After release SOMA the studio was divided into two teams: one took up the sequel to Amnesia, while the other set about creating another project. In the future, developers plan to release new products every 2-3 years so as not to “rust”.
Command Amnesia: rebirth remains small enough, so many things experts do themselves – for example, testing, when developers have to constantly go through the game from start to finish. By the end of development, they already “hate” their creation.
The sequel to Amnesia should turn out to be “fresh,” but you should not expect any revolution in the genre, which for many at one time was the first part.
One of the distinguishing features of Amnesia: Rebirth will be collisions with monsters. In SOMA, for example, many just wanted to enjoy the story without the stress of encountering monsters. First, enthusiasts released a special mod, and then the developers added a kind of “story mode”.
At the same time, the interview creates the feeling that opponents were added to the game only because of the studio’s heritage – the team was afraid to scare away the fans by the absence of enemies.
However, in the sequel to Amnesia, monsters are directly related to history and gameplay, and do not appear as ordinary “barriers” to the path that you just need to overcome. Now the developers are not sure that this time they will add a “story mode”.
However, they will follow the reaction of the audience, which often turns out to be completely unpredictable. Now they are sure that removing monsters will lead to a less interesting game.
Amnesia: Rebirth comes out in the fall on PS4 and PC.
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