![]() Many halls are pitch black.ĭespite being a labyrinth of claustrophobic corridors, however, The Bunker is more open than its peers. Key items are still kept in the same places, however, which undercuts the otherwise thoughtful randomization. Shifting items around displaces the player, and ensures not even a guide or prior knowledge can save them. Even the final encounter has multiple layouts. There’s more focus on mechanics and immersion versus comfort in rote memorization, which is where some horror games lose their luster.įuture runs will always differ, too locker combinations, traps, and some item locations are procedurally generated. It’s a brilliant approach that unshackles scares from scripting. This is unlike past Amnesia games, where the monsters only patrol certain sections. It’s not even any less scary because of the added defensive options since they take skill, luck, and a sizeable amount of time to use effectively.īy being mostly unscripted, The Bunker asks players to frantically avoid a grisly death at a moment’s notice. Players spend most of their time ducking, hiding, and carefully tiptoeing around, which is chilling because of how it gets players to lean forward and stay engaged. ![]() There are times where the creature is occupied in a remote area, but those precious respites are all too brief. Barbaric snarls and thunderous footsteps are tangible reminders of the threat that double as eerie ways to keep loose tabs on it. If the player is wounded, it materializes and tries to snuff you out. ![]() It lurks around the tunnel system, ever-present and stomping about the barracks. ![]() X or the regenerator in Dead Space, The Bunker’s beast is ever-present and not relegated to scripted “stalking sections.” It’s always lurking. But unlike famous examples, such as Resident Evil 2‘s Mr. This is a common trope seen in many of the best games in the genre. The creature embodies this design ethic, as a malevolent and unkillable antagonist that relentlessly pursues the player. Much of The Bunker’s tension is derived from its spontaneity, which keeps players in a constant state of unease. ![]()
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