
(6/10)įrustration Level: Several of the puzzles were more challenging than they needed to be not overly frustrating, but it left me bemused for quite some time. Instead, however, it aims for a more unusual atmosphere, one that is more unsettling than truly scary. (6/10)įear Factor: One part in the beginning stands out as heart-poundingly scary, but the custom story lacks scares. Sound and Music: Not terribly outstanding, but it reuses the original music from Amnesia, and has good ambience. Originality: A gradual descent into insanity is nothing new for Amnesia, but Nepsis manages to remain interesting even though it goes along a similar vein as the original game (in terms of sanity). Half of the time I had no idea what was going on, and the ending left too much up in the air. Plot: Either far too confusing, or not really there at all. Voice Acting and Speech: There is no unique voice acting in the custom story, however written English was legible and interesting, with few grammatical errors. However, the level design begins to feel lazy in the end, up to the final location of the game, the ending torture chamber. Level Design: The level design for Nepsis is, in the beginning, logical and interesting, with some new features (no spoilers given!). Despite a few moments in brightly lit areas, it manages to retain the dark feeling of Amnesia and its claustrophobia-inducing corridors. It provides an experience that reminded me quite a bit of the original Amnesia dark, unnerving, but more insane, especially towards the end (objects begin to hover in a white space randomly).Ītmosphere: Much of Nepsis is pitch black or poorly lit, giving rise to a spooky atmosphere. The story remains relatively unclear to me, although it ends in a rather drastic and bloody way within the depths of some gruesome torture chamber. Nepsis is, in short, what appears to be an acid trip through the bowels of insanity. There are other game-killing bugs that are rare, but really harm the score.

Pretty simple.īugs: Glitches and minor issues are expected, but can lower a score nevertheless if they are too prominent. Length: Some stories are too long, others cut too short.

A lower score means it was far too easy or way too difficult. Some stories purposefully leave out the scares, but there are those that are at a lack for some-and others that left me with shaking knees and a pounding heart.įrustration Level: A higher score here means the custom story was challenging, but not too hard to solve. Sound and Music: Different from ambience, this determines how well the story uses music (both new and original) as well as sound devices or audio events.įear Factor: Terror plays a huge part of Amnesia, obviously. Originality: How original is the custom story? Does it feel like Amnesia all over again? Does it have an atmosphere similar to another horror game, like Fatal Frame? Or does it feel unique, different? These all contribute to the story's originality. Plots that are too shallow or too complex are often harmful for the story on rare occasions, however, they can actually benefit it. Plot: A confusing plot can really hurt a good custom story. The better the legibility, the higher the score and for voice acting, the more realistic and impressive it is, the higher the score. Voice Acting and Speech: Not all custom stories attempt voice acting therefore, this category includes both speech and writing (i.e. Likewise, creating an environment that is too big often results in confusion and makes the story's location seem cluttered. Level Design: Level design is critical to making a custom story interesting a bunch of hallways cobbled together does not make for an appealing story. Amnesia's atmosphere is designed to frighten-therefore, a scarier atmosphere merits a higher score.

The more sinister one feels while playing, the better the atmosphere is. Atmosphere: Lighting, ambient noises (not music), props and fog all shape the atmosphere of a game.
