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!