The Bunker
Amnesia: The Bunker is a first-person horror game from the makers of SOMA and Amnesia.
Left all alone in a desolate WW1 bunker with only one bullet remaining in the barrel, it’s up to you to face the oppressing terrors in the dark. Keep the lights on at all costs, persevere, and make your way out alive. A truly intense horror experience.
RISING TENSION
Immerse yourself in the multiple ways of tackling survival. In the shoes of the French soldier Henri Clément, you are armed with a revolver gun, a noisy dynamo flashlight, and other scarce supplies to scavenge and craft along the way. With randomization and unpredictable behavior, no play-through is the same.
Hunted by an ever-present threat reacting to your every move and sound, you must adapt your play-style to face hell. Every decision will change the outcome of how the game responds. Actions bear consequences.
ESCAPING THE NIGHTMARE
Solve things your own way in a semi-open world. You must explore and experiment to make your way out. Figure out what’s going on down here – what has happened to the other soldiers? Where have all the officers gone? What diabolical nightmare lurks underneath this hellscape? Unravel the mysteries of the Bunker and get to know the nooks and crannies of this cruel sandbox to up your odds of survival.
FEATURES
- Dynamic and ever-present monster that reacts to player actions.
- Constant tension – Time is not on your side.
- Tactile and physics based interactions with the world.
- Scavenge for resources and craft tools to aid your survival.
- Multiple solutions to problem solving in a non-linear open world.
Steam User 67
World War I is a perfect fit for the survival horror setting. For the most part, a soldier trembled in a trench under artillery fire while his feet went rot. You are private Henri Clement, a resilient man and a loyal friend. You begin in the trenches, surrounded by sorrowful sights of the no man's land. You fight, you fall, you wake up alone with amnesia. In a place compared to which the war overhead will soon seem serene. Reading your own notes doesn't inspire confidence. The same goes for a pile of burnt corpses in the nearby closet. Burnt and mutilated, as if one of these things isn't enough. It's so cruel that your freedom is so close you can practically reach it with your hand! Just beyond that impassable landslide. All you need is to find some dynamite and a detonator. Sounds simple, but there's quite a conundrum that will force you to solve problems under pressure in a dark labyrinth where a Behemoth from Heroes of Might & Magic 3 runs the show.
Discomfort Food
Make yourself at home in these gloomy corridors. This game is every survivor horror fan's favourite discomfort food. With a pair of sweaty palms for dessert. The oppressiveness spreads to the elaborate control scheme Amnesia games use for environmental interactions. Pushing and pulling objects around isn't just another way to deepen one's immersion. Wait till it catches you in panic with your hand motions unreliably clumsy! Your WWI gear is jank as well. Take the noisy flashlight that you have to rev up or your tiny bag that quickly gets crammed with bulky tools. On the bright side, your stash is limitless. Just drop items on the ground, object permanence is a thing. Sad to say, you can only look at the maps on the walls in some rooms, not take one with you. But I found memorising the layout of the bunker an easy task. It's surprisingly varied and harbours morbid events. Fear is the best teacher.
The bunker could look plain and we would allow it, but the artists and sound designers had a different idea in mind. The weather-beaten colours reminded me of Wayne Barlowe's works. The lighting is creatively hand-placed so that you could back away from your own long shadow and blow yourself up on a booby trap. I loved all the fine detail: the dust in the air, the torn bodies and dark blood smeared on surfaces. It's a lively place filled with grim stories and its soundscape instils paranoia. The ruckus never stops, your every action seems too loud. You crawl around, anxiously listening to the creaking of old support beams, your echoing steps, bottles rolling on the ground, the rasping of the flashlight, and the rattling of your teeth. The dirt crumbles, following the tremors from distant explosions. Meanwhile, the creature constantly shambles behind the walls and above the ceiling, stomping and wheezing... Dad?
Harambe-ass Karen Motherf#cker
You return from a raid to your hideout, scarred for life, with two rags and a stick. Then carefully plan a route to your next heart attack. You scavenge for ammo, fuel, inventory upgrades, healing and quest items, explosives. It's all about bleeding for your little victories. Exploring smarter, not louder. Expanding your territory by finding tools that allow you to unlock shortcuts and new passages. Further and further away from safety. It's a clever way to raise the difficulty and make you feel like entering outer space every time you undock. It never becomes a "You're locked in here with me!" situation, the stalker isn't a joke. I only called it Harambe-ass Karen motherf#cker once or twice. It never lets you hustle in peace, your trips often get out of hand in a cavalcade of chaos. However, its malicious presence begets fear, not annoyance. The creature wears a grotesquely bloated face and its howling is deafening. Its sadistic rage is fuelled by more than just hunger. Its behavioural patterns aren't sophisticated, yet they don't feel stale.
And it made cutlets out of my ass until the very end. After a few violent encounters, it was easy to suspend my disbelief and accept that the necessity for stealth is well-founded. You can't compete with the behemoth. Hell, you can barely compete with the rats! Granted, an average bunker rat is as big as a dog. A lone one would flee, but they are a menace in groups. Try to abstain from the alluring prospect of limping around wounded. They smell your blood, chasing you around, staring with their glowing eyes as you stumble in the dark. You can lure them away with meat, but it's a temporary measure. You know what isn't? Grenades. Those are good for everything, including blasting through doors or scaring away the monster. After getting your hands on the lighter, you'll also find that Molotovs and torches work as advertised. And don't forget the tear gas! It helps to cut the stalker off briefly.
Carbon Footprint
It enables your agency in many ways. One can spend only so much time sitting in a wardrobe, clutching a revolver and breathing heavily. The game knows that, so you can't always sit it out. If you make a sound in the same place and hide there twice in a row - it will maul you. Be more inventive. Sometimes the bastard won't go away easily and you'd have to poke your head out to make your way past it in the dark, whispering prayers to every god you know. Being hunted by it always feels tense with how it forces you to act. It's better to try and leg it or sneak around than be paralysed with fear. It's a good thing that the creature plays fair. To boot, it makes lots of noise, the lights blink and Henri's heart starts pounding when it lurks nearby. You can trust these signs. But you can never be sure since it uses a net of tunnels, sprawling throughout the whole bunker, popping in and out at will. Always be ready to put up a fight. It's how boys become men.
Even men need friends. An electric generator is a good one to have. The lights help big time by allowing you to make less flashlight noise, but it also makes you feel naked. The creature still comes eventually, but now it can also see you better. It's a clever trade-off. You'll have to use the generator to accomplish certain goals either way. Fuel isn't exactly in short supply, so I eventually stopped trying to save it. Anything to keep that rascal off my back for longer. Other means to temporarily interrupt the hunt are even more wasteful. And there was no reason to overthink these matters anyway. Playing on Normal, I could've sponsored my own little war with everything I got out of the bunker by the end. That said, I still preferred to skulk in the dark because I'm a Scrooge who'd rather die than squander. My carbon footprint was minimal.
Sheer Heart Attack
Once, I got caught off guard in the local chapel, a dead end! I heard it coming and had to improvise a hiding place out of a confession booth. Barely managed to patch myself up next the mutilated body of a priest. The beast can smell blood. It didn't find me this time. I waited out, then headed home. The fiend was right around the corner! It swept me off my feet, cutting some part of me open. Concussed, I somehow got up and ran downstairs, shot the lock off a metal door, shut it right in front of its face, gaining a second of advantage. Then took off, followed by its echoing roars. My heart was in my throat! I crawled back to the office on my last legs... but laden like a beast of burden. The stakes are high. You risk losing the haul to one rash decision. The Bunker thrives when it forces you to make them for survival. It's slow-paced yet its explosive power is immense when sh#t hits the fan. Dying is upsetting while returning in one piece feels orgasmic. I crave these contradictory sensations only true horror can provide. This game's design is clear-cut, scrupulous, and intoxicating. On top of it, it's a heartfelt little story with one cathartic climax!
My curator Big Bad Mutuh
Steam User 120
I'm sure its a very good game: looks like it from the safe-room at least.
Steam User 69
Imagine alien Isolation but you are in WW1 and also french. Even if you survive the monster trenchfoot will probably get you
Steam User 43
This game is extremely good, I think this is the best Amnesia game, although it's underrated. Don't listen to others because this game is worth it. Amnesia games are based on the writings of HP Lovecraft, and I've always hated how for example The Dark Descent over explains and overshows the monster, when the best part of HP Lovecraft is that he explains the unexplainable. Now don't get me wrong Dark Descent has the best first half of a horror game I've ever played, never in my life have I felt fear over what was to come. But then it misses the point of mystery and despair, and that is something that I constantly felt throughout The Bunker, the constant fear and despair that the monster could hear me or find me. And also in another point The Bunker has a much better AI than Dark Descent but by a mile. Another thing, I do recommend reading the papers because I don't know how the team managed to do it, but they managed to write the story behind the game that it feels like I'm reading HP Lovecraft.
Steam User 119
A bold, innovative new take on horror featuring a sickening nightmare: making you play as a Frenchman.
Steam User 50
this game is so scary i cant even bring myself to play it. good luck everybody else im outta here :(
Steam User 26
Scariest game in fucking years, the scariest part is that i haven't even seen the monster yet and it's been 2 hours but i can hear him
After 3 hours i've encountered him
Update
After beating this is a insanely good game with a predictable ending but overall a very fun experience
10/10 - I feel like i'm back in 2012