But if you don´t have a health meter all fear is gone, since you can just take a bit of hearth and run forward, crashing into everything the game throws at you knowing you will never die. A game without mechanics wouldn´t be scary because, in some way, having a health meter (even if it´s invisible) and being able to die is also a mechanic. That´s all righ´t, since not everyone can like the same games, no matter what Halo fans say. … some part of our gamer minds simply can't turn off, that keeps reminding itself that this is a game that we're playing, not just a multimedia story, and that we have to play it right and play to win.Įvidently, this is not the game for you. To clarify: I wasn't making a value judgement towards Raygereio's comment. I was agreeing with Jarenth’s comment which I understood (and everyone else seems to have misunderstood) in the way that he later clarified himself further down in this thread: I think discussing the mechanics is counterproductive to enjoying it (at least until you’ve reached the end). A lot of Amnesia’s terror comes out of uncertainty - even uncertainty of what to expect from the game mechanics.Īs I said earlier, Amnesia is more of an experience. I do think that would be detrimental to the experience of new players, however - discussing the mechanics and their overall effect throughout the game is kind of like a spoiler. I think Amnesia has brilliant mechanics and I could blather on about the simple ingenuity behind them for a couple of pages. Just to clarify, I wasn’t dismissing mechanics.
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