care for procedural generation but it works decently well in this game (at least on the easier difficulties - Hard difficulty can absolutely shaft you). Well worth a try for the tension.
It's not really procedurally generated, at best the loot pick ups change a little. Key items are in the same spots. Corpses spawn in the same locations too, just different dogtags + codes on each corpse each run. For example, the Dogtag Code for the Lighter on my 2nd playthrough was on a different corpse 10 feet away from the previous playthrough's corpse. So not huge changes lol. Not enough changes to maintain replay value.
@@chronicbrightside8757 yatzhee liked res village? well thats kinda dissapointing but whatever, i played the Bunker and i think it is really great though, one of my favorite games of the past two years i would even say.
I took the "try anything rule" as far as i could and clipped through the first door with a lock on it before getting the gun, and magically that made it so the generator never ran out. I found a way around that door later on and got the gun anyway, and all i had to do to make sure im not fumbling around in the darkness was to make sure i never ever ever go near that door
I think their boast od "try anything" actually does hold up a bit. Just one example, I made my way into yhe dynamite storage area and there was a shitton of loot, like, more than I could carry. I couldn't find a shortcut back to the entryway and I'm certain there isn't one, so if I wanted this veritable fortune of gas, nades, and cloth, I'd need multiple trips through the glorified broom closet that was my path to this place. Or so I thought. I looked at the bars and thought "maybe I can grab this all through them" and piled all the goodies up against them. Made my way out, then tried grabbing things through the bars and found it totally possible, as I would have expected.
Getting some real mileage out of that amnesia joke, huh? Yeah this game really manages to recapture the creepiness of the original. Thanks game, I didn't need that pair of underwear anyway.
It’s amazing and unique how well they do a good job at making you feel the very fear Henri is feeling in the moment, I feel bad though because amnesia isn’t the only thing, Henri has to worry about, it’s the shell shock afterwards
My favourite horror game involving throwing stuff was Silent Hill Origins, wherein most problems could be solved by lobbing a TV at them. Or toasters, or ECG machines, small refrigerators, etc...
All I know about this game is that it can be speedrun in 1 minute and 34 seconds using wall clipping and riding a shovel like a harry potter broom. I can never veiw this game as scary after that.
Crazy how just making the progression path non-linear and progress being linked to the player making a little more directional effort feels about twice as paralyzing as before.
I absolutely loved the bunker as well, but it definitely had it’s draw backs. I don’t know if there’s a cap on how much of each item can spawn, but I reached the arsenal and found myself with more fuel than I knew what to do with. (Spoiler warning) It encourages multiple play throughs, but the story is extremely straightforward and easy to understand in one and there is only a slight difference to the 2 endings, nothing worth going back for. But, I really enjoyed it, and honestly wanted more after finishing it.
Well there is the fuel room in the game that technically gives you infinite fuel, I suppose for players that completely run out or want to experiment with molotovs
I’m confused by them putting the rouguelike this is run one, go do more runs thing on a horror game. The more you rerun any game the more comfortable and familiar it becomes. That seems like the opposite of what you would want in a horror game.
@@hugo8500 I never had to use it, but did the bottles refuel less than the cans? I saw it as reasonable. If you did run out, you have to go out through danger to fill up and return at least out of the way of objectives. In my experience I just had more fuel than I knew what to do with staying on path for the most part.
@@beefpelican I sort of see why they encourage it with the length of the game, but at the same time I think it would’ve been much better if they capitalized on it and that aspect by having multiple entirely different endings based on your playstyle like some older horror titles do. For player who’ve replayed it enough that the horror starts to fall flat there could be an ending triggered from aggressive play
I love the Frictional games but this one I felt a bit conflicted on. As you mentioned it is nowhere near as “you can do anything” as the game first suggests. It has some great gameplay decisions which build tension but not the thoughtful, well telegraphed scares of previous frictional entries.
I made the mistake of falling asleep right after watching this video. I dreamed of a cross between Amnesia meets Bioshock scenario set in an ever-shifting maze of a nineteenth century subway system. It would probably be pretty badass if I could pluck it out of my head and sell it, but it didn't make for a restful night.
Sounds like Yahtzee did, in fact, miss the twist re: nature of the horror in the dark, as that is addressed in the game. You have to collect the right notes to uncover it, though. I won't spoil it, but I thought the devs took a creative route on it. Nothing groundbreaking, and certainly not enough for me to recommend a replay, but for anyone still thinking about trying that game out - pay attention to the notes.
"Mon Dieu, pourquoi est-ce que je n'apprend sodding jamais??" you even applied the adjective in the right place, impeccable sentence structure Yahtz 😂👌🏽
i know he usually rips games apart but for being one of his reviews, i must say h went quite easy on this one, and that's how you can normally tell it's a good game to try
I'd love to see a reverse of these standard "shitty flashlight in the dark tunnels" horror games where you have to go around keeping the lights off in a big atrium or something.
Enjoyed this one for the most part, outside of saving being limited to the safe room, requiring re-doing sections if you died, and the end sequence being annoying. They made it repayable by semi-randomizing where stuff is, but I wouldn't play it again most likely.
What I don’t understand is they had actual flashlights during WW1 and even ones that would clip on the body to free the hands, which makes the necessity of a hand crank model that lasts 20 seconds absolutely baffling.
Don't see a lot of people talk about the Penumbra games they made in relation to this, though that was a long time ago, and was when the HPL engine was young and made me rage at zombie dogs when I caught on boxes i barely moved, but looking at The Bunker makes me think of Penumbra a lot and I'll have to play it now.
It kinda sounds like a FiveNightsAtFreddys atmosphere, but without the cameras and you being forced to wander through the hallways yourself before sprinting back to your break room where you're free from the threats for the time being.
Ah two things I barely see in an immersive sim that I love, the master key brick which I feel is severely under ultilized and a singular horror that is wandering somewhere, its a constant presence, you maybe unlucky and have the thing lurk close by. It maybe on the other side of the map but hope you didn't have taco bell or that thing will sniffing the farts and then leading you to your very last fart.
1:28 Lol is that true? That'd be like how the Postal 2 developers released a 2nd DLC for Postal 2 ten years later even after Postal 3 and the Postal movie had come out. Like it works but it's like how the real life U.S. postal service still uses WW2 Willys Jeeps in rural areas: you sympathetically laugh with them how it's sad that they're so poor they had to do that as well as how bizarrely effective it still sort of is
The twist is your war buddy drank some nasty contaminated water that was probably some byproduct of a failed super soldier formula and he turned into the monster chasing you.
(SPOILERS) 5:09 The monster IS actually your "college roomate", or rather your soldier buddy to be more precise. He's the person that helps you move on in the beginning of the game
You know what I'd like to see a WW1 horror game inspired by? Deathwatch. Amazing film. Superb inspiration for a harrowing in TTRPG Wraith: The Oblivion.
I just want to point out that one of the few new mechanics the game added.... the thing featured on the cover art of the game...... the Gun..... Yahtzee doesn't even give a notice to, because in quite ironic amnesia fashion, the gun is about as useful as a molotov with no lighter. And that's really funny to me. The game gives you a revolver and right before you get ready to cowboy up the game then let's you know it can't even drive away the monster.
It does drive away the monster though, it comes back within a few minutes but that's enough to find a hiding place or get past it because it backed you into a corner
Spoilers obviously In the room you find the insane french that got stuck after the other dudes blew up the tunnels, thedes some barrels blocking a tunnel that leads you to the crater you saved your good mate Lambart at the starr of the game. In this area you can find how it connects you, as the water you have Lambart at the start of the game is the pain water shit they used in the other games, and turned him into the Beast.
The Count of Monte Cristo doesn’t realize he’s changed too much to resume his old life. The book makes a big point about him being the same as before. He doesn’t “go back to his old life” because his old life doesn’t exist anymore. His dad and Mr. Morrel are dead. The book ends with Mercedes literally telling him that he’s still the same man she knew, but that SHES changed. She’s all old and gross now, so he runs of with a hot young woman. The book starts and ends with Edmond doing exactly the same thing: sailing a ship.
I played the first one and its quite good. Think outlast but not as stripped back or fucking loud. Lets you (mostly) shit your pants for yourself. The 2nd and especially 3rd one didn't draw me, but the bunker spoke about having two bullets meaning you're rich, so I immediately smelled (another) re7 which I loved and has not yet been topped, but the bunker was an equally good thing! It rewards a lotta thinking on your feet.
I LOVED the first one, and I don't even like horror games usually. But there was something about the gameplay and mechanics that sucked me in and didn't let go until I completed the game. The level with the water was the most terrifying for me, and if you do end up trying the first one out, eventually you will know what I'm referring to. It was just so atmospheric, and that's not generally something I say about video games, but somehow it worked for Amnesia. I'm curious how this new installment will hold up from what I've seen, but it's got the mechanics I loved, let's see how the horror works out.
Frictional games like amnesia, penumbra and soma were all pretty good and made first person, not being able to fight back horror games popular. Definitely worth a play to any horror game fan.
Definitely play the first one "the dark descent". The graphics are dated but my god the sound design, lighting, set pieces, and insanity mechanics make up for it. The second one "A Machine for Pigs" has a good story but uh. yeah not scary and not that much of a game. More of a go from A-B simulator. you can skip if you aren't interested in the story. Even though its twist beats the first game's. "Rebirth" i highly enjoyed, but yeah they show their hand a bit too soon, but it was way closer to the first game than the second. Every snippet i've gotten from this latest one has me damn excited. Also though not technically an amnesia game they also have SOMA for some incredible sci-fi horror thats a mix of amnesia one style gameplay/horror with the punch of two's story. If it was an amnesia game it would've been listed as the best one so far. Time to see if the bunker beats it.
First one is great--mostly because it's very scary moment to moment. Pigs is alright. The story and its implications are excellent. Playing the game is uninteresting, though. Rebirth is excellent. Gameplay heavily reminds of a point and click adventure (but it's real-time and first person). And the story is super interesting and scary. I recommend Dark Descent and Rebirth 100%. Pigs if you're okay playing a game that could have just been a book.
Watch this week's Zero Punctuation episode on Street Fighter 6. www.escapistmagazine.com/street-fighter-6-zero-punctuation/ Watch it early on RUclips and support the channel directly via RUclips Memberships or Patreon.
@@yungoldman2823 its crazy how they did that a total of one time and people are still bitching about it
yahtzee? talking about a fighting game?
One of my favourite moments in the game is when you climb a ladder into a gunner outpost with a massive hole that you could crawl out of. You instantly think "oh this is a perfect way out but there is no way that the game would allow me to just leave" and then suddenly you are shot by the German rifles making it so if you were to try to climb out of the pillowbox you would just get shot to death. This little detail makes you realize that you are not stuck just in the bunker, you are also stuck in this horrible conflict raging outside.
I'd forgotten all about the ongoing war until I got in the pillbox and got shot a couple of times. Somehow. There's fucking shelling going on that I've been hearing and commenting on constantly, how the fuck did I manage to forget about the war?
And you are also stuck Being Fr*nch.
@@georgercopbecause you’ve got a Walmart Crackhead trapped in the bunker with you that’s also trying to use you as an Electric Toothbrush.
wait you actually can get shot there? this game pulls no punches.
Wait, is WAR the machine for pigs?
I love how he didn't even bother translating "sodding" to french.
Is there a French translation for 'sodding', though? It is a very English word, after all.
@@martincann5052Just substitute in an equivalent exclamation as appropriate, I suppose.
@@martincann5052 some degree of the work fucking would fit, though it would lose something in the translation, as sodding and fucking are far removed from each other linguistically
@@theherohartmut"Putain" or "bordel" would be appropriate here, but placed at the end of the sentence rather than before the "jamais".
Also, with the "Mon Dieu" at the start, it might sound a bit redundant.
soddingue
From a frenchman: that accent was one of the best impressions I've heard in a while.
I'm not sure but I think his dad is French. I think I heard him say that somewhere but then again it could have been in one of his books and I could be misremembering.
From a German...man.
I hate you.
This comment loaded before the video itself and now my butthole is clenched in anticipation
@@TheNoogiemine too, let's hold hands
@@6Xyzzy This is the true meaning of liberte egalite fraternite
Having to carefully crouch walk past potential monster infested holes in the wall while listening to that thing thump around in there put me right back in Alien Isolation at times and it was great
Its as close to a Alien Isolation sequel as you can get.
it's basically a short version of alien isolation, which is great because isolation felt way too long for me
The novelty wore off when I realised I could just plug them all with barrels and boxes.
@@michaelkitchin9665 ... Then the novelty came back and smashed all the crates I had placed down... I'm not sure what happened afterward, only a blurred memory of scrambling to get that F****** ****** ******* ***** ***** lock in position at the saferoom's door...
Fr. Also hiding in a tiny dark corner of the room behind a few boxes, praying the monster can't see you as well as you can see it is also there.
Amnesia The Bunker takes a bold new direction in the horror genre by forcing the player to see the world through the eyes of a French man.
You mean a man experiencing Frenchness.
Technically Amnesia: Justine and Amnesia: Rebirth already did that... but with French Women.
And your point?
Haven't they tried with the eyes of a French woman last time?
Basically, the “Antag” monster was just trying to help us by unfr*nching our character. Not his fault the process is fatal.
“There’s a giant killer Weetabix!”
Oh pissing blimey, its slathered itself with the jam coming out of the walls!
Abloogy woogy woo.
I like how he re-used the first amnesia joke as the last amnesia joke in the review.
Guess it's fitting though
second to last, he fit in a fifth one in the end credits.
Oh did he? Guess I forgot badumtshh!
Probably because of amnesia. Boom!
@@wesleythomas7125 i think so. I also like how he used the first amnesia joke as the last amnesia joke in the video. Kind of fitting.
The cease-and-desist from Holly Walsh should arrive shortly :P
Yahtzee you don't get it, it's not the monster that fuels you with horror
*It's the fact you're trying to save a Frenchman*
*AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!*
Hon hon intensifies
I'm shocked Yahtzee was able to contain his instinctual, British disgust long enough to not make jokes about it
Zut alors! 😱😱😱
Overused bad joke. Fake edgy humor
The guttural terror at "weetabix" let's you know this actually scared him.
His intentional voice cracks are fucking great!!
I think this one may actually get on the Top 5 Best since Yahtzee was legitimately scared by it.
Also helps that it's a really good game with mechanics beyond "run away and hide from the monster while sticking a thumb in your mouth"
@@jackmesrel4933 Yeah you can shoot it so it leaves for a bit
Freaking incredible
Reinventing the genre over here
@@TuriGamer Of course not, this game could easily be described as "Alient Isolation: Rogue-like Edition", but it doesn't change the fact that having ways to ward off the monster, however limited they're, is better than having no other option than run and hide.
Yep, I wouldn't be surprised to see it No. 4 or even 3 on the good games list!
It's definitely one of the few games this year that he managed to give (marginally) unqualified praise to. I wouldn't be surprised to see it squeak into the Top 5 Best. But who knows what the rest of the year will bring?
In case anyone cares enough to look for the notes Yahtzee says he missed, (the ones talking about who the monster is, and how you're involved). You can get access to them (alongside a useful item to use against the monster) through a hidden tunnel in the room where you get the plunger handle in the Roman tunnels.
Huh. I did find this room and read the note of the monster transforming as well as the useful item but I must have missed how you're involved. Still have no clue how you're relevant other than you're his friend
@@andresgomez8806 My mistake, for full context you'll also want to read the note in the Player Character's locker (code is on a dog tag in your bed in the soldier's quarters, next to another relevant note)
That should be everything, though if you just want the summary, its this: Lambert is the monster, he turned into the monster because the water you gave him to drink in the prologue was gathered from the crater (the "sickly sweet" water) and that water appears to have leaked out from the cursed tunnels (you can see the water glowing when you're there in-game) The player character is also responsible for getting Lambert stuck in the crater in the first place (they gambled to decide who would go out on patrol and the player cheated, making him feel responsible for possibly getting Lambert killed). The player then sneaks out during the night to go save Lambert (the prologue) at the end, the player gets shot in the back of the head while fleeing across no man's land, resulting in their temporary coma and amnesia. While the player is comatose, Lambert drives himself crazy with guilt about the coma being his fault, while his body slowly morphs into a monster, resulting in him killing everyone except the player.
So, in terms of Amnesia protagonists, probably one of the least evil. Made the monster by accident and only almost killed 1 close friend, so they weren't complicit in anything messed up like the others.
@@add8402 His name's Lambert but yeah. Also, the water wasn't just any water that was from "cursed tunnels". Basically, the problem is that most people won't know what's up with the water without having played Amnesia: Rebirth first, which showed us that the people in that game became "ghouls" because of the Harvester mutagen in the water. Apparently, the water in this game is also from the "Otherworld" that was in Rebirth, and said water seems to also be tainted with a different version of that Harvester mutagen. Hence why Lambert turned into a "version of the ghoul".
@@igorpolyakov4113 Ah, I never played Rebirth so this is all news to me. The only reference to earlier games I recognized was the unique death animation if you fall down during the final sequence.
@@igorpolyakov4113 I think the water was different because of the rats. You can see the rats in the game also mutated into tiny monsters. Lambert's appearance is different from the ghouls because the rats tainted it somehow and you can see that he resembles a rat himself; a rat king if you will.
4:38 Ackchyually, they wouldn't have been called "Molotov cocktails" yet. They earned that moniker from the Finns during the Winter War. Prior to that, they'd be generically called "fuel bombs" or "petrol bombs."
They are known as Petrol Bombs in-game, but everyone playing it just calls them Molotovs anyways. So, it's being accurate.
@@GBDupree Oh, rad! I appreciate details like that.
The Winter War or, as I like to call it, "Do Not Fuck with the Finns No Matter Who You Think You Are."
I mean, the Soviets did _technically_ get some land from them _eventually_ but not before, among many other things, ONE GUY killed an entire battalion's worth of their soldiers with an old iron-sights rifle.
@@Pineappolis Simo uber alles! Was he technically a "sniper" since he used iron sights? Or was he more of a "sharpshooter?" Just swap out the Sharps rifle (which is where the term "sharpshooter" comes from) with a Mosin-Nagant.
@@judsongaiden9878 That's a very good question that's, sadly, beyond my military terminology expertise to answer. Either way, when it comes to defending your homeland from invasion, I seriously doubt any one person ever did more (at least in the direct sense).
That dismembered imp with the "WELL SHIT" is the funniest thing
Nothing better than a war for existential horror. And they remembered the cheap trick to creating terror in any seasoned gamer- the loss of a significant amount of progress. Doesn't even matter what the Weetabix looks like, it could be a happy smiling pony and still have the same effect once you know what it does to you.
A happy smiling pony pinning you down and eating your intestines while you’re still alive would be extremely rattling.
@@Peter_Turbo4to be honest anything uniting my insides with my outsides using its teeth would probably put a hamper on my mood for the afternoon.
There is a point in the game where you end up in a gunnery emplacement, one of the very few peeks outside, and you get shot at. It really reminds you that even though you are in hell down there, outside still has the horrors of war.
That and the occasional artillery shell impact rattling the walls.
Lol when I heard gunshots I was ready to jump out and go to war, at least getting shot is better than getting eaten
Really what I want out of a survival horror game is Dark Descent's scares and gameplay + Machine for Pigs' story and characters + Rebirth's visuals and presentation. It's like they have the pieces for the perfect horror game but never assemble them quite right.
Oh god IT'S PRINCE OF PERSIA ALL OVER AGAIN
@@chukyuniqul Now there's a classic ZP reference I haven't thought about in ages.
@@hanniballahr94 I shit you not, it was only a bit after posting the comment that it occurred to me it was specifically a reference. I instinctively made a zp reference. I am beyond salvation.
@@chukyuniqul I feel it. I've been watching this show weekly since 2007 and often forget some of my phrases and speaking mannerisms are rooted here.
@@hanniballahr94 Wish I could remember when I started watching lmao, as well as which one was first. It's just...a part of my life now. Yahtzee has successfully left a bit of himself inside me without me even realizing.
Also when I found LDO it probably led to one of the most entertained times of my life.
How horrifying can a game actually be?
"You're a French..."
AHHHHHHHHHHHHHH!
"Loose bricks, or as I call them 'master keys'..." That line had me laughing hard 😄
SPOILERS:
For a random guess, the monster being your old collage roommate is not far off the truth.
Don't drink the trench water folks
@@Nomadith Soldiers pee in it. And so do rats.
MORE SPOILERS:
Real talk, though, it's kinda nice that you really didn't do much of anything wrong in this one. You're KINDA responsible for the mass of lethal fuckery that goes down, but not because you elected to cause it. It was more a case of catastrophic bad luck.
For the curious who don't care about spoilers, the monster is the player's best friend transformed by magical ghoul water laced with rat saliva. The player us technically not responsible for this as even though the player did give the water to him in an attempt to save them, the PC was almost entirely unaware of what the water would actually do. Essentially, you're being punished for trying to do something good but used the wrong tool to do it.
SPOILERS: yeah to build on the idea that you accidentally gave your companion the “turn into monster” water, there’s another note saying how the main character also sent the companion on the mission on a rigged bet.
@@ryguy9876 He was kinda responsibe as he cheated to get his mate instead of him to go patrolling in the first place. And of course when the mate's injured he gave him that water. Still hard to blame him tho, 'too scared to got out of the trench in a war' is a lot better than, say, 'killed sons and feed people to machine like pigs' or something.
“… flashlight that can illuminate as well as two glow-in-the-dark Thundercats stickers on a pencil case”
Fucking sent me 😂
Yahtzee attempting to speak French is a gag I didn't know I needed. 😂
This review was uploaded about ten minutes before my lunch break. Thank you Yahtzee for your prompt and reliable service.
One of the most positive reviews I've ever seen from Yahtz. This game must be incredible.
'nay
At the end of the day its a survival horror game stripped down to its most basic and horrifying components, and a must-play for fans of the genre.
I played Return of the Obra Dinn based on Yahtzee's review and it's been fantastic
Can confirm, it's pretty darn good
Its amazing but God is it short. Finished my first playthrough in 3 hours and most of it, I was lost as fuck trying to get into the communications room
Having watched playthroughs, the fact that you can fight back combined with the setting and atmosphere (I really enjoy the aesthetics of setting your stuff in either Vietnam or WWI) really sells this one for me.
I wasn't even interested in it until I saw the gun on the box art, and that left me shocked, so I looked up the gameplay preview. so happy I didn't ignore it!
What I think makes this game's horror work better than other more linear horror games like, say, Outlast 2 is that its open world design means that the threat of death carries actual weight, rather than "Oh look you got killed by a jumpscare, now respawn 20 metres back and do it again but better this time", when every scrap of actual horror is lost to be replaced by frustration. Since it's open world, when you die and get sent back to your last savein the game's only save room with all your progress undone, you can instead try doing something completely different this time in the hopes it will turn out better, rather than just "do it again but better".
I'm not sure the concept works. Being chased by an unseen monster way deep so you're not even hearing the enemy artillery anymore seems way better than trying to survive in the trenches during WW1 to me.
... French rations... actually, WW1 french rations, modern one are actually okay ;7
At least there's a nice safe room in the bunker with a lamp. Try finding that on the battlefield.
@@NickCombs At least it doesn't flood
I think the room for experimentation holds up quite well.
I saw someone use a booby-trapped door with a flare on top of on an oilspill, catch the flare in a bucket using the physics engine (sounds more advanced than I made it sound), carry that flare, then drop it on *another* oilspill the player had dropped earlier, right on top of an explosive barrel outside a wooden door that was locked. The message you get when exiting the safe room for the first time;
*"You can overcome most obstacles in multiple ways. Use your wits and your brains. Experiment. If you think something might be possible to do, it probably is."*
Rings true for a lot of occations.
you stayed surprisingly positive throughout the whole review. you must really like this game.
in the age of countless Unity an UE projects, having your own engine should be a point of pride for a studio, even if it's a little bit rusty.
If the engine is more suited towards these types of games, then yes. But I don't like how broad you are applying that statement. That's the equivalent of saying turning a bolt with the two forks you taped together with duct tape instead of a wrench is a point of pride. Don't DIY things if there is a perfectly functional tool you can use that does a better job in half the time.
To be clear, I don't know if Unity/UE would speed up their development times. But pride in your own engine is a terrible reason to not use them if they are better.
I agree, and if you haven't played the old Penumbra games that ran HPL1 then give it a few minutes to see how far its come
A bit arguable, but understandable. As a digital artist I take pride in making art using my own brushes and color palletes to make my illustrations. Tho I also understand that the same thing doesn't apply to game design. Unlike paintings or illustrations where you just look at it and admire it, the player is playing the game so it will run and look as well as the engine allows it, so it better be a decent engine otherewise cracks will show further down the line. So better to suck up your pride than letting and old engine get in the way of gameplay.
I would much rather games be made on an established well documented high quality engine like Unity or Unreal over the devs spend 10 years developing their own engine that is barely on par with godot.
Would you say that Bethesda should be proud that they keep using the same engine for their ?
I'm close to beating the game now. I found myself collecting and crafting all sorts of items and I really never got the chance to use them, but there is a way to quickly stock up on fuel to the point where you can keep the generator topped off the whole time, and that was super helpful.
I'm actually shocked anyone couldn't know who the monster is right out. The first... second note? From the character it is LITERALLY has them say the classic "I feel great!" after healing oddly fast from their wounds that ALL 'turning into the monster' characters seem to have.
To be fair, its hard to keep track of things like that when there's a monster constantly breathing down your neck.
3:50 On the topic of this I thought I could outsmart the game by storing meat in the drawers of the table in the safe room instead of the storage box.
After venturing out into the bunker and back into the saferoom I find rats all around the table when they shouldn't be and all my meat was gone.
I like to think those glow in the dark Thundercats stickers are still glowing on the ceiling of my childhood room.
Not, like, well, or anything. But just enough to see a vague something in the pitch black.
I had a good comment about Amnesia: The Bunker, but I seem to have forgotten it
Oh man now I have to play this. I was holding off because “procedurally generated” didn’t seem to meld with horror, but if it scared Yahtzee, I’m in
Yeah, I wasn't a fan of it initially either, but it's only scavenging/crafting items that change positions as opposed to an entire map. I don't usually care for procedural generation but it works decently well in this game (at least on the easier difficulties - Hard difficulty can absolutely shaft you). Well worth a try for the tension.
I think tje benegut of procedural generation in a horror game has an upside in that you can never map the place out so you're always lost.
Don't get TOO excited. Resident Evil Village scared Yahtzee more than anything he's played in years and it ended up in the Top 5 Blandest.
It's not really procedurally generated, at best the loot pick ups change a little. Key items are in the same spots. Corpses spawn in the same locations too, just different dogtags + codes on each corpse each run. For example, the Dogtag Code for the Lighter on my 2nd playthrough was on a different corpse 10 feet away from the previous playthrough's corpse. So not huge changes lol. Not enough changes to maintain replay value.
@@chronicbrightside8757 yatzhee liked res village? well thats kinda dissapointing but whatever, i played the Bunker and i think it is really great though, one of my favorite games of the past two years i would even say.
Calculon: "Let me get this straight! Does anyone here not have amnesia?"
Everyone: "Uh..."
I took the "try anything rule" as far as i could and clipped through the first door with a lock on it before getting the gun, and magically that made it so the generator never ran out. I found a way around that door later on and got the gun anyway, and all i had to do to make sure im not fumbling around in the darkness was to make sure i never ever ever go near that door
I think their boast od "try anything" actually does hold up a bit. Just one example, I made my way into yhe dynamite storage area and there was a shitton of loot, like, more than I could carry. I couldn't find a shortcut back to the entryway and I'm certain there isn't one, so if I wanted this veritable fortune of gas, nades, and cloth, I'd need multiple trips through the glorified broom closet that was my path to this place.
Or so I thought. I looked at the bars and thought "maybe I can grab this all through them" and piled all the goodies up against them. Made my way out, then tried grabbing things through the bars and found it totally possible, as I would have expected.
Yahtzee had fun with this review. Those are always enjoyable.
Getting some real mileage out of that amnesia joke, huh? Yeah this game really manages to recapture the creepiness of the original. Thanks game, I didn't need that pair of underwear anyway.
I say we forget this whole Amnesia business.
@@patchworkcat6932 Boom
I had a mechanical soviet military flashlight like that when I was little. It was quite noisy indeed and not very bright.
It's been a hot minute since we heard Yahtzee complain about a game looking brown. That takes me back...
It’s amazing and unique how well they do a good job at making you feel the very fear Henri is feeling in the moment, I feel bad though because amnesia isn’t the only thing, Henri has to worry about, it’s the shell shock afterwards
1:11 as a French a level student I approve of this
Only 4 points?
Yahtzee's slipping. He could've easily milked another 5 out of that joke.
Maybe he forgot to?
Zing! Another one.
He did make it to 5; check the final credits gag.
@@sabiro2315 no, I mean could've got _another_ 5 on top of the 4. So 9.
@GeneralNickles Still, even in this video he made it to 5 instead of 4.
My favourite horror game involving throwing stuff was Silent Hill Origins, wherein most problems could be solved by lobbing a TV at them. Or toasters, or ECG machines, small refrigerators, etc...
These most recent few videos have been some of the best in recent years!
I love how you're trying to escape this deadly bunker and hiding from a terrible monster, only so you can get back on the battlefield of WW1.
All I know about this game is that it can be speedrun in 1 minute and 34 seconds using wall clipping and riding a shovel like a harry potter broom. I can never veiw this game as scary after that.
Crazy how just making the progression path non-linear and progress being linked to the player making a little more directional effort feels about twice as paralyzing as before.
looking forward to Zero Punctuations review of two games Boltgun and The System Shock Remake.
I absolutely loved the bunker as well, but it definitely had it’s draw backs.
I don’t know if there’s a cap on how much of each item can spawn, but I reached the arsenal and found myself with more fuel than I knew what to do with.
(Spoiler warning)
It encourages multiple play throughs, but the story is extremely straightforward and easy to understand in one and there is only a slight difference to the 2 endings, nothing worth going back for.
But, I really enjoyed it, and honestly wanted more after finishing it.
Well there is the fuel room in the game that technically gives you infinite fuel, I suppose for players that completely run out or want to experiment with molotovs
I’m confused by them putting the rouguelike this is run one, go do more runs thing on a horror game. The more you rerun any game the more comfortable and familiar it becomes. That seems like the opposite of what you would want in a horror game.
@@hugo8500 I never had to use it, but did the bottles refuel less than the cans?
I saw it as reasonable. If you did run out, you have to go out through danger to fill up and return at least out of the way of objectives. In my experience I just had more fuel than I knew what to do with staying on path for the most part.
@@beefpelican I sort of see why they encourage it with the length of the game, but at the same time I think it would’ve been much better if they capitalized on it and that aspect by having multiple entirely different endings based on your playstyle like some older horror titles do.
For player who’ve replayed it enough that the horror starts to fall flat there could be an ending triggered from aggressive play
I love the Frictional games but this one I felt a bit conflicted on. As you mentioned it is nowhere near as “you can do anything” as the game first suggests. It has some great gameplay decisions which build tension but not the thoughtful, well telegraphed scares of previous frictional entries.
I made the mistake of falling asleep right after watching this video. I dreamed of a cross between Amnesia meets Bioshock scenario set in an ever-shifting maze of a nineteenth century subway system. It would probably be pretty badass if I could pluck it out of my head and sell it, but it didn't make for a restful night.
Sounds like Yahtzee did, in fact, miss the twist re: nature of the horror in the dark, as that is addressed in the game. You have to collect the right notes to uncover it, though. I won't spoil it, but I thought the devs took a creative route on it. Nothing groundbreaking, and certainly not enough for me to recommend a replay, but for anyone still thinking about trying that game out - pay attention to the notes.
"Mon Dieu, pourquoi est-ce que je n'apprend sodding jamais??"
you even applied the adjective in the right place, impeccable sentence structure Yahtz 😂👌🏽
i know he usually rips games apart but for being one of his reviews, i must say h went quite easy on this one, and that's how you can normally tell it's a good game to try
English captions are for another video
Will fix, sorry!
@@theescapist Here i thought it was an easter egg lol
Zero Closed Caption was an alternate name for this series
Ope someone accidently let next week's video slip lol
I'd love to see a reverse of these standard "shitty flashlight in the dark tunnels" horror games where you have to go around keeping the lights off in a big atrium or something.
So... Silent Hil: The Room but in WW1?
all these years later, and it is still dark, and you are being eaten by a grue.
Enjoyed this one for the most part, outside of saving being limited to the safe room, requiring re-doing sections if you died, and the end sequence being annoying.
They made it repayable by semi-randomizing where stuff is, but I wouldn't play it again most likely.
What I don’t understand is they had actual flashlights during WW1 and even ones that would clip on the body to free the hands, which makes the necessity of a hand crank model that lasts 20 seconds absolutely baffling.
Dynamo lights were usually used for signalling during ww2, so I imagine they served a similar purpose during the first.
A game that is good? In this day and age? Hell yeah!
Pfft, that happens all the time. Have you heard of the concept of the "indie game"? Or any game that isn't tripple-A for that matter
@@Paveway-chan Well even in the indie game scenes we have our asset flips and non-starter early access tripe.
@@theatomiclemon1
Yes, and? There's still loads of good games being made by indie devs, far more imo than the AAA industry
@@theatomiclemon1you better lool more lol
@@Paveway-chan Since when do we have numbers after our names?
5:04 Ok, it wasn't your COLLAGE roomate...
It was your war roomate...
Huh. Good installment, huh?
Noted.
As a person whos played this game countless times, it has great replay value
Don't see a lot of people talk about the Penumbra games they made in relation to this, though that was a long time ago, and was when the HPL engine was young and made me rage at zombie dogs when I caught on boxes i barely moved, but looking at The Bunker makes me think of Penumbra a lot and I'll have to play it now.
Top tier captions, lol :D
I could read the entire video before even hitting play.
It kinda sounds like a FiveNightsAtFreddys atmosphere, but without the cameras and you being forced to wander through the hallways yourself before sprinting back to your break room where you're free from the threats for the time being.
So, nothing like FNaF at all?
This may get the award for "Most Positive ZP Review"
Ah two things I barely see in an immersive sim that I love, the master key brick which I feel is severely under ultilized and a singular horror that is wandering somewhere, its a constant presence, you maybe unlucky and have the thing lurk close by.
It maybe on the other side of the map but hope you didn't have taco bell or that thing will sniffing the farts and then leading you to your very last fart.
new mode added does randomization now
Best twist would have been if you get out of the bunker, fleeing the supernatural monster, just to be shot by a german soldier 3 seconds later.
WELL...
Uhhhh...
1:28 Lol is that true?
That'd be like how the Postal 2 developers released a 2nd DLC for Postal 2 ten years later even after Postal 3 and the Postal movie had come out. Like it works but it's like how the real life U.S. postal service still uses WW2 Willys Jeeps in rural areas: you sympathetically laugh with them how it's sad that they're so poor they had to do that as well as how bizarrely effective it still sort of is
Let me get this straight. Does anyone here NOT have amnesia?!
I don’t know
The twist is your war buddy drank some nasty contaminated water that was probably some byproduct of a failed super soldier formula and he turned into the monster chasing you.
(SPOILERS)
5:09 The monster IS actually your "college roomate", or rather your soldier buddy to be more precise. He's the person that helps you move on in the beginning of the game
big Silent Hill 4: The Room vibes
Glowingly positive review this
The hand grenades were my master key because I kept forgetting about the bricks.
The fact that Penumbra never was mentioned once in this one upsets me.
Because it pretty much return to it and not 1st amnesia game.
“The monster was our college roommate” ain’t no way
You know what I'd like to see a WW1 horror game inspired by?
Deathwatch.
Amazing film.
Superb inspiration for a harrowing in TTRPG Wraith: The Oblivion.
I just want to point out that one of the few new mechanics the game added.... the thing featured on the cover art of the game...... the Gun..... Yahtzee doesn't even give a notice to, because in quite ironic amnesia fashion, the gun is about as useful as a molotov with no lighter. And that's really funny to me. The game gives you a revolver and right before you get ready to cowboy up the game then let's you know it can't even drive away the monster.
Does it draw the monster to a place? Maybe that's the use. Lure the monster away from a place you need to get to if it's in the way.
It does drive away the monster though, it comes back within a few minutes but that's enough to find a hiding place or get past it because it backed you into a corner
It does drive away the monster, but he will come back angrier
When the twist is literally the monster being your old college roommate and you’re the real monster for causing it 😂
You're wrong the pivotal inventory puzzles do change, so you can have the lighter almost in the beggining on one playthrough.
"Giant killer weetabix" new favorite phrase
That french bit had me rolling with laughter! Well done!
Spoilers obviously
In the room you find the insane french that got stuck after the other dudes blew up the tunnels, thedes some barrels blocking a tunnel that leads you to the crater you saved your good mate Lambart at the starr of the game. In this area you can find how it connects you, as the water you have Lambart at the start of the game is the pain water shit they used in the other games, and turned him into the Beast.
Im excited to play the custom stories.
Question, has Frictional been using the same engine since their Penumbra days?
The Count of Monte Cristo doesn’t realize he’s changed too much to resume his old life. The book makes a big point about him being the same as before. He doesn’t “go back to his old life” because his old life doesn’t exist anymore. His dad and Mr. Morrel are dead. The book ends with Mercedes literally telling him that he’s still the same man she knew, but that SHES changed. She’s all old and gross now, so he runs of with a hot young woman. The book starts and ends with Edmond doing exactly the same thing: sailing a ship.
nice to hear Yahtzee talk about amnesia again
I guess this is what passes for "glowing praise" from Yahtzee.
The Weetabix Monster. That got me badly 🤣
(speeeek moar FRENCH)
I kinda expected him to tear it a new one.
Mostly because I heard it described as open-word horror which I didn't belive it could work.
Whoever said that is an idiot, its just 4 small areas to explore with nothing stopping you from going either direction first
I've not played any Amnesia games before, I always assumed they were a bit shit, but this review makes it sound quite good and has me intrigued.
I played the first one and its quite good. Think outlast but not as stripped back or fucking loud. Lets you (mostly) shit your pants for yourself. The 2nd and especially 3rd one didn't draw me, but the bunker spoke about having two bullets meaning you're rich, so I immediately smelled (another) re7 which I loved and has not yet been topped, but the bunker was an equally good thing! It rewards a lotta thinking on your feet.
I LOVED the first one, and I don't even like horror games usually. But there was something about the gameplay and mechanics that sucked me in and didn't let go until I completed the game. The level with the water was the most terrifying for me, and if you do end up trying the first one out, eventually you will know what I'm referring to. It was just so atmospheric, and that's not generally something I say about video games, but somehow it worked for Amnesia. I'm curious how this new installment will hold up from what I've seen, but it's got the mechanics I loved, let's see how the horror works out.
Frictional games like amnesia, penumbra and soma were all pretty good and made first person, not being able to fight back horror games popular. Definitely worth a play to any horror game fan.
Definitely play the first one "the dark descent". The graphics are dated but my god the sound design, lighting, set pieces, and insanity mechanics make up for it. The second one "A Machine for Pigs" has a good story but uh. yeah not scary and not that much of a game. More of a go from A-B simulator. you can skip if you aren't interested in the story. Even though its twist beats the first game's. "Rebirth" i highly enjoyed, but yeah they show their hand a bit too soon, but it was way closer to the first game than the second. Every snippet i've gotten from this latest one has me damn excited.
Also though not technically an amnesia game they also have SOMA for some incredible sci-fi horror thats a mix of amnesia one style gameplay/horror with the punch of two's story. If it was an amnesia game it would've been listed as the best one so far. Time to see if the bunker beats it.
First one is great--mostly because it's very scary moment to moment.
Pigs is alright. The story and its implications are excellent. Playing the game is uninteresting, though.
Rebirth is excellent. Gameplay heavily reminds of a point and click adventure (but it's real-time and first person). And the story is super interesting and scary.
I recommend Dark Descent and Rebirth 100%. Pigs if you're okay playing a game that could have just been a book.
Amnesia: wait they made another one?