And it might answer some of The Dark Descent’s unanswered questions, for those who are paying attention! Amnesia: Rebirth stands on its own. "Of course, if you do have that knowledge, you’ll spot connections and references and perhaps have a deeper insight into some of the underlying principles of what Tasi is encountering. “"You don’t need prior knowledge of Amnesia lore to understand ," said story lead Ian Thomas. These are environments that give us a wide range of moods (from calm to oppressive), still have that desert feel to them, and have enough variety in look to give the feel of a long, harrowing odyssey." We also thought a lot about what sort of places you could find in the desert: small towns, caves, an oasis, old forts, and so on. We want Tasi’s journey to have a strong sense of being a long struggle against the odds. "When it comes to the actual environments," Grip said, "the main focus has been on variety. On the one hand, you're going to be constantly reminded how scary being lost and stranded in an endless expanse of nothing can be: sand will constantly pour out of holes, dust storms will howl all around, and windows to the outside will reveal vistas of outstretched barrens. "Sanity was really just an ambient feature in The Dark Descent, it is a much more important aspect of Rebirth, both for the story and the gameplay." Just DesertsThis time around, the environmental threat will come from the sun-blasted expanse of the Algerian desert, which, by their own admission is a difficult environment to make spooky. "Again, it might sound like a small change, but the way it jacks into the overall story makes it a lot different, Grip said. Beyond that, the team believes it will carry a lot more weight as the level of fear contributes to long-term narrative consequences. For one, the developers believe that fear just makes more sense than a generic idea of sanity. “The most visible of those changes might be the way Rebirth makes use of the familiar sanity system, which is now all about the new protagonist Tasi Trianon's fear as she plunges into the desolate sands of the Algerian desert. So you can say that while the horror in itself is really important, it is also a tool for achieving something bigger, something that will hopefully stick with people long after the end credits have rolled." Such as sadness, love, loneliness or panic over a decision you have to make. "Fear is one of the more primal and strong emotions that we as humans have and gives us an easier pathway into people’s minds (and hearts) through which we can channel other emotions as well. "Rather, our goal is to stir up some really strong emotions and make the players question themselves and their view of the world outside of this game. A New Kind of Fear"Our main goal is not just to scare the living daylight out of people by throwing jump-scares, monsters or gory visuals at them for as long as possible," said Fredrik Olsson, creative lead and executive producer on Amnesia: Rebirth. Speaking with IGN, the developers behind the decade-long series explained how their approach to horror has changed since their debut with Amnesia: The Dark Descent, citing a desire to ratchet up the dread that's more than just white-knuckle terror as unknowable creatures hunt you down.
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