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* AerithAndBob: The three main characters are Daniel, Alexander and... Agrippa. (Agrippa is Heinrich Cornelius A., but his character is almost purely LastNameBasis.)



* AerithAndBob: The three main characters are Daniel, Alexander and... Agrippa. (Agrippa is Heinrich Cornelius A., but his character is almost purely LastNameBasis.)



* GlamourFailure: Never stated outright, but looking at Alexander's portrait at low sanity is implied to be this -- [[spoiler:rather than simply an insane hallucination, the player is probably, in fact, seeing his true form.]]



* GlamourFailure: Never stated outright, but looking at Alexander's portrait at low sanity is implied to be this -- [[spoiler:rather than simply an insane hallucination, the player is probably, in fact, seeing his true form.]]



* NoteToSelf: Daniel writes himself a note before quaffing a potion to erase his memories, telling him to descend to the bottom of Brenenburg Castle and kill a man. This is found at the end of the first area.



* NoteToSelf: Daniel writes himself a note before quaffing a potion to erase his memories, telling him to descend to the bottom of Brenenburg Castle and kill a man. This is found at the end of the first area.



* TakingYouWithMe:[[spoiler:Before quaffing the amnesia potion, Daniel has no illusions that he is ever going to escape the Shadow, but he has every intention of making sure Alexander doesn't either.]]

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* TakingYouWithMe:[[spoiler:Before TakingYouWithMe: [[spoiler:Before quaffing the amnesia potion, Daniel has no illusions that he is ever going to escape the Shadow, but he has every intention of making sure Alexander doesn't either.]]



** The [[DVDCommentary Developer Commentary]] [[LampshadeHanging points out]] that the techniques laid out by [[spoiler:Alexander]] are quite similar to the techniques they use to keep the player on edge throughout the experience, making the devs themselves {{Torture Technician}}s. Parallel to how the prisoners have to hear their cellmates torture and death, the player is also subjected to auditory hallucinations featuring each of the torture apparatus and [[{{Squick}} their effects]] before we see them and how they function.

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** The [[DVDCommentary Developer Commentary]] Commentary [[LampshadeHanging points out]] that the techniques laid out by [[spoiler:Alexander]] are quite similar to the techniques they use to keep the player on edge throughout the experience, making the devs themselves {{Torture Technician}}s. Parallel to how the prisoners have to hear their cellmates torture and death, the player is also subjected to auditory hallucinations featuring each of the torture apparatus and [[{{Squick}} their effects]] before we see them and how they function.

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Alphabetizing example(s), Natter


* TheBadGuyWins: The bad ending, in which [[spoiler:Daniel dies and Alexander gets away scot-free with everything]]. This also applies to the less well-known [[NonStandardGameOver fourth ending]], where [[spoiler:Daniel doesn't escape from the cell and the Shadow consumes him, presumably leaving [[KarmaHoudini Alexander to succeed without Daniel to stop him]].]]



* TheComputerIsALyingBastard: The hint you get when seeing a monster for the first time states that looking at them for too long causes you to "eventually be seen." This was confirmed by the lead developer to be an outright lie, with the intention of scaring the player into avoiding looking at enemies.



* TheCrocIsTicking: The [[https://www.youtube.com/watch?v=6PvZgwL9O7M terror music]], which signifies that a monster is chasing you. Apart from being very bad news whenever it happens, the sound itself is terrifying, sounding like someone screaming bloody murder.



* TheReasonYouSuckSpeech: Delivered by Alexander when you reach the second half of the torture chambers.



* TheReveal: Why Daniel is in the castle, of course! It wouldn't have the amnesia factor without a reveal as to how he got there, after all.



* TheBadGuyWins: The bad ending, in which [[spoiler:Daniel dies and Alexander gets away scot-free with everything]]. This also applies to the less well-known [[NonStandardGameOver fourth ending]], where [[spoiler:Daniel doesn't escape from the cell and the Shadow consumes him, presumably leaving [[KarmaHoudini Alexander to succeed without Daniel to stop him]].]]
* TheComputerIsALyingBastard: The hint you get when seeing a monster for the first time states that looking at them for too long causes you to "eventually be seen." This was confirmed by the lead developer to be an outright lie, with the intention of scaring the player into avoiding looking at enemies.
** This mechanic does in fact exist in ''VideoGame/{{Penumbra}}''.
* TheCrocIsTicking: The [[https://www.youtube.com/watch?v=6PvZgwL9O7M terror music]], which signifies that a monster is chasing you. Apart from being very bad news whenever it happens, the sound itself is terrifying, sounding like someone screaming bloody murder.
* TheReasonYouSuckSpeech: Delivered by Alexander when you reach the second half of the torture chambers.
* TheReveal: Why Daniel is in the castle, of course! It wouldn't have the amnesia factor without a reveal as to how he got there, after all.
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** ''Fleeing Brennenburg'' is a sequel [[spoiler: to the Revenge ending.]]

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* MeaningfulName: The title itself is one. Just play it if you want to know why.

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* MeaningfulName: The title itself is one. Just play it if you want to know why.



** This is actually {{Lampshaded}} by Creator/{{Lanipator}} during his LetsPlay [[http://thatguywiththeglasses.com/videolinks/ir/tfstar/lanipator/lani-plays/29733-amnesia-part-4 of the game.]]

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* BadGuyWins: The bad ending, in which [[spoiler:Daniel dies and Alexander gets away scot-free with everything]]. This also applies to the less well-known [[NonStandardGameOver fourth ending]], where [[spoiler:Daniel doesn't escape from the cell and the Shadow consumes him, presumably leaving [[KarmaHoudini Alexander to succeed without Daniel to stop him]].]]


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* TheBadGuyWins: The bad ending, in which [[spoiler:Daniel dies and Alexander gets away scot-free with everything]]. This also applies to the less well-known [[NonStandardGameOver fourth ending]], where [[spoiler:Daniel doesn't escape from the cell and the Shadow consumes him, presumably leaving [[KarmaHoudini Alexander to succeed without Daniel to stop him]].]]
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* BadGuyWins: The bad ending, in which [[spoiler:Daniel dies and Alexander gets away scot-free with everything]]. This also applies to the less well-known [[NonStandardGameOver fourth ending]], where [[spoiler:Daniel doesn't escape from the cell and the Shadow consumes him, presumably leaving [[KarmaHoudini Alexander to succeed without Daniel to stop him]].]]
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Moving to the special Custom Story-dedicated page.


* DownerEnding: The bad ending, in which [[spoiler:Daniel dies and Alexander gets away scot-free with everything]]. This also applies to the less well-known [[NonStandardGameOver fourth ending]], where [[spoiler:Daniel doesn't escape from the cell and the Shadow consumes him, presumably leaving [[KarmaHoudini Alexander to succeed without Daniel to stop him]].]] Many of the custom stories also have downer endings:
** The Things In The Night: [[spoiler:After [[TheHero Fin]] kills the Evil, the Shadow's {{Expy}}, and then confronts his [[BigBad father]], there are either the choices of [[WeCanRuleTogether joining him]] or kill him. The former will trigger the ending in which the father traps Fin in a cage filled with Grunts, killing him, and the latter results in an ending where something is shown busting the door to the room Fin is in, revealing the Evil survived and is implied to kill Fin.]]
** Tenebris Lake: [[spoiler:Edward can either save himself and leave his family to die in the crumbling remains of the house, save his wife (which dooms his two children) and die in falling debris, or save his children and abandon his wife.]]
** Disponentia: [[spoiler:The protagonist escapes the cursed house, but upon jumping a fence, he is chased by ferocious dogs and when trying to find sanctuary in a nearby house, he is denied entry and mauled by the dogs.]]
** White Night: [[spoiler:The psychologist is revealed to be the BigBad and purposely keeping the patients in the institution to perform experiments on them, and in the end, the protagonist gets captured and the psychologist gets away with everything.]]
** The Great Work: [[spoiler: There are 2 bad endings. If you get caught by the enemies after stealing the orb, they will regain the orb and fuse it towards your body, [[GrandTheftMe resurrecting their master.]] If you got caught by the Shadow, you will be trapped in the chamber where the orb was originally held with the Shadow guarding it. The only thing that you can do would be to wait for death...]]
** The Machine: [[spoiler:The protagonist is unable to save his wife, though it does seem like he banishes the demon possessing the titular machine. However, upon waking up after the confrontation, the door to his guest room swings open revealing the haunted corridors of the machine with the demon's laughter in the background implying the protagonist was possessed.]]
** Lost the Lights: [[spoiler:While this story is silly, the character, Daniel, somehow started WW III by tampering with the unknown power source in the underground complex. He commits suicide by monster due to the guilt.]]
** Castle of Devastating Diseases: [[spoiler:The Dr. Mathew is unable to cure his patients. In fact, his cure turns the worst cases into monsters. He flees the castle and the plague is no closer to being stopped.]]
** Obscurity: [[spoiler:Simon stops the mad leader of the communion who has been sacrificing townspeople, including his sister, to the monsters. With the last of the communion dead and the village abandoned, he finds his long lost mother and everything seems fine until he hears rumors of disappearances near the village. This, coupled with his chronic nightmares, drives him mad. At this point, he decides that the monsters must be dealt with... by having the mine reopened and the village repopulated so that '''''HE''''' can continue the sacrifices.]]
** Gustav: [[spoiler:The main character is killed when the orb explodes. He's the lucky one, as he is sane enough to have his life flash before his eyes, while the [[WithGreatPowerComesGreatInsanity powerful]] MadScientist, Gustav, is too insane from drinking his own potion to remember who he is any more. Lastly, [[ForegoneConclusion Alexander survives the explosion]] and is able to continue his experiments until Daniel shows up 37 and a half years later.]]



* MurderousMannequin: PlayedStraight and {{Subverted}} in the Custom Stories. Some mannequins (read suits of armor and statues) follow you, some hurt you if you get near them, one talks to and hurts you if you ''touch'' it, some seem to move to shield you from view, and at one point [[spoiler:some outright talk to you and protect you from a Brute.]] It [[ZigZaggingTrope Zig Zags]] all over the place.

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* ContinuingIsPainful: On Hard Mode. You still respawn when you die, but you do so at your last manual save instead of at a convenient checkpoint nearby. Making a save also [[SaveGameLimits costs five tinderboxes]], and given how scarce those are in Hard Mode, and how much more you'll rely on them due to a similar scarcity of lantern oil, there's a good chance that dying will lose you a lot of progress.



* DeathIsASlapOnTheWrist: Dying just sends you to the nearest respawn and you can continue on your merry way.

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* DeathIsASlapOnTheWrist: Dying just sends you to the nearest respawn and you can continue on your merry way. Averted in Hard Mode, as dying instead sends you back to the last time you saved...and with Hard also implementing SaveGameLimits, that could set you back a ''long'' way.



* DifficultyLevels: An update to the game added Hard Mode, which makes all enemies faster, more likely to spot you, and capable of killing you in one hit. The MusicalSpoiler when an enemy spawns is also removed. Autosaving is disabled, and creating a manual save now [[SaveToken costs five tinderboxes]]. Oh, and the overall amount of tinderboxes and oil in the game has been greatly reduced, so both light sources and saves will be scarce. To top it all off, if the SanityMeter hits bottom, Daniel dies.



* SanityMeter: Daniel's nyctophobia and monster-phobia means that he starts losing it if he looks at monsters or stays in the darkness too long. On the status screen, his mental state ranges from "Crystal Clear" down through headaches and shaky hands to simply "[[NothingIsScarier ...]]". As sanity drops lower, Daniel's vision [[InterfaceScrew starts to distort]] and he becomes increasingly affected by unnerving visual and auditory hallucinations. The only way to restore sanity is to stand in the light for a long time or complete puzzles. The latter will announce that Daniel has regained sanity with a flash of blue light and the sound of a relieved sigh.

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* SanityMeter: Daniel's nyctophobia and monster-phobia means that he starts losing it if he looks at monsters or stays in the darkness too long. On the status screen, his mental state ranges from "Crystal Clear" down through headaches and shaky hands to simply "[[NothingIsScarier ...]]". As sanity drops lower, Daniel's vision [[InterfaceScrew starts to distort]] and he becomes increasingly affected by unnerving visual and auditory hallucinations. The only way to restore sanity is to stand in the light for a long time or complete puzzles. The latter will announce that Daniel has regained sanity with a flash of blue light and the sound of a relieved sigh. If the meter drops to zero, Daniel will collapse and be unable to move for a few seconds, and any monsters in the area will be alerted to his presence. If Daniel runs out of sanity on Hard Mode, he outright dies.
* SaveGameLimits: Zig-zagged. You can save at any time in normal mode, though the game is generous enough with autosaves that you likely won't bother. On Hard Mode, however, autosaving is disabled and making a save costs [[SaveToken five scarce and precious tinderboxes]], forcing the player to think long and hard about whether making a save is worth it.
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--->'''Yahtzee:''' ''Amnesia'' understands that a monster stays scary the less you see of it.

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* AbsurdlySpaciousSewer: Apparently justified by being used to carry spring water which surges seasonally. It also functions as a cistern system to retain excess water and carefully control its pressure to power water mills.

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* AbsurdlySpaciousSewer: Apparently justified Justified, or at least {{Hand Wave}}d, by the sewers in question being used designed to carry heavy seasonal flows of spring water which surges seasonally. It water. They also functions function as a cistern system to retain excess which stores said water and carefully control its pressure releases it in a controlled manner to power water mills.various machines.



* AfraidOfNeedles: In the [[AbsurdlySpaciousSewer sewer beneath the castle]] -- in order to keep from being killed by poisonous fungi, you need to drill a hole into the head of a corpse, insert a needle into a copper tube, insert that tube's base into the skull, and then ''stick yourself on the needle'' to immunize yourself. That's MalevolentMutilation, AfraidOfNeedles, and a makeshift transfusion all in one scene.

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* AfraidOfNeedles: In Just before traversing the [[AbsurdlySpaciousSewer sewer sewers beneath the castle]] -- in order to keep from being killed by poisonous fungi, you need to drill a hole into the head of a corpse, insert a needle into a copper tube, insert that tube's base into the skull, and then ''stick yourself on the needle'' to immunize yourself. That's MalevolentMutilation, AfraidOfNeedles, Daniel passes out after doing it, and a makeshift transfusion all in one scene.it's hard to blame him.



* AllCrimesAreEqual: As you learn about various torture victims, the severity of their supposed crimes seems to lessen. The worst were accused of rape and arson, but a forger got thrown into the iron maiden as well.

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* AllCrimesAreEqual: As you learn about various torture victims, the severity of their supposed crimes seems to lessen. The worst were accused of rape and arson, but a forger got thrown into the iron maiden as well. Justified, as [[spoiler:Alexander is just looking for anyone he has a reasonable excuse to "lock up" and torture for Vitae. On Daniel's end, this is also a sign that ItGetsEasier.]]



* BittersweetEnding: [[spoiler:Alexander is dead, Daniel lives and feel redeemed, and the shadow stops chasing him. However, the kindly, old, and battered Agrippa dies in the rubble [[FateWorseThanDeath assuming his forced immortality gave out.]]]]

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* BittersweetEnding: [[spoiler:Alexander is dead, BittersweetEnding: Two of the four possible endings.
** If [[spoiler:Daniel stops the ritual, Alexander dies and
Daniel lives and feel redeemed, and the shadow stops chasing him. is able to escape Brennenburg, feeling that he has redeemed himself. However, the kindly, old, and battered Agrippa dies is trapped in the rubble of Brennenburg (though it's implied that without Alexander maintaining his forced immortality, he will die sooner or later, so he's not [[FateWorseThanDeath assuming trapped there forever]]).]]
** If [[spoiler:Daniel sends Agrippa's head through the portal, Alexander is stopped, Agrippa is finally freed from Alexander's clutches, but Daniel is consumed by the Shadow and trapped in darkness forever. However, it's implied that Weyer was able to resurrect Agrippa and they will rescue Daniel out of gratitude for
his forced immortality gave out.]]]]help]]. This ending is also considered the GoldenEnding by some fans.



* BookcasePassage: Two in the main campaign, one in ''Justine''.

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* BookcasePassage: Two in the main campaign, one in ''Justine''.One appears immediately after finding Daniel's NoteToSelf. A second one, this time activated by a slightly more complicated method, appears a little further on.



* BreatherLevel: The Back Hall. It's downright serene and pleasant compared to the Archive Tunnels you have to run through to get there... at least, until giant fleshy tumors sprout everywhere and the fountain starts pouring blood.
** The Back Hall portion was discussed in the Dev commentary, in which they invoked this trope, going along the lines of "This is meant to relax the player a bit so the upcoming horrors will be even worse by comparison."
** Also the main Cistern area and [[spoiler:where you meet Agrippa in the Nave]], which works as a breather room.

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* BreatherLevel: The hub levels (Entrance Hall, Back Hall. It's downright serene Hall, Cistern Entrance, and pleasant compared to Nave) all serve as these, being completely free of monsters and (mostly) of disturbing imagery, safe aside from the Archive Tunnels you have to run through to get there... at least, until giant fleshy tumors sprout everywhere occasional environmental hazard and MeatMoss spawned by the fountain starts pouring blood.
**
growing presence of the Shadow, and usually featuring calm, soothing music. The Back Hall portion was discussed in the Dev commentary, in which they invoked commentary confirms this trope, going along the lines of "This is meant to relax was deliberately invoked, with these areas giving the player a bit chance to relax so the upcoming horrors will be would seem even worse by comparison."
** Also the main Cistern area and [[spoiler:where you meet Agrippa in the Nave]], which works as a breather room.



* ChekhovsGun: Justified. Some of the flashbacks provide hints as how to how to make progress, although it's more of a ChekhovsGun to Daniel as the memories slowly comes back to him, since the player wouldn't know anything about these pieces of information until the flashbacks are pointing it out.

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* ChekhovsGun: Justified. Some of the flashbacks provide hints as how to how to make progress, although it's more of a ChekhovsGun to Daniel as the memories slowly comes back to him, since the player wouldn't know anything about these pieces of information until the flashbacks are pointing it out. A straight example for the player would be [[spoiler:Daniel's ability to repair Orbs]], which comes up in a diary entry early in the game, then becomes relevant near the ending, when [[spoiler:Daniel needs to repair Agrippa's broken Orb to breach the Inner Sanctum.]]



* DismantledMacGuffin: Daniel will frequently need to find multiple parts of a tool, machine, or object and put them back together in order to proceed. Perhaps the best example is [[spoiler:Agrippa's broken Orb -- the final fourth of the game revolves around finding the six pieces and reassembling them to counter the magical protections keeping Daniel out of the Inner Sanctum.]]



* DownerEnding: The bad ending, in which [[spoiler:Daniel dies and Alexander gets away scot-free with everything]]. Many of the custom stories also have downer endings:

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* DownerEnding: The bad ending, in which [[spoiler:Daniel dies and Alexander gets away scot-free with everything]]. This also applies to the less well-known [[NonStandardGameOver fourth ending]], where [[spoiler:Daniel doesn't escape from the cell and the Shadow consumes him, presumably leaving [[KarmaHoudini Alexander to succeed without Daniel to stop him]].]] Many of the custom stories also have downer endings:



* EldritchAbomination: The Shadow.
* EvilIsVisceral: The Shadow.

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* EldritchAbomination: The Shadow.
Shadow. Daniel aptly describes it as a living nightmare that [[RealityWarper breaks down reality]]. All that's really known about it beside this is that it's some kind of force that guards the Orbs and gets ''very'' angry at people who try to misuse them, though it seems to be fickle in how exactly it responds to this. Not helping matters it that it's [[NothingIsScarier never actually seen]] despite being a looming threat throughout the game; the only way to perceive it is through the telltale signs of its presence.
* EvilIsVisceral: The Shadow.most prominent sign of the Shadow's presence is [[MeatMoss large, fleshy pustules]] that appear everywhere and hurt Daniel if he touches them.



* GreyAndGrayMorality: While both the protagonist (Daniel) and the antagonist (Alexander) have both done terrible things, neither of them is totally vile and both had reasonably sympathetic motives.

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* GreyAndGrayMorality: While both As the protagonist (Daniel) and game moves forward, the antagonist (Alexander) player will gradually realize the conflict isn't as black-and-white as Daniel's NoteToSelf would have both them believe. There's no denying Alexander has done terrible things, neither of them is totally vile and both had reasonably horrible things without remorse, but he does have a sympathetic motives.motivation ([[spoiler:returning home and reuniting with his loved ones]]) and takes no pleasure in his evil actions, regarding them as nothing more than a necessary means to an end. Meanwhile, Daniel also had sympathetic motivations ([[spoiler:he was terrified of the Shadow and wanted protection from it]]) and was manipulated by Alexander, but [[spoiler:over time, he grew to enjoy torturing people, to the point where even ''Alexander'' was shocked by his actions]]. The events of the game happen entirely because he had a HeelRealization and couldn't live with the guilt of what he'd done, choosing to erase his memory so he could pursue revenge without it hindering him.



* HauntedCastle: [[spoiler:Turns out that's because of Daniel.]]

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* HauntedCastle: The Shadow, a formless, [[NothingIsScarier unseen entity]], frequently makes its presence felt with loud roaring sounds, shaking, and leaving [[MeatMoss fleshy residue]] in its wake. [[spoiler:Turns out that's because of Daniel.]]



* HollywoodDarkness: Completely shattered -- if you try to peer into a dark room from a lit hallway, you will see ''[[NothingIsScarier nothing]]'' beyond the doorframe.
** Played around with throughout too; [[spoiler:a lot of areas do have subtly blue ambient light, and standing in darkness helps Daniel see in the dark in bluish hues, but then there's an area with no ambient light at all that is stated to be "unnaturally dark" and areas with similar lighting appear throughout as a sign of incoming horror.]]

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* HollywoodDarkness: Completely shattered -- if you try to peer Zig-zagged. Standing in a lit hallway and looking into a dark room from a lit hallway, you will allow the player to see ''[[NothingIsScarier nothing]]'' beyond absolutely ''nothing'' inside the doorframe.
** Played around with throughout too; [[spoiler:a lot of areas do have subtly blue
room; however, if Daniel is in the dark, there is usually faint bluish ambient light, and standing in darkness helps Daniel see in light that allows the dark in bluish hues, but then there's an area player to move around without using the lantern (though sanity will still drain). Some areas, however, are completely black, with no ambient light at all that is stated to be "unnaturally dark" all, and are explicitly described as being unnaturally dark. [[spoiler:These areas with similar lighting appear throughout as a sign are also often full of incoming horror.monsters or other horrors.]]



* InterfaceSpoiler: Early on, a helpful hint appears instructing you to hide in darkness from enemies... [[ParanoiaFuel even if you had no idea anything was there.]]
** [[spoiler:Subverted as there isn't actually any threat yet. It is played straight when the game tells you about being able to hide in cupboards, though]].

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* InterfaceSpoiler: Early on, a helpful hint appears instructing you to hide in darkness from enemies... [[ParanoiaFuel even if you had no idea anything was there.]]
** [[spoiler:Subverted
there. [[spoiler:Subverted, as there isn't actually any threat yet. It is really anything there the first time the hint appears; it's just the game trying to make you paranoid. The hint will repeat during the first real encounter with a monster, though you'd still have to actively ''try'' to be spotted by it before it despawns and might not even see it due to how far away it is. However, it's played straight when the game tells first time you see a hint about being able to hide hiding in cupboards, though]].cupboards.]]



* JumpScare: Such scares include a wind extinguishing a set of torches, or a desk that opens to a set of human skulls. Unlike traditional jump scares, they can inflict sanity damage. There is a nasty one where you reach an iron maiden and when you get too close, it will suddenly open revealing a red mist.

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* ItGetsEasier: Daniel is initially squeamish and disturbed by the idea of torturing ''anyone'', even someone he's told is a remorseless criminal. As time wears on, however, his standards start to slip, until by the end he's fine with [[spoiler:kidnapping a completely innocent family with the intent of torturing them to death.]]
* JumpScare: Used sparingly, but to even better effect for it. Such scares include a wind extinguishing a set of torches, or a desk that opens to a set of human skulls. Unlike traditional jump scares, they can inflict sanity damage. There is a nasty one where you reach an iron maiden and when you get too close, it will suddenly open revealing a red mist.



* KarmaHoudini: [[spoiler:Both Daniel and Alexander]] depending on the ending.
** [[spoiler:Though, some endings can be interpreted as the Shadow brutally killed Alexander and leaving Daniel alone completely. He had gone through Hell via the entire ordeal of killing Alexander and that was his penance, so to speak.]]
** However, the definitive example, in the ''Justine'' expansion, is [[spoiler:Justine herself.]]

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* KarmaHoudini: [[spoiler:Both [[spoiler:Either Daniel and Alexander]] or Alexander]], depending on the ending.
** [[spoiler:Though, some endings
ending. [[spoiler:Two endings, including the NonStandardGameOver, have Daniel consumed by the Shadow while Alexander presumably gets away. Another one has the Shadow consume Alexander while Daniel lives, though this can also be interpreted as the Shadow brutally killed ''entire game'' serving as Daniel's LaserGuidedKarma, with his success at stopping Alexander and leaving Daniel alone completely. He had gone through Hell via the entire ordeal of killing Alexander and that was his penance, so to speak.]]
** However, the definitive example, in the ''Justine'' expansion, is [[spoiler:Justine herself.
despite everything redeeming him.]]



* MisplacedWildlife: The cockroaches infesting Alexander's castle look and sound like ''Gromphadorhina portentosa'' (Madagascar hissing cockroach), rather out of place in a castle somewhere in Prussia.
* MonsterDelay: The game ''runs'' on this trope; the first glimpse of a monster is a silhouette hobbling through the fog. It doesn't reappear in that area, but the suspense alone stops you from finding out. Even if you try to get a decent look at the monster later on, the game forces you to stop to keep it as scary as possible as the [[EldritchAbomination mere grotesqueness of it]] alone causes your character to lose sanity just by looking at it, increasing the likelihood of being found and killed unless you look away, but unfortunately, the marketing department didn't get the memo and put said monster right on the very cover.
* MotivationalLie: Some of the tips the game gives in tutorial messages and loading screens is straightly lying to the player. For example, noting that if Daniel's SanityMeter gets too low, he will attract monster's more readily is flatly false, there is simply no gameplay mechanic that ties monster spawning or attention to the sanity state. However, it is [[NothingIsScarier quite effective at scaring players away]] from [[DarknessEqualsDeath spending too much time in darkness]].
* MultipleEndings:

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* MisplacedWildlife: The cockroaches infesting Alexander's castle look and sound like ''Gromphadorhina portentosa'' (Madagascar hissing cockroach), rather out of place in a castle somewhere in Prussia.
Prussia. Given that they only appear when Daniel's sanity is low, [[JustifiedTrope they may just be hallucinations]].
* MonsterDelay: The game ''runs'' on this trope; trope, using its atmosphere and a good dose of NothingIsScarier to wind the player up to the point where they're likely to be a jumpy, nervous wreck ''long'' before anything truly dangerous happens. Case in point: the first glimpse you'll see of a monster is a silhouette hobbling through the fog. in a dark hallway. It doesn't isn't dangerous, disappears immediately, and won't reappear in again, but by this point you're likely to be far too paranoid to figure that area, but the suspense alone stops you from finding out. Even if you try to get a decent look at When the monster monsters start showing up for real later on, the game forces you to stop to keep it as scary as possible as the [[EldritchAbomination mere grotesqueness of it]] alone causes your character to lose sanity will drain just by looking at it, increasing the likelihood of being found them, making you more likely to be spotted and killed unless you look away, but unfortunately, killed, which strongly discourages trying to get a better look. Unfortunately, the marketing department didn't get the this memo and put said monster one of the monsters right on the very front cover.
* MotivationalLie: Some of the tips the game gives in tutorial messages and loading screens is straightly lying outright lie to the player. For example, noting you're told early on that if Daniel's [[spoiler:having low sanity makes it easier for monsters to spot you, but in reality there's no connection whatsoever between the SanityMeter gets too low, he will attract monster's more readily is flatly false, there is simply no gameplay mechanic that ties monster and monsters spawning or attention to the sanity state. However, it is their chance of seeing Daniel]]. It does its job of [[NothingIsScarier quite effective at scaring making players away]] from terrified]] of spending [[DarknessEqualsDeath spending too much time long in darkness]].
the dark]], though.
* MultipleEndings:MultipleEndings: Four total: two {{Bittersweet|Ending}} (one of which overlaps with GoldenEnding) and two {{DownerEnding}}s, one of which is a NonStandardGameOver.



* MusicalSpoiler: You can easily tell if the enemies are nearby or still chasing you.
** Averted when hiding from monsters, [[spoiler:the music will still play until you stop shaking in the darkness and go check if the monsters are gone]].

to:

* MusicalSpoiler: You can easily tell if the enemies are nearby or still chasing you.
** Averted
you, as both have specific musical tracks that cue up the moment a monster spawns or you're spotted. Subverted when hiding from monsters, [[spoiler:the a monster, however; [[spoiler:if a monster spawns and you hide from it, the hunting music will still play keep playing until you stop shaking in work up the darkness and nerve to go check if the monsters are gone]].it's gone.]]



** The Kaernk (water monster) in particular runs on this; all you ever see of it are the splashes it makes as it chases after you.
** Likewise, you never see the Shadow itself, only obvious signs that it's in the area and you should be running, ''now''.



* PsychoStrings: When monsters are chasing you.

to:

* PsychoStrings: When monsters are The music that plays when a monster is chasing you.you, fittingly called the "Terror Meter", consists of a screechy, high-pitched string instrument note that sounds chillingly like a drawn-out scream (which is what you're likely to be doing, too).



* RedemptionEqualsDeath: Daniel to Agrippa in the good ending.

to:

* RedemptionEqualsDeath: Daniel In one of the endings. [[spoiler:Daniel can send Agrippa's head through the portal, at the cost of being devoured by the Shadow along with Alexander, sacrificing his own chance at survival to finally reunite Agrippa in with Weyer. Downplayed, as it's implied Agrippa and Weyer will rescue him from the good ending.Shadow's clutches.]]



* SanityMeter: Daniel's nyctophobia and monster-phobia means that he starts losing it if he looks at monsters or stays in the darkness too long. This ranges from slight headaches to shaky hands.
** Your decaying sanity doesn't only diminish your sight. It also [[SanitySlippage makes you gradually hear more and more deranged and ominous aural hallucinations]]... ''the noise of insects gnawing at you'.'
** Your sanity level raises every time you complete a puzzle.

to:

* SanityMeter: Daniel's nyctophobia and monster-phobia means that he starts losing it if he looks at monsters or stays in the darkness too long. This On the status screen, his mental state ranges from slight "Crystal Clear" down through headaches to and shaky hands.
** Your decaying
hands to simply "[[NothingIsScarier ...]]". As sanity doesn't drops lower, Daniel's vision [[InterfaceScrew starts to distort]] and he becomes increasingly affected by unnerving visual and auditory hallucinations. The only diminish your sight. It also [[SanitySlippage makes you gradually hear more and more deranged and ominous aural hallucinations]]... ''the noise of insects gnawing at you'.'
** Your
way to restore sanity level raises every is to stand in the light for a long time you or complete puzzles. The latter will announce that Daniel has regained sanity with a puzzle.flash of blue light and the sound of a relieved sigh.
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''Amnesia: The Dark Descent'' is a [[http://www.metacritic.com/game/pc/amnesia-the-dark-descent/critic-reviews critically acclaimed]] {{survival horror}} with {{adventure game}} elements from the Swedish indie studio Creator/FrictionalGames. It's a SpiritualSuccessor to their previous ''VideoGame/{{Penumbra}}'' series of games, sharing many elements of gameplay and storytelling with them.

Daniel, the playable NonActionGuy, wakes up in the dark of an ancient [[HauntedCastle creepy castle]], Brennenburg, without memories. The first thing he finds is a [[NoteToSelf note to himself]], which informs him that he has been deliberately self-inflicted with [[TitleDrop amnesia so that he can make a dark descent]] into the heart of the castle and kill the proprietor, Baron Alexander. As he journeys further within the bowels of the Prussian estate, Daniel comes across his own diary entries, hinting at [[EldritchAbomination otherworldly]] influences, particularly the dangerous living 'Shadow' that pursues him for something he did in his past, killing everyone it comes across. He also finds notes left by an assortment of castle-dwellers that elaborate on the sinister events that have taken place there.

to:

''Amnesia: The Dark Descent'' is a [[http://www.metacritic.com/game/pc/amnesia-the-dark-descent/critic-reviews critically acclaimed]] {{survival horror}} with {{adventure game}} elements {{adventure|Game}} video game from the Swedish indie studio Creator/FrictionalGames. It's a SpiritualSuccessor to their previous ''VideoGame/{{Penumbra}}'' series of games, series, sharing many elements of gameplay and storytelling with them.

Daniel, the playable NonActionGuy, wakes up in the dark of an ancient [[HauntedCastle creepy castle]], Brennenburg, without any memories. The first thing he finds is a [[NoteToSelf note to himself]], which informs him that he has been deliberately self-inflicted with [[TitleDrop amnesia so that he can make a dark descent]] into the heart of the castle and kill the proprietor, Baron Alexander. As he journeys further within the bowels of the Prussian estate, Daniel comes across his own diary entries, hinting at [[EldritchAbomination otherworldly]] influences, particularly the dangerous living 'Shadow' that pursues him for something he did in his past, killing everyone it comes across. He also finds notes left by an assortment of castle-dwellers that elaborate on the sinister events that have taken place there.
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Added DiffLines:

* MonsterDelay: The game ''runs'' on this trope; the first glimpse of a monster is a silhouette hobbling through the fog. It doesn't reappear in that area, but the suspense alone stops you from finding out. Even if you try to get a decent look at the monster later on, the game forces you to stop to keep it as scary as possible as the [[EldritchAbomination mere grotesqueness of it]] alone causes your character to lose sanity just by looking at it, increasing the likelihood of being found and killed unless you look away, but unfortunately, the marketing department didn't get the memo and put said monster right on the very cover.

Changed: 197

Removed: 461

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In 2013 a NonLinearSequel, entitled ''VideoGame/AmnesiaAMachineForPigs'', was published by Frictional Games, with primary development by Creator/TheChineseRoom, the team responsible for ''VideoGame/DearEsther.''

In 2020, a second sequel was released, entitled ''VideoGame/AmnesiaRebirth''. Unlike ''A Machine for Pigs'', it was developed by Frictional Games themselves and ties in much more closely with the first game.

In 2022, a new installment was announced, named ''VideoGame/AmnesiaTheBunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U which is set to launch on May 15, 2023]]. Like the previous entry, it is being both developed and published by Frictional Games.

to:

In 2013 a NonLinearSequel, entitled ''VideoGame/AmnesiaAMachineForPigs'', was published Followed by Frictional Games, with primary development by Creator/TheChineseRoom, the team responsible for ''VideoGame/DearEsther.''

In 2020, a second sequel was released, entitled ''VideoGame/AmnesiaRebirth''. Unlike ''A Machine for Pigs'', it was developed by Frictional Games themselves and ties in much more closely with the first game.

In 2022, a new installment was announced, named ''VideoGame/AmnesiaTheBunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U which is set to launch on May 15, 2023]]. Like the previous entry, it is being both developed and published by Frictional Games.
''VideoGame/{{Amnesia}}'' series of games.
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WHOOPS RELEASE DATE CHANGED


In 2022, a new installment was announced, named ''VideoGame/AmnesiaTheBunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U which is set to launch on March 2023]]. Like the previous entry, it is being both developed and published by Frictional Games.

to:

In 2022, a new installment was announced, named ''VideoGame/AmnesiaTheBunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U which is set to launch on March May 15, 2023]]. Like the previous entry, it is being both developed and published by Frictional Games.
Is there an issue? Send a MessageReason:
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** Agrippa ''was'' also an occultist in RealLife, about 300 years before Amnesia takes place. [[spoiler:He 'presumes' that he was held prisoner by Alexander for hundreds of years, which would make the numbers match up.]]

to:

** Agrippa ''was'' also an occultist in RealLife, about 300 years before Amnesia ''Amnesia'' takes place. [[spoiler:He 'presumes' that he was held prisoner by Alexander for hundreds of years, which would make the numbers match up.]]



* ManipulativeBitch: Justine. She succeeded to get all three suitors into the chambers, all [[ColdBloodedTorture physically]] and [[MindRape psychologically]] tortured, mostly by words and manipulation. It's stated that the reason Malo is insane was because she tried to completely [[SanitySlippage break him]] long before she began to physically torture him. And she did this all [[ForTheEvulz only for her own, twisted, selfish amusement.]] No wonder the suitors want to kill her!

to:

* ManipulativeBitch: Justine. She succeeded to get in getting all three suitors into the chambers, all [[ColdBloodedTorture physically]] and [[MindRape psychologically]] tortured, mostly by words and manipulation. It's stated that the reason Malo is insane was because she tried to completely [[SanitySlippage break him]] long before she began to physically torture him. And she did this all [[ForTheEvulz only for her own, twisted, selfish amusement.]] No wonder the suitors want to kill her!



* NothingIsScarier: ''Justine'' doesn't quite follow this... to an extent. There is only one type of monster [[spoiler:Justine's former fiancee Alois, and yes, he's still alive and human, a guy named Basile who Justine blinded and calls you profane names, and Malo, who wants to eat you]], you encounter each once throughout the expansion, and while looking at Basile drops your sanity, it doesn't always make him more likely to see you... because he's ''blind''. However, he can ''hear'' you, and if any of them hits you ''once'', you die, and the game closes, not to mention there are no save points in the expansion whatsoever.
* OneHitKill: One hit from a suitor and you're dead. Worst part about this is; [[NintendoHard there is no saving point. You're back at the start of the game.]]

to:

* NothingIsScarier: ''Justine'' doesn't quite follow this... to an extent. There is only one type of monster [[spoiler:Justine's monster, the 3 suitors [[spoiler:(Justine's former fiancee Alois, and yes, he's still alive and human, a guy named Basile who whom Justine blinded and who calls you profane names, and Malo, who wants to eat you]], you)]], you encounter each one once throughout the expansion, and while looking at Basile drops your sanity, it doesn't always make him more likely to see you... because he's ''blind''. However, he can ''hear'' you, and if any of them hits you ''once'', you die, and the game closes, not to mention there are no save points in the expansion whatsoever.
* OneHitKill: One hit from a suitor and you're dead. Worst The worst part about this is; is that [[NintendoHard there is are no saving point.save points. You're back at the start of the game.]]



* TrialAndErrorGameplay: There's no checkpoints, you're a OneHitPointWonder, and there is a monster that will kill you if it spots you. Combine this with the puzzles and you'll be restarting numerous times.

to:

* TrialAndErrorGameplay: There's There are no checkpoints, you're a OneHitPointWonder, and there is a monster that will kill you if it spots you. Combine this with the puzzles and you'll be restarting numerous times.
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* MeaningfulName Justine's name (Justine Florbelle) is a reference to two works by the Marquis de Sade, ''Justine'' and ''Les Journees de Florbelle''. The subtitle of ''Justine'' is "The Misfortunes of Virtue" which may apply to the ending, if you get the good ending. ''Les Journees de Florbelle'' was destroyed, perhaps reflecting the bad ending and the fact that you can't save the game -- if you die, you are destroyed forever and cannot be recovered. The horrifying content of these novels is reflected in the game and the character.

to:

* MeaningfulName MeaningfulName: Justine's name (Justine Florbelle) is a reference to two works by the Marquis de Sade, ''Justine'' and ''Les Journees de Florbelle''. The subtitle of ''Justine'' is "The Misfortunes of Virtue" which may apply to the ending, if you get the good ending. ''Les Journees de Florbelle'' was destroyed, perhaps reflecting the bad ending and the fact that you can't save the game -- if you die, you are destroyed forever and cannot be recovered. The horrifying content of these novels is reflected in the game and the character.
Is there an issue? Send a MessageReason:
None


In 2022, a new installment was announced, named ''VideoGame/AmnesiaTheBunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U which is set to launch in March 2023]]. Like the previous entry, it is being both developed and published by Frictional Games.

to:

In 2022, a new installment was announced, named ''VideoGame/AmnesiaTheBunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U which is set to launch in on March 2023]]. Like the previous entry, it is being both developed and published by Frictional Games.
Is there an issue? Send a MessageReason:
None


In 2022, a new installment was announced, named ''VideoGame/AmnesiaTheBunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U which is set to launch on March 2023]]. Like the previous entry, it is being both developed and published by Frictional Games.

to:

In 2022, a new installment was announced, named ''VideoGame/AmnesiaTheBunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U which is set to launch on in March 2023]]. Like the previous entry, it is being both developed and published by Frictional Games.
Is there an issue? Send a MessageReason:
None


In 2022, a new installment was announced, named ''Amnesia: The Bunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U which is set to launch on March 2023]]. Like the previous entry, it is being both developed and published by Frictional Games.

to:

In 2022, a new installment was announced, named ''Amnesia: The Bunker'', ''VideoGame/AmnesiaTheBunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U which is set to launch on March 2023]]. Like the previous entry, it is being both developed and published by Frictional Games.
Is there an issue? Send a MessageReason:
None


In 2020, a second sequel was released, titled ''VideoGame/AmnesiaRebirth''. Unlike ''A Machine for Pigs'', it was developed by Frictional Games themselves and ties in much more closely with the first game.

to:

In 2020, a second sequel was released, titled entitled ''VideoGame/AmnesiaRebirth''. Unlike ''A Machine for Pigs'', it was developed by Frictional Games themselves and ties in much more closely with the first game.
Is there an issue? Send a MessageReason:
None


In 2020, a second sequel was released, titled as ''VideoGame/AmnesiaRebirth''. Unlike ''A Machine for Pigs'', it was developed by Frictional Games themselves and ties in much more closely with the first game.

to:

In 2020, a second sequel was released, titled as ''VideoGame/AmnesiaRebirth''. Unlike ''A Machine for Pigs'', it was developed by Frictional Games themselves and ties in much more closely with the first game.
Is there an issue? Send a MessageReason:
None


In 2020, a second sequel was released, ''VideoGame/AmnesiaRebirth''. Unlike ''A Machine for Pigs'', it was developed by Frictional Games themselves and ties in much more closely with the first game.

to:

In 2020, a second sequel was released, titled as ''VideoGame/AmnesiaRebirth''. Unlike ''A Machine for Pigs'', it was developed by Frictional Games themselves and ties in much more closely with the first game.
Is there an issue? Send a MessageReason:
None


In 2020, a second sequel, ''VideoGame/AmnesiaRebirth'' was announced for release late in the same year. Unlike ''A Machine for Pigs'', it was developed by Frictional Games themselves and ties in much more closely with the first game.

to:

In 2020, a second sequel, ''VideoGame/AmnesiaRebirth'' sequel was announced for release late in the same year.released, ''VideoGame/AmnesiaRebirth''. Unlike ''A Machine for Pigs'', it was developed by Frictional Games themselves and ties in much more closely with the first game.
Is there an issue? Send a MessageReason:
None


In 2022, a third sequel was announced, named ''Amnesia: The Bunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U which is set to launch on March 2023]]. Like the previous entry, it is being both developed and published by Frictional Games.

to:

In 2022, a third sequel new installment was announced, named ''Amnesia: The Bunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U which is set to launch on March 2023]]. Like the previous entry, it is being both developed and published by Frictional Games.
Is there an issue? Send a MessageReason:
None


In 2022, a third sequel was announced, named ''Amnesia: The Bunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U which is set to launch on March 2023]]. Like Rebirth, it is being both developed and published by Frictional Games.

to:

In 2022, a third sequel was announced, named ''Amnesia: The Bunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U which is set to launch on March 2023]]. Like Rebirth, the previous entry, it is being both developed and published by Frictional Games.
Is there an issue? Send a MessageReason:
None


In 2022, a third sequel was announced, named ''Amnesia: The Bunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U being set to launch on March 2023]]. Like Rebirth, it is both developed and published by Frictional Games.

to:

In 2022, a third sequel was announced, named ''Amnesia: The Bunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U being which is set to launch on March 2023]]. Like Rebirth, it is being both developed and published by Frictional Games.
Is there an issue? Send a MessageReason:
None


In 2022, a third sequel was announced, named ''Amnesia: The Bunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U being set to launch on March 2023]]. Like Rebirth, it will be both developed and published by Frictional Games.

to:

In 2022, a third sequel was announced, named ''Amnesia: The Bunker'', [[https://www.youtube.com/watch?v=OxLSsDmtj-U being set to launch on March 2023]]. Like Rebirth, it will be is both developed and published by Frictional Games.

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