
Couple this with brilliant voice acting, and atmospheric audio and you have yourself one believable world to scare yourself in. There's hints to the past life these tunnels led left throughout abandoned barracks, a deserted foodhall, and locker rooms still filled with the belongings of the soldiers that once walked the same paths as you are now. This realism also works wonders when creating an engaging narrative and a believable setting. Desperately trying to swing open doors, scrambling through the belongings of dead soldiers to find vital codes on their dog tags, and using objects to help navigate the world around you creates stomach-churning anxiety. This interactivity and the puzzles scattered through the bunker build the atmosphere spectacularly. Without unleashing any unwanted spoilers, playing duck, duck, goose with a multi-limbed monster while messing around with the physics of boxes was not on my bingo card for this psychological horror game. My final moments in Amnesia: The Bunker were somewhat unforgettable. It’s reassuringly familiar for old fans and a great way to get players stuck into the role of a petrified French soldier scrambling around dark hallways to find the tools needed to escape. You can dislodge stuck doors, clean up planks of wood that litter your escape path and even pry open ventilation grates to sneak into forbidden rooms. The physics-based interactive environment is wonderfully reminiscent of the initial titles like The Dark Descent, promoting players to interact more intimately with the world around them. I like to think both reasons can be true. I'm unsure if I was so obsessed with Amnesia: The Bunker's world-building, mechanics, or audio effects because they were genuinely fantastic or if it gave me something else to think about other than the growling and ghastly bone-ridden beast that plagued me.


Thankfully Amnesia: The Bunker and Frictional Games didn't rest on its laurels. It can be easy for a horror game to play off its jumpscares or creepy atmosphere without committing any effort to polish other less terrifying aspects of the game.
