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* ActionizedSequel: [[DownplayedTrope Downplayed]]. It is the first ''Amnesia'' game with an equippable firearm and grenades, but the amount of ammo to be found can make the player think twice if a combat scenario is preferable (in a single playthrough it's likely you'll only find less than a dozen bullets ''in total''). The game's announcement trailer even shows Henri walking around with only one bullet in his revolver.

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* ActionizedSequel: [[DownplayedTrope Downplayed]]. It is the first ''Amnesia'' game with an equippable firearm and grenades, but the amount of ammo to be found can make the player think twice if a combat scenario is preferable (in a single playthrough it's likely you'll only find less than a dozen bullets ''in total'').total'', and even if you're a completionist and search every inch of the bunker you'll only find about 20 in total). The game's announcement trailer even shows Henri walking around with only one bullet in his revolver.



* ShotgunsAreJustBetter: [[spoiler:There are at minimum one and potentially two shotguns hidden in the game, although you can only carry one of them. One is carried by the soldier in the Roman tunnels, and the other has a random chance of being in one of the lockers in Mission Storage. A shotgun blast can break open wooden doors, and a full blast will always drive the Beast off, but shotgun ammo is the rarest resource in the game, and it's unlikely you'll find more than 3 or 4 shells in a single game.]]

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* ShotgunsAreJustBetter: [[spoiler:There are at minimum one and potentially two shotguns hidden in the game, although you can only carry one of them. One is carried by the soldier in the Roman tunnels, and the other has a random chance of being in one of the lockers in Mission Storage. A shotgun blast can break open wooden doors, and a full blast will always drive the Beast off, but shotgun ammo is the rarest resource in the game, and it's unlikely you'll find more than 3 4 or 4 5 shells in a single game.game, 2 of which are only found in the final boss arena.]]

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* TenSecondFlashlight: Even when fully wound, your hand-cranked flashlight won't last more than 30 seconds before it needs to be cranked again, potentially attracting the Beast.



* ShotgunsAreJustBetter: [[spoiler:There are at least two shotguns hidden in the game, although you can only carry one of them.]]

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* ShotgunsAreJustBetter: [[spoiler:There are at least minimum one and potentially two shotguns hidden in the game, although you can only carry one of them.them. One is carried by the soldier in the Roman tunnels, and the other has a random chance of being in one of the lockers in Mission Storage. A shotgun blast can break open wooden doors, and a full blast will always drive the Beast off, but shotgun ammo is the rarest resource in the game, and it's unlikely you'll find more than 3 or 4 shells in a single game.]]


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* TenSecondFlashlight: Even when fully wound, your hand-cranked flashlight won't last more than 30 seconds before it needs to be cranked again, potentially attracting the Beast.
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Added DiffLines:

* TenSecondFlashlight: Even when fully wound, your hand-cranked flashlight won't last more than 30 seconds before it needs to be cranked again, potentially attracting the Beast.
Is there an issue? Send a MessageReason:
None


* EarnYourBadEnding: [[spoiler: Finishing the game with the Beast still alive is ''way'' more difficult than just killing it in the final confrontation. The second just requires you to break one of the wooden bridges with a shotgun or grenade when the Beast is walking across it, while the first requires a complex cat-and-mouse dance across the maze of bridges in order to delay the Beast long enough to give you time to move some crates around so you can jump over the wall blocking the way to the exit. Killing the Beast just requires 1 shotgun shell, which you can find in the tunnels where you get the shotgun or in Lambert's locker, while delaying it so you can escape without killing it will likely require you have saved up a decent stockpile of ammo and resources.]]

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* EarnYourBadEnding: [[spoiler: Finishing the game with the Beast still alive is ''way'' more difficult than just killing it in the final confrontation. The second Killing the Beast just requires you to break one of the wooden raise, block off, or destroy enough bridges with so it's forced to jump across a broken bridge to get to you, at which point you can just shotgun it while it tries to climb up the ledge, or even easier you can distract it with the rabbit then destroy the bridge it's standing on with a single grenade when or shotgun blast. Escaping the Beast is walking across it, while Beast, on the first other hand, requires a complex cat-and-mouse dance across the maze of bridges in order to delay the Beast long enough to give you time to move some crates around so you can jump over the wall blocking the way to the exit. Killing the Beast just requires 1 shotgun shell, shell and a couple of grenades or extra shotgun shells, which you can find in the tunnels where you get the shotgun or in Lambert's locker, while delaying it so you can escape without killing it will likely require you have saved up a decent stockpile of ammo and resources.]]
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* EarnYourBadEnding: [[spoiler: Finishing the game with the Beast still alive is ''way'' more difficult than just killing it in the final confrontation. The second just requires you to break one of the wooden bridges with a shotgun or grenade when the Beast is walking across it, while the first requires a complex cat-and-mouse dance across the maze of bridges in order to delay the Beast long enough to give you time to move some crates around so you can jump over the wall blocking the way to the exit. Killing the Beast just requires 1 shotgun shell, which you can find in the tunnels where you get the shotgun or in Lambert's locker, while delaying it so you can escape without killing it will likely require you have saved up a decent stockpile of ammo and resources.]]

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* ArtifactTitle: Yes, according to the bunker's doctor, Henri does have some memory loss due to head trauma from taking a shell to the face. However, he hasn't forgotten any particular DarkSecret or anything critical to the plot. Thus, the game being named ''Amnesia'' is much less meaningful for him than it is for Daniel, Mandus, or Tasi.

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* ArtifactTitle: Yes, according to the bunker's doctor, Henri does have some memory loss due to head trauma from taking a shell to the face. However, he hasn't forgotten any particular DarkSecret or anything critical to the plot. Thus, the game being named ''Amnesia'' is much less meaningful for him than it is for Daniel, Mandus, or Tasi. Just about the only way in which Henri's memory loss is at all relevant is the fact he doesn't remember the code to his locker and has to find his dog tags to learn it.


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* ColdBloodedTorture: The prisoner tied up in the cell has a pair of wirecutters on a bloody table next to him, and the bunker's commanding officer has a box with a handful of human fingers in it inside his closet...


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* PointOfNoReturn:
** Picking up the dynamite or the wirecutters will cause the Beast to burrow a hole inside your safe room. From this point on, nowhere in the bunker is completely safe and the urgency of obtaining the remaining key items to escape becomes much more significant.
** Jumping in the hole [[spoiler:created by dynamiting the bunker exit leads to the endgame, at which point there's no going back. Downplayed in that the final area is just the final confrontation with the Beast, which should last 5 minutes of gameplay at most.]]
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* ArtisticLicenseMilitary: [[spoiler: Shotguns]] were mainly used by special American troops during World War 1 when they entered the war in 1917, so having a [[spoiler: ''French soldier'' wield a Model 1897 in 1916 as well as having shotgun shells around the bunker]] would be impossible.
** Henri wielding a revolver in the intro is inaccurate as regular infantrymen were not given handguns and were meant for officers instead.

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* ImmersiveSim: Puzzle solutions are based around systems, rules, and physics rather than specific items. Instead of requiring a specific key item to open a door or get rid of a rat swarm, the player is free to come up with a number of working solutions based on the rules of the game world (wood catches fire, rats hate light, heavy objects smash lighter objects, explosions destroy anything you'd expect them to, etc).



* LaterInstallmentWeirdness: ''The Bunker'' is a considerable break from the conventions of the series, being a shorter, non-linear open-ended experience with randomized items and immersive sim gameplay elements and even giving the player a limited capability to defend themselves. In terms of plot, the main character is more of a bystander to the central events rather than having them revolve around him, and the backstory is entirely conveyed through notes rather than it ever playing a direct role in the gameplay.

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* LaterInstallmentWeirdness: ''The Bunker'' is a considerable break from the conventions of the series, being a shorter, non-linear open-ended experience with randomized items and immersive sim ImmersiveSim gameplay elements and even giving the player a limited capability to defend themselves. In terms of plot, the main character is more of a bystander to the central events rather than having them revolve around him, and the backstory is entirely conveyed through notes rather than it ever playing a direct role in the gameplay.
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* LaterInstallmentWeirdness: ''The Bunker'' is a considerable break from the conventions of the series, being a shorter, non-linear open-ended experience with randomized items and immersive sim gameplay elements and even giving the player a limited capability to defend themselves. In terms of plot, the main character is more of a bystander to the central events rather than having them revolve around him, and the backstory is entirely conveyed through notes rather than it ever playing a direct role in the gameplay.
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** The game offers a lot of affordances to your pistol that it does with no other inventory item, It's ammo is kept in its own slot. The pistol is a one-handed item, allowing you to use it alongside your flashlight, and Henri will always keep his aim extremely steady whenever he has it at the ready.

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** The game offers a lot of affordances to your pistol that it does with no other inventory item, It's item. Its ammo is kept in its own slot. The pistol is a one-handed item, allowing you to use it alongside your flashlight, and Henri will always keep his aim extremely steady whenever he has it at the ready.



* BloodierAndGorier: Constantly finding mutilated corpses is one thing in this series, but [[spoiler:the chapel near the end of the game that The Beast converted into a shrine of sorts has corpses that look straight out of {{Film/Event Horizon}}.]]

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* BloodierAndGorier: Constantly finding mutilated corpses is one thing in this series, but [[spoiler:the chapel near the end of the game that The Beast converted into a shrine of sorts has corpses that look straight out of {{Film/Event Horizon}}.''Film/EventHorizon''.]]
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The Revolver takes up an inventory slot, there's just a second "Slot" in the inventory that's just to show what Gun Henri has currently equipped, it still takes up space in the normal inventory.


** The game offers a lot of affordances to your pistol that it does with no other inventory item. It has its own slot, allowing you to carry it alongside a full inventory, and ammo is similarly kept in its own slot. The pistol is a one-handed item, allowing you to use it alongside your flashlight, and Henri will always keep his aim extremely steady whenever he has it at the ready.

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** The game offers a lot of affordances to your pistol that it does with no other inventory item. It has its own slot, allowing you to carry it alongside a full inventory, and item, It's ammo is similarly kept in its own slot. The pistol is a one-handed item, allowing you to use it alongside your flashlight, and Henri will always keep his aim extremely steady whenever he has it at the ready.
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* BloodierAndGorier: Constantly finding mutilated corpses is one thing in this series, but [[spoiler:the chapel near the end of the game that The Beast converted into a shrine of sorts has corpses that look straight out of {{Film/Event Horizon}}.]]
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* InterfaceSpoiler: It is possible to pick up [[spoiler: shotgun shells]] long before seeing the shotgun.

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* InterfaceSpoiler: It is possible to pick up [[spoiler: shotgun shells]] long before seeing the shotgun.[[spoiler: shotgun, which requires both the wrench and boltcutters to access]].

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* AntiFrustrationFeatures: The map for each sub-area of the Bunker is shaded out on the map, requiring Henri to examine a smaller sub-map in the office of each sector. These doors are often fully locked and require Henri to open them via explosives or bricks, which will inevitably attract the Beast.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
The map for each sub-area of the Bunker is shaded out on the map, map in Administration, requiring Henri to examine a smaller sub-map in the office of each sector.sector to colour it in. These doors are often fully locked and require Henri to open them via explosives or bricks, which will inevitably attract the Beast. However, these offices almost always have a brick nearby to easily open them, and are always at the entrance to each sector.
** The game offers a lot of affordances to your pistol that it does with no other inventory item. It has its own slot, allowing you to carry it alongside a full inventory, and ammo is similarly kept in its own slot. The pistol is a one-handed item, allowing you to use it alongside your flashlight, and Henri will always keep his aim extremely steady whenever he has it at the ready.


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* InterfaceSpoiler: It is possible to pick up [[spoiler: shotgun shells]] long before seeing the shotgun.
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* WhenAllYouHaveIsAHammer: Notably encouraged by the inventory design. The one object you can have on you at all times is your pistol. It takes up no inventory slots, and if you manage to scrounge together a full clip, any extra ammo is kept to the side. This makes it very easy for you to use it as a default tool and encourages you to rely on it beyond anything else, even your flashlight. Many problems can be made easier by spending a bullet, such as unlocking padlocks or setting fire to objects, and combining the bullets you get with environmental interactables such as powder kegs can allow you to skip difficult sections. While the amount of bullets you get a playthrough is rather low (around 20 shots total), you still get enough ammo at a decent clip to use the pistol throughout the entire game.
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* AntiFrustrationFeatures: The map for each sub-area of the Bunker is shaded out on the map, requiring Henri to examine a smaller sub-map in the office of each sector. These doors are often fully locked and require Henri to open them via explosives or bricks, which will inevitably attract the Beast.


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* {{Metroidvania}}: The game counts as a horror-focused example, but is otherwise played straight. The bunker is a rather nonlinear map and often has multiple ways to accomplish objectives, as well as upgrades and map pieces hidden away in each zone. The two major items required to progress (the wrench and boltcutters) can even be obtained after exploring a large chunk of the map and mostly serve to open hidden areas and clear the way to the plunger. [[spoiler: This even allows the player to get the shotgun extremely early into their playthrough if they book it to the Roman tunnels as soon as possible.]]
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Wrong name, Joubert is the name of the officer who escaped but states the armory code over the radio.


* ScrewThisImOuttaHere: The bunker's commanding officers abandoned their posts and their men the moment the Beast appeared and caved in the entrance to the bunker behind them to seal the Beast inside, trapping the soldiers they left behind with it. There's also an achievement for closing out the game right after seeing Joubert get killed in the infirmary.

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* ScrewThisImOuttaHere: The bunker's commanding officers abandoned their posts and their men the moment the Beast appeared and caved in the entrance to the bunker behind them to seal the Beast inside, trapping the soldiers they left behind with it. There's also an achievement for closing out the game right after seeing Joubert Boisrond get killed in the infirmary.
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* WhamShot: On a meta level, [[spoiler: seeing the eerie blue lights and levitating magnetic rocks first seen in ''AmnesiaRebirth'']], which provides significant context about what's happening and the nature of the Beast provided you played that game. On a gameplay level, [[spoiler: seeing a rat coming out of the safe room and subsequently seeing a new hole has been opened up within it]], signifying that now ''nowhere'' is safe.

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* WhamShot: On a meta level, [[spoiler: seeing the eerie blue lights and levitating magnetic rocks first seen in ''AmnesiaRebirth'']], ''VideoGame/AmnesiaRebirth'']], which provides significant context about what's happening and the nature of the Beast provided you played that game. On a gameplay level, [[spoiler: seeing a rat coming out of the safe room and subsequently seeing a new hole has been opened up within it]], signifying that now ''nowhere'' is safe.
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** In the Roman tunnels [[spoiler:there's a very trigger-happy human soldier armed with a shotgun who's been driven mad by the influence of the tunnels, likely due to dimensional bleed-over from Tihanna's world. He's too far gone with insanity to be reasoned with, so you need to either fight or stealth around him. You need to explore this area to obtain both the detonator lever you need to escape the bunker and Lambert's dog tag that unlocks his locker which contains a journal revealing the origin of the monster.]]

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** In the Roman tunnels [[spoiler:there's a very trigger-happy human soldier (Toussaint Beaufoy, as indicated in the note you find shortly before meeting him) armed with a shotgun who's been driven mad by the influence of the tunnels, likely due to dimensional bleed-over from Tihanna's world. He's too far gone with insanity to be reasoned with, so you need to either fight or stealth around him. You need to explore this area to obtain both the detonator lever you need to escape the bunker and Lambert's dog tag that unlocks his locker which contains a journal revealing the origin of the monster.]]
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** In the Prologue, the player fights four German Riflemen, this is the only time German Soldier that Henri can shoot appear in-game.

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** In the Prologue, the player fights four German Riflemen, this is the only time German Soldier soldiers that Henri can shoot appear in-game.

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* UniqueEnemy: In the Roman tunnels [[spoiler:there's a very trigger-happy human soldier armed with a shotgun who's been driven mad by the influence of the tunnels, likely due to dimensional bleed-over from Tihanna's world. He's too far gone with insanity to be reasoned with, so you need to either fight or stealth around him. You need to explore this area to obtain both the detonator lever you need to escape the bunker and Lambert's dog tag that unlocks his locker which contains a journal revealing the origin of the monster.]]

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* UniqueEnemy: UniqueEnemy:
** In the Prologue, the player fights four German Riflemen, this is the only time German Soldier that Henri can shoot appear in-game.
**
In the Roman tunnels [[spoiler:there's a very trigger-happy human soldier armed with a shotgun who's been driven mad by the influence of the tunnels, likely due to dimensional bleed-over from Tihanna's world. He's too far gone with insanity to be reasoned with, so you need to either fight or stealth around him. You need to explore this area to obtain both the detonator lever you need to escape the bunker and Lambert's dog tag that unlocks his locker which contains a journal revealing the origin of the monster.]]
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* ScrewThisImOuttaHere: The bunker's commanding officers abandoned their posts and their men the moment the Beast appeared and caved in the entrance to the bunker behind them to seal the Beast inside, trapping the soldiers they left behind with it.

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* ScrewThisImOuttaHere: The bunker's commanding officers abandoned their posts and their men the moment the Beast appeared and caved in the entrance to the bunker behind them to seal the Beast inside, trapping the soldiers they left behind with it. There's also an achievement for closing out the game right after seeing Joubert get killed in the infirmary.
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** Stare too long at the sunlit battlefield outside the pillbox and a German sniper will start taking potshots at you.


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* NonStandardGameOver: Falling into the abyss plays a scene where Henri lands in a pitch-black location and a [[VideoGame/AmnesiaTheDarkDescent familiar sounding roar]] is heard as Henri gets devoured by the source.
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* BetterToDieThanBeKilled: Early in the game, Henri comes across a mortally wounded soldier who asks him to finish him off, preferring to die at the hands of a fellow soldier rather than face a gruesome end from the Beast.

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* BetterToDieThanBeKilled: Early in the game, Henri comes across a mortally wounded soldier who asks him to finish him off, preferring to die at the hands of a fellow soldier rather than face meet a gruesome end from the Beast. Unfortunately, the Beast gets to him anyway, regardless of how fast you are.
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* BreatherLevel: While by no means being free and clear of danger, getting through the Arsenal and reaching the explosives at the end is a far less complicated affair than getting ''to'' the Arsenal. Other than a handful of traps [[spoiler: that can be disarmed with the boltcutters]], the layout is simply an expansive maze. With sufficient fuel in the generator to keep the lights on and enough care to not cause enough noise to draw out the Beast, you can safely make your way in and out with little difficulty.
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* BreatherLevel: While by no means being free and clear of danger, getting through the Arsenal and reaching the explosives at the end is a far less complicated affair than getting ''to'' the Arsenal. Other than a handful of traps [[spoiler: that can be disarmed with the boltcutters]], the layout is simply an expansive maze. With sufficient fuel in the generator to keep the lights on and enough care to not cause enough noise to draw out the Beast, you can safely make your way in and out with little difficulty.


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* SequenceBreaking: Nothing is forcing a player to search for the dog tags necessary to unlock the Arsenal and the storage lockers. While it would certainly take significant time, it is entirely possible to just brute-force every lock, including the lock on the progress-enabling wrench. Doing so completely eliminates the need to explore both Maintenance and the Soldier Quarters, which are incidentally the largest and most complicated areas to explore.


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* WhamShot: On a meta level, [[spoiler: seeing the eerie blue lights and levitating magnetic rocks first seen in ''AmnesiaRebirth'']], which provides significant context about what's happening and the nature of the Beast provided you played that game. On a gameplay level, [[spoiler: seeing a rat coming out of the safe room and subsequently seeing a new hole has been opened up within it]], signifying that now ''nowhere'' is safe.

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* BarrierBustingBlow: The Beast can easily smash apart wooden doors while searching or actively pursuing Henri. This conveniently can be used to trick it into opening doors for you that are otherwise inaccessible. Henri can do likewise, but needs help in the form of explosives, bricks, or [[spoiler: the shotgun]].



* ResourcesManagementGameplay: In stark contrast to previous entries, ''The Bunker'' has a crafting system that allows you to make items using resources you've collected in your journey around the bunker, like using pieces of cloth to make bandages. You only have a limited number of inventory slots, however (you start off with six), and the only items that do not take up space are your bullets, which are exceedingly scarce in comparison to other resources you'll find across the bunker. To give you an idea how scarce, each box of ammunition you find only carries '''a single bullet'''.

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* ResourcesManagementGameplay: In stark contrast to previous entries, ''The Bunker'' has a crafting system that allows you to make items using resources you've collected in your journey around the bunker, like using pieces of cloth to make bandages. You only have a limited number of inventory slots, however (you start off with six), and the only items that do not take up space are your bullets, which are exceedingly scarce in comparison to other resources you'll find across the bunker. To give you an idea how scarce, each box of ammunition you find only carries '''a single bullet'''. Even the bricks that you can use to smash down doors as an alternative to explosives are only good for two "breaks", cracking apart and becoming useless after that.
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* EarlyGameHell: Your initial experiences within the bunker will be less than stellar. With your starting supplies limited to just a revolver, the flashlight, and the stopwatch, there are a lot of places you can go to, only to be beset by obstacles of one sort or another which will cost you precious time and fuel. Subsequent runs will give you a better understanding of where everything is, how to make progress, and how the Beast works, but even on those runs you're still starting from square one, lacking any additional tools until you find or craft them.
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* MythologyGag: Once more, the player-character in the Amnesia games come across a prisoner in a confined cell whose death is all but certain in order to make progress towards completing objectives [[spoiler: unless you put yourself at tremendous risk to drive the monster away.]]
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* WeakenedByTheLight: The Beast dislikes light and will be much less active as long as the bunker lights are on, which requires the generator to be fueled and running. It will still be drawn to loud noises such as gunshots, explosions, excessive crashing around, etc. The rats likewise can be driven off with flares or an improvised torch.

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