Gå ubegrenset med Magzter GOLD

Gå ubegrenset med Magzter GOLD

Få ubegrenset tilgang til over 9000 magasiner, aviser og premiumhistorier for bare

$149.99
 
$74.99/År

Prøve GULL - Gratis

AMNESIA: THE BUNKER

Edge UK

|

June 2025

How a gun, a generator and a pocket watch cranked up Frictional's horror

- RICK LANE

AMNESIA: THE BUNKER

Amid the countless horror stories you hear about difficult productions in game development, occasionally you also learn about games where everything went right. Take Amnesia: The Bunker, which ironically happens to be one of the most frightening games ever made.

The latest entry in Frictional Games’ acclaimed horror series, Amnesia: The Bunker puts players in the role of French World War One soldier Henri Clemént. Trapped in a warren of concrete tunnels beneath the trenches of the Western front, Clemént is hunted by a monster as he searches for a way out.

Developed in little over two years, The Bunker is notorious for its ability to conjure an atmosphere of dread, and it's arguably Frictional’s most accomplished game to date.

“Afterwards, when we did the post mortem, a lot of it was people saying, ‘This went so well’,” creative lead Fredrik Olsson recalls.

“It was so organic, evolving constantly, and without any friction whatsoever." What's remarkable about this smoothness is that The Bunker diverges from many of Frictional’s prior design tenets, with largely contrary creative priorities, and even reneges on perhaps the studio's most genre-defining decision.

The Bunker was made in the wake of a far less straightforward project, Amnesia: Rebirth, which Olsson took over midway through its five-year development cycle. “It was much more difficult designing a game like Rebirth,” he says. “The story is the driver for that game, so there were no things we could really cut from it, because if we cut a level, for example, then we'd lose plot points that were super-important to the story."

FLERE HISTORIER FRA Edge UK

Edge UK

Edge UK

STRANGE SCAFFOLD

How to embrace the weird while keeping the culture and games focused on people

time to read

7 mins

November 2025

Edge UK

Edge UK

Post Script

A clockwork heart can't beat faster

time to read

4 mins

November 2025

Edge UK

Edge UK

Metal Gear Solid Delta: Snake Eater

Every tiny detail of protagonist Snake is modelled. The fabric of his fatigues darkens and grows heavy with water when he splashes through a stream or pond.

time to read

4 mins

November 2025

Edge UK

Edge UK

It Came From The Desert

Cinemaware's B-movie homage pushed the vision of interactive cinema to new heights

time to read

6 mins

November 2025

Edge UK

Edge UK

Shuten Order

Whatever the opposite of writer's block is, Kazutaka Kodaka has it.

time to read

4 mins

November 2025

Edge UK

Edge UK

Metal Gear Solid Delta: Snake Eater

Every tiny detail of protagonist Snake is modelled.

time to read

4 mins

November 2025

Edge UK

Edge UK

INDUSTRIA 2

Turning a minor FPS hit into a survival-horror seque

time to read

3 mins

November 2025

Edge UK

Edge UK

Mafia: The Old Country

Try to change Enzo's outfit at the start of a mission in Mafia: The Old Country, and you're given the option to \"disable story outfits\" – to use costumes that you might have obtained by purchasing the Deluxe Edition of the game or that are specific to other set-piece levels, such as the helmet and jodhpurs Enzo wears in a motor race.

time to read

6 mins

November 2025

Edge UK

Edge UK

BATTLESTAR GALACTICA: SCATTERED HOPES

The sound of Cylons

time to read

3 mins

November 2025

Edge UK

Edge UK

Echoes Of The End

Anyone who's played a big-budget action-adventure game from the past 15 years may get a sense of déjà vu from Echoes Of The End.

time to read

4 mins

November 2025

Listen

Translate

Share

-
+

Change font size