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 683
Let me tell you something this game does excellently.
I was given the dual tasks of finding dynamite and a detonator to blow a hole through so I can leave the bunker. That is the game's main objective.
But then, whilst I was exploring the maintenance area, I found a room with a ladder that led upwards, with sunlight shining out from it. Salvation, finally? A way to reach the outside world?
So I went up the ladder and emerged into a pillbox. Inside the pillbox was the body of a fellow soldier, but it was not mauled by the beast like all the other bodies... no, this one had a bullet through its head. And as I stood in that pillbox, staring at the body, I got hit with a bullet by an enemy German soldier probably skulking in the distance, unaware that I was going through hell inside the bunker.
The game is unrelenting with how hopeless it is. Even when you think you find some respite, it reminds you that not only are you stuck with a horrible monster in a bunker; you're still in the middle of a full-blown war.
Steam User 351
I spent 8 hours hiding in the Administration room with both doors locked
Steam User 215
Absolutely fantastic. Amnesia: The Bunker takes design elements from classic Resident Evil, Arkane games, Alien: Isolation, and Frictional's own previous work to create a tightly-wound little masterpieces of tension and risk/reward problem solving. It's easily the most gameplay-driven of their games since Penumbra: Overture, while still maintaining the horror sensibilities that originally made Amnesia such a success. An easy recommend if you like the resource management of survival horror and the open-ended problem solving of immersive sims, and want to see what happens when those ideas are mixed together by a studio with years of experience making visceral dread-driven horror.
Steam User 277
too scary i cant leave administration room
Steam User 327
Best Amnesia since the first one, actually better game design in many aspects. Must buy.
Not the narrative heights of Soma, or the original Amnesia: The Dark Descent but mechanically this is the most interesting and dynamic horror puzzle they have created. Feels a lot like old-school Resident Evil meets Penumbra, but with a lot of lessons learned from both.
Steam User 187
The previous Amnesia games all had a certain degree of scripted walking-simulator-ness to them all. Even the Dark Descent. You would progress down a roughly linear path (though sometimes you could go to several areas to gather multiple items in order to progress), it would take a long time for monsters to become a genuine threat you'd have to sneak around, and usually there were very firm solutions to just about every puzzle in the game.
Amnesia: The Bunker, is nothing like that. In fact it's pretty amazing how much The Bunker contrasts with every previous first-person survival horror game they've ever made.
The bunker is massive, and you are given your endgame objectives right at the start: find explosives in the arsenal and a detonator in the tunnels beyond it so that you can go and blow through the rubble blocking the exit. Barring the aforementioned arsenal and tunnels, every other area in the game is accessible right from the start, and barring whatever notes you find along the way, you're just going to have to figure out where to go and what order to do things in on your own.
Thus the game doesn't so much do "puzzles" as it does "obstacles". You need boltcutters to open up chained-off doors. You need a wrench to open vents. You need strong (and often noisy) destructive forces to smash through locked doors. There's a whole host of ways to deal with the rats in particular, ranging from short-term ones like distracting them with a hunk of meat, to excessively overkill methods like a full-on hand grenade.
The Beast is similarly very freeform. It generally doesn't come out so long as you don't make a lot of noise, it's just... very often, you're going to have to be making noise whether you like it or not. Breaking down a door? That'll get its attention. Accidentally trigger a trap and a grenade went off? Oh that's gonna draw it in for sure. And even innocent-enough actions like running, slamming doors too hard, and ESPECIALLY using your noisy-noisy flashlight can make it be primed near your location as you're nervously dreading whether or not it's going to come out and start hunting you.
The last major thing to take note of is the generator. Since your flashlight is a very noisy contraption, the game's true primary light source is the bunker's generator. So long as fuel is in it, the lights are on everywhere that you flipped them on, and it pays to keep it fueled. Fortunately even for a survival horror game things aren't too nerve-wracking on that front; provided you scrounge around everywhere you can there's more than enough fuel to keep the lights on. The lights also don't so much keep the monster away as it does just let you be able to tell where you're going without needing to resort to your flashlight; whether it's as bright as possible or pitch black, the Beast can come out to hunt you whenever it wants, with your only warning of its presence being the lights surrounding it flickering worryingly.
All in all, the overall experience was a blast. You need to get in the right mindset for this and be willing to experiment if certain things can help you make progress, but once you open up to it the game takes on a life of its own. When the monster springs out and is trying to kill me, it's not because the programmers scripted a chase at that point, it's because I fucked up and have to live (or die) with my consequences. When I figure something out, it's because I was using what resources I have on me to good effect. And when I reached the end credits, I was all "damn this was an amazing experience. Let's keep trying and see what can be done differently."
Steam User 104
Finally...
Alien: Isolation 2