January's Game - Amnesia: The Dark Descent

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The highlight of my gaming year is undoubtedly the Steam Christmas sale. During the most recent celebration of this annual festival, I picked up the entire works of Frictional Games, specialists of the horror genre. It took me a couple of weeks to work my way through their Penumbra trilogy, and was impressed for the most part. The three games tell the story of Philip, who receives word from his not-as-dead-as-he-thought father about some mysterious discovery in the frozen wastes of Greenland. Naturally, Philip decides to go visit, and soon finds himself trapped in an underground complex, fending off an array of monsters in the dark. Or something. Amnesia has a similarly daft plot; the protagonist Daniel suffers from the titular condition, and he must make his way through the castle of a mad European baron (in the dark), piecing together his memories, while dealing with the monsters within the walls, and within himself. Pretty forgettable faire, but I'd like to think that its lack of depth serves a purpose; it stands to one side and lets the engine deliver a fulfilling experience in the place of an engaging narrative.

In order to communicate what I enjoyed about Amnesia, it's important to talk about its engine. The developers are definitely engine people, in that all of their games utilize a game engine of their own design called HPL, and Frictional are rightfully proud of it. I've recently discovered their development blog, which makes for interesting reading, and shows how enthusiastic they are about creating rich, believable worlds, and delivering emotionally intense experiences. Their entries are sometimes highly technical, but it is always satisfying to read the thoughts of a developer genuinely interested in their own work. The four games are rendered from a first-person perspective, an ancient technique for helping a player feel immersed in the world, but an important one when dealing with high emotions, like fear. The eye and the ear are well simulated, with subtle tricks such as the gradual adaptation of your perception when moving from a light area to dark one, and the utterly brilliant surround sound. But not only is reality simulated here, the same techniques and rules are bent to simulate the unreal with great effect. The game measures your health and your sanity, when the latter is spent, your vision warps, and you start to hear things which only may be there.

On top of the smart visuals and illustrative sound is a set of physics which encourages interaction with the world. Drawers must be pulled open with a mouse gesture; doors pushed; wheels turned and objects thrown. This may not sound especially exciting, but it is a vital ingredient in the way encounters with the castle's inhabitants are served. More than you'll find yourself hearing something enter the adjacent room in search of you, and knowing there is no way out, hiding in a wardrobe, peeking through a crack in the door at the shambling form, holding your breath and hoping it does not discover you. Amnesia is full of moments like these, and Frictional have made very good use of visual and audible cues to instruct the player, delivering just enough information to make them aware of a threat, just enough to suggest that there may be a chance of escape, just enough to make them afraid.

Amensia is literally the most scary game I've ever played. Frictional are true conductors of the senses, and masters of fear. Unlike so many horror series of film, each of their games is an improvement on the last, and the news that Amensia did well beyond their expectations is encouraging, as I eagerly look forward to their next title. I'd play it in the dark, with headphones on, and my feet in a bucket of ice cold water if they asked me to.

Beer Blog: Reinaert Grand Cru (9.5%)

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Thoroughly confused about the origins of this one. The brewery is
called DE "PROEF" BROUWERIJ, which is Dutch, but it's brewed in
Belgium.

Tall head, burnt orange in colour. Yeasty fragrance with a hint of
sweet fruits. Feels dry in the mouth, tastes much like it smells, with
strong malty notes.

3/5

Beer Blog: Aventinus Weizen-Eisbock (12%)

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I need to get myself a proper beer glass. Another proper beer glass. I
broke the last one I had. Anyway, I was told by the helpful chap in
the shop that this one was specially brewed for the Oktoberfest, so it
should be a little special.

Fizzy, it formed a light head which dissipated quickly. Mine was quite
cloudy, no idea whether that's normal, but it was a cinnamon-brown,
with a fruity smell reminiscent of bananas. At 12% abv it's the
strongest beer I've ever had. Sipped it slowly, tasted very malty.
Alcohol taste was present but not overpowering. Lovely.

4/5

Beer Blog: Satan Red (8%)

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To be honest, I only really picked this one up because of the name,
which is often a dangerous practice when it comes to beers. I had
initially expected some sort of gimmick, but it's just a pale Belgian
ale. Pours reddish-bronze, no distinctive aroma but has a slightly
sticky feel, despite it not being as sweet as other beers. Hoppy,
clean, and refreshing. Not a complex taste, but pleasant to drink.

3/5

Beer Blog: Kasteel Rouge (8%)

Without any kind of head, the heavy carbonation and dark ruby colour could have one easily mistake it for cherry cola. With 10% real fruit it sounds like a soft drink too. Smelling exactly how you think it might, Rouge shares the tartness of cherry, without too much of the sweetness that normally puts me off fruit beers. 

4/5

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My Summary of E3

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Sony Move: It's like the Wii, but with fewer wires

Xbox Kinect: It's like the Wii, but with fewer controllers

Nintendo 3DS: It's not like the Wii. It's not like anything we've ever seen before

New Zelda, new *Goldeneye*, new Kirby, new Mario, new Metroid, new Donkey Kong, new Pilotwings, new Kid Icarus

Nintendo win