[20] Amnesia The Dark Descent - Transept! - Let's Play! Gameplay Walkthrough (PC)

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Amnesia: The Dark Descent
Category:
Let's Play
Duration: 25:19
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What's up guys, welcome to episode 20 of Let's Play Amnesia The Dark Descent! In this part, we'll be exploring the Transept area, which is full of cool architectural design and also diabolical torture chambers. The good news is we may just make some progress on those orb pieces though. Thanks for watching!

Credits:

Intro art by Kelsea Jane Bruntrager:
https://www.etsy.com/shop/SWQI

Amnesia font by Pokemon-Diamond at deviantart.com: http://pokemon-diamond.deviantart.com/art/Amnesia-font-AmnesiaRip-400002710

Intro music by Brett Mann

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Info from Wikiepdia:

Amnesia: The Dark Descent is a survival horror video game by Frictional Games, released for Microsoft Windows, Mac OS X, and Linux platforms. The game features a protagonist named Daniel exploring a dark and foreboding castle, while avoiding monsters and other obstructions as well as solving puzzles. The game was critically well received, earning two awards from the Independent Games Festival and numerous positive reviews.

Originally released independently as a download, the game has since been published in retail by 1C Company in Russia and Eastern Europe, as well as THQ in North America. A collection of five short stories set in the world of Amnesia, written by Mikael Hedberg and illustrated by the game's concept artists, was also made available. In addition, the game's soundtrack is available for purchase and a free content expansion called "Justine" has been released as well as many fan-made expansions and stories for its unique "Custom Story" gamemode.

In a similar vein to the developer's previous games, Amnesia is an adventure game played from a first-person perspective. The game retains the physical object interaction used in the Penumbra series, allowing for physics-based puzzles and interactions such as opening doors and fixing machinery. Few in-game objects are operated by toggle; to open a door, for instance, the player must hold down a mouse button and then push (or pull) the mouse. This gives the player stealth, allowing them to peek out a barely-opened door or open it slowly to sneak away, but also adds to the player's sense of helplessness, as it is now entirely possible to attempt to push open a "pull" door whilst danger approaches from behind.

In addition to a health indicator, Daniel's sanity must be managed. Being in darkness too long, witnessing unsettling events, or staring at monsters will reduce Daniel's sanity, causing visual and auditory hallucinations and drawing the attention of monsters. Light sources help restore sanity, and if none are available Daniel may use tinderboxes to ignite candles in wall sconces and candelabra, or deploy an oil-burning lantern found near the beginning of the game. However, the number of tinderboxes and the amount of oil available are both limited, and standing in a light source also makes the player more noticeable to monsters. The player must balance the amount of time Daniel spends in light and shadow. Sanity is fully restored once Daniel completes an objective or progresses the game's story. It may also be restored by staying in the shadows until Daniel passes out, but this leaves him extremely vulnerable to any nearby monsters.

If a monster spots Daniel, it will chase him until he's out of sight. If spotted, Daniel must flee, as Amnesia does not give the player access to weapons. Daniel must find hiding places or barricade doors with rocks, chairs and other obstacles; however, monsters are capable of tearing down doors in their path and kicking obstacles out of the way, and move extremely fast once they have spotted their prey. Players can also choose to hide Daniel in the shadows, at cost to sanity. Monsters who lose sight of Daniel will search for him for a time, but will eventually leave and vanish.




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