what’s Amnesia all about?

Amnesia is a game I’ve wanted to make for ages… It’s in a pre-production phase and has changed from being a classic point’n’click to more of a Survival Horror title, partly due to the fun we had making Soundless Mountain II, and the fact that I now have a great artist to work with, ‘Lord’ P. Duncan.  The story is essential the same as the point’n’click I imagined, though – it’s about a Japanese man called Aruku re-discovering his identity through dreams and nightmares, in a recurring Groundhog day.  Solving puzzles ‘positively’ will give you a piece of a jigsaw puzzle that is white, solving them ‘negatively’ will give you a red puzzle piece.  When the puzzle is assembled you will regain your memory, although the ending depends on the makeup of your physical jigsaw puzzle.  

It deals with the theme of isolation from society so present in modern Japan (I lived in Tokyo until recently.)  In fact we hope to really tackle some issues about modem life with this game, the distance and loneliness people can feel even when surrounded by others.
Visually we’re using what we call a ‘Moving Mosaic’.  This is our tech term for chunky, grainy, dirty hand-drawn pixels with lots of noise and filtering.  As well as this we have dynamic 3D shadows, so the torchlight will be spectacular!  It still is very self-consciously low-res pixel art, but with a modern twist, scaled up 4 times as in SMII – although it is in a higher resolution than SMII and with no colour restrictions.  We’re using 3D cel-shaded characters, with a slightly Prince of Persia feel to the moment.  There will be a lot of ‘being chased’ in the game, and you’ll have to escape this unkillable antagonist time and again by any means necessary, pulling obstacles in his path, cutting rope bridges etc.  Dreams will range from flying to escaping a filthy prison, and that’s all I can give away at the moment!


  • Trackback are closed
  • Comments (2)
  1. avatar

    I thought it might be worth mentioning that Sitecore recommends that all non-technical users start in the simple Page Editor inline editing interface rather than in the more capable Content Editor or Desktop user interfaces, which are intended for advanced content managers, developers, and administrators. Also, you can use Sitecore Client Security Roles to limit the features available in all Sitecore user interfaces, which seriously reduces perceived complexity, but also controls which users can perform specific functions. You can expose more features as users become more familiar with the system and find needs for those features.

    Sitecore has put a great deal of effort into maximizing client performance without sacrificing features or usability. The less data you send over the network, and the closer you are to the server, the better a Web application performs, which is another reason to use the Page Editor and limit features available in all of the user interfaces. Developers tend to turn on all sorts of the features that they only need occasionally, and forget to turn them off, but they can hide tabs, disable prefetching of collapsed sections (and collapse sections they use rarely), hide the standard fields, and take other steps to improve client performance.

    Personally, I would always vote for features and usability over performance, but then again, I have never used Umbraco.

  2. avatar
    • fullspectrum
    • October 20th, 2008

    update please!

Comment are closed.