![]() If you are cutting it close, run back to the administration room! By synchronising your timer with the generator, you know at any time how much time you have until you run out of fuel and the lights go out. Fortunately there are other solutions to produce light in such difficult times such as flares or torches and also a wind-up torch but it does make a lot of noise, with all that entails. The problem is that the gasoline eventually runs out and if that happens before you can get back from an expedition you will have to find your way through pitch darkness and under constant danger. ![]() ![]() The importance of this room lies in the fact that it contains the only save point for most of the game (if you play on the difficulty level Normal and above) and also the bunker's generator which is powered by gasoline and in turn supplies the bunker with electricity to run the lighting and various other devices. Unlike what we knew in previous Frictional games where we generally "cleared" an area and moved on to the next one in a linear fashion, in The Bunker we are essentially based in the Administration Room of the bunker and make expeditions to other parts of the map from there, returning after completing each objective. The fairly open map causes changes to the structure and pace of the gameplay. The red circles on the map indicate the objectives to advance the plot, but you can explore other areas freely. The game sets some goals and objectives but you are not generally required to pursue them immediately, you can explore much of the map in any order you wish. metroidvania and immersive sims, as a significant part of the map opens up relatively early on but to access critical areas you may need a specific tool, a code or something else that you'll discover yourself. It wouldn't be an exaggeration to say that there's a dose of. The biggest change and innovation that the game introduces is in the way the campaign evolves and more specifically in the fact that The Bunker is significantly less linear compared to the developers' previous games. Inventory management is not just busywork. Every item you carry with you is crucial to your survival. Is it wise to spend bullets defending yourself in a pinch, or would it be better to save them to shoot a lock and gain access to other supplies? The game is filled with such dilemmas for the player, hence the survival tint. For example, you have for the first time the ability to use firearms! However, don't think that The Bunker has now turned into an FPS since ammunition is extremely limited, and weapons are not only used for defense but also for overcoming various obstacles you will find on your way. However, there are some interesting innovations. Many of the building blocks of Frictional's games are present and accounted for: the importance of light, the danger or safety of darkness depending on the situation, noise as a necessary evil, physics-based interactions with all sorts of objects and careful management of available resources. The bunker is claustrophobic, with few sources of light and many dark corners. And the worst part? He's not completely alone in there. When he regains consciousness he finds that he has been taken to an underground bunker in which something horrible has obviously happened since there is no one else there, the rooms are strewn with corpses and the only exit has been blocked off with rubble. Our protagonist is one of the many unfortunate souls drafted to fight in World War I and is severely wounded trying to escape an enemy ambush. The gradual reveal of the story is a key part of the campaign and I'll let you unfold it yourself when you play. Enjoy the moonlight because you might never get to see it again.įirst of all, let me make it clear that both the (very short) plot description and the images that will accompany the article are completely spoiler free. ![]() Arm yourselves with courage and come join us in the nightmare. After Rebirth Frictional decided, correctly in my opinion, that their formula needed a refresh and the result is the game we present today. In fact, the company's next game, the brooding and evocative SOMA, was just as high quality, and even Amnesia: Rebirth may have been a step down but it was still an interesting horror game. That game changed my entire view of the genre and turned me immediately into a very big fan of Frictional Games. I was under the impression that I was a fearless gamer when it came to horror games until I played the first Amnesia (The Dark Descent).
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