[HN Gopher] Amnesia is now open source
       ___________________________________________________________________
        
       Amnesia is now open source
        
       Author : jsheard
       Score  : 644 points
       Date   : 2020-09-23 14:18 UTC (8 hours ago)
        
 (HTM) web link (frictionalgames.com)
 (TXT) w3m dump (frictionalgames.com)
        
       | chme wrote:
       | > Here is everything you need to build Amnesia: The Dark Descent.
       | 
       | But I think the assets are missing, so it is not _everything_.
       | Maybe they released those somewhere else?
        
         | runevault wrote:
         | Rarely do they release the assets with the open sourcing of the
         | engine. If you want those they tend to want you to pay for the
         | game and then pull the assets out to put in your build.
        
           | chme wrote:
           | That ok. Is great that they open sourced their engine,
           | however they don't even mention the assets and that you need
           | to buy their game to have them, which is a bit strange. And
           | they even say here is _everything_ you need for the whole
           | game.
        
             | RealStickman_ wrote:
             | The announcement on their website noted that you still have
             | to own the game itself. Maybe that should be added to the
             | readme.
        
               | chme wrote:
               | They also own their code. Releasing it as open source did
               | not change that.
               | 
               | They don't actually state that you have to own the
               | original game on their website.
        
               | masklinn wrote:
               | It's implicit in their having "only" open-sourced the
               | code: you can't actually play the game without the
               | assets, and accessing the assets legally requires buying
               | the game. Unless you want to remake all assets by hand I
               | guess.
        
             | stefanve wrote:
             | Everything to build the game. Which is true.
        
               | chme wrote:
               | No. A 'game' can be played, and without any assets it
               | cannot be played. It is just a 'engine'.
        
               | slezyr wrote:
               | Build - you get an executable, which is true. Run or
               | Played is a different thing.
        
               | aspaceman wrote:
               | Building != playing.
               | 
               | Building -> a functional exe is produced.
               | 
               | Playing -> Many EXEs expect a set of resource files to be
               | in the directory to further their execution.
        
             | justin66 wrote:
             | > Is great that they open sourced their engine, however
             | they don't even mention the assets and that you need to buy
             | their game to have them, which is a bit strange.
             | 
             | When it comes to open sourcing game code, it is pretty
             | standard.
        
               | chme wrote:
               | AFAIK most open sourcing of 'games' state that they open
               | sourced only the engine and not the complete game. And
               | maybe provide a guide that shows you how to copy the
               | original assets into a game compiled by yourself.
               | 
               | I just think this is misleading and probably just a
               | marketing act for the next release of their game.
               | 
               | Personally I find it great that they released their
               | engine again, the more open source code the better,
               | however they should have just been more careful with
               | their press release. Some reporters that don't look to
               | close to the code might think that Amnesia is now a open
               | source game like 0AD or recently unvanquished, that
               | actually tries to make their assets fully open source
               | compliant.
        
               | justin66 wrote:
               | > assets fully open source compliant
               | 
               | It's hard to interpret that phrase but it certainly seems
               | to apply to their art assets. You could ship a GPL
               | reimplementation or total conversion mod of their game
               | tomorrow and use the game assets, as long as the user
               | already owns the game. Just like all the very popular
               | Quake and Doom stuff, for starters.
               | 
               | You just won't get the free game that you want.
        
         | ClikeX wrote:
         | Maybe they weren't allowed to.
        
         | masklinn wrote:
         | > But I think the assets are missing, so it is not everything.
         | 
         | It's everything you need to _build_ the game, which is
         | different than everything you need to _play_ the game.
         | 
         | > Maybe they released those somewhere else?
         | 
         | No, studios rarely to never release assets as OSS. In part
         | because most artists don't sign off on this, and in part
         | because especially smaller studios will license existing assets
         | from stores and the like which they literally can not, legally,
         | relicense.
        
         | sto_hristo wrote:
         | I think it's targeted at modders. So they just get the code and
         | take it from there. You get the misleading article.
        
           | masklinn wrote:
           | > I think it's targeted at modders.
           | 
           | Modders have been modding for years (Amnesia has over a
           | thousand mods). They'll be happy for sure, and certainly are
           | one of the targets:
           | 
           | > We are all really excited to see what comes out of it! The
           | modding community has been incredibly creative over the years
           | and it will be fun to see what it can do with the full source
           | code at its disposal.
           | 
           | but they've never _needed_ the code either.
           | 
           | It could also be useful to, well,
           | 
           | > anyone wanting to create their own engine or just wanting
           | to learn more about game programming. While the code is not
           | the greatest in places and the tech used is not the latest,
           | it is a fully contained game engine in a fairly easy-to-
           | understand package. It is also a testament that it is
           | possible to do this sort of thing, even with a very limited
           | team.
        
             | Karawebnetwork wrote:
             | > but they've never needed the code either.
             | 
             | That's true, but having the code of a game usually makes
             | modding it easier and allows mods to go even farther
        
         | d1zzy wrote:
         | Maybe "to build" means more specifically "to build the binary
         | of". Then yes, you don't need data assets for that. It
         | particularly doesn't say this is everything needed to "build
         | and _play_ the game".
        
       | shard wrote:
       | From reading the title, I thought this game was being open
       | sourced: https://en.wikipedia.org/wiki/Amnesia_(video_game)
       | 
       | I never got very far in that game, but it made quite an
       | impression on me for the gritty reality in the game that wasn't
       | present in other games of that era, with you having to beg or
       | wash car windows for money in order to buy food.
        
         | iainctduncan wrote:
         | Oh I totally misremembered, I thought it was infocom!
        
           | iainctduncan wrote:
           | But I remember playing. It was hard.
        
       | vorpalhex wrote:
       | One of the selling points of at least the later games was the
       | availability tools to build your own "stories" with the same base
       | mechanics, so it's cool to see these be made more widely
       | available and some of these fan creations evolve into more.
        
       | klmadfejno wrote:
       | I only played the first Amensia game. I felt it was kind of a
       | weird fit. It was a horror game in that you were in a horror
       | environment with entities that were scary. But the lack of
       | consequence for death made it feel kind of gamey. Horror is hard
       | to get right. The amnesia monsters are horrifying, yes, but in
       | the context of a horror game, not especially memorable in my
       | opinion. One thing I think the resident evil series has done well
       | especially in number 7 and the number 2 remake, is realize that
       | players won't be scared for the whole game. In the first half of
       | these games, you tend to be weak and there are genuinely
       | frightening moments. Towards the end you're pretty desensitized
       | to the nature of that game's fucked up shit, and you just want to
       | mow them down or get by the efficiently.
       | 
       | My absolute favorite horror moment is in the original Silent
       | Hill. You enter this giant hospital and you know its going to be
       | a huge daunting task if its full of monsters, but its not. So you
       | go through the elevator to floor one. It's empty. Floor 2 is
       | empty. The final floor, floor three... is empty. So returning the
       | the elevator you're feeling like you missed something and then,
       | ta-dah, the elevator eerily has acquired a bloody fourth floor
       | button letting you know you're about get shat on.
        
         | 101008 wrote:
         | The original Silent Hill was a masterpiece of horror games. But
         | mainly because it was all in your head. The creatures weren't
         | that bad, but the sensation that they were coming at you is
         | what it counts. Also, the radio that started every time you had
         | one close to you was excellent, because it made you feel
         | horrible even if you weren't doing anything.
         | 
         | I played a few games after that one in the next years (I was
         | only 11 when I played Silent Hill) and nothing made me feel the
         | same.
        
           | StillBored wrote:
           | The first couple Penumbra games were the same way. You knew
           | there were monsters about, but mostly you crept around and if
           | you heard them the only sane strategy was to run like hell.
           | 
           | I think the people who enjoyed the games were the ones that
           | could get sucked into that mental model early and didn't want
           | to die in game.
        
           | k__ wrote:
           | *"the radio that started every time you had one close to you
           | was excellent, because it made you feel horrible even if you
           | weren't doing anything."
           | 
           | Haha, same with Aliens vs Predator, where you had either
           | radar or night vision, but not both at the same time.
           | 
           | The beeping made you crazy.
        
             | ehnto wrote:
             | Have you tried Alien Isolation? It's a masterpiece, similar
             | mechanic to that in place too.
        
               | k__ wrote:
               | I think the last Alien game I tried was "Alien: Colonial
               | Mariens".
               | 
               | It was so bad, that I stopped playing games from thaz
               | franchise
        
         | watwut wrote:
         | I bought the game in some bundle and then watched it on
         | youtube. It worked well as horror that way.
         | 
         | I had no motivation to play it after and ended in some entance
         | hall right after start.
        
         | bitdizzy wrote:
         | I enjoyed how scared I felt in Amnesia until the first time I
         | died and reloaded. After that the edge was gone.
        
         | teawrecks wrote:
         | IMO "consequence" is the epitome of "gamey". Which is why
         | Amnesia didn't seem like it was targeted at the resident
         | evil/silent hill players who were used to "mowing" through
         | enemies. It was for people who wanted to be scared, and have a
         | scary experience, so they didn't give you any way to defend
         | yourself besides hiding and covering your eyes. More like a
         | movie or...a haunted hay ride. Very Lovecraftian.
         | 
         | That silent hill example sounds cool. They used anticipation
         | and your own imagination to scare you. Amnesia is like 95%
         | this.
        
           | klmadfejno wrote:
           | By consequence, I mean, you have some sort of reason to want
           | to avoid death. Amnesia as I recall had very frequent
           | checkpoints, and dying set you back a minute or so, only to
           | encounter the same scare puzzle shortly after. Doing the same
           | scene twice in the same pattern breaks any immersion (which
           | is, again, a very difficult problem to solve in game design).
           | One of the design principles in the movie Alien was that you
           | do not want to show the monster. I think that's a good rule,
           | and is doubly true in games where death means you do it
           | again. An enemy you can only hide from is cool, but
           | frustrating when said enemy follows a scripted pattern and
           | its secretly a puzzle rather than something where you
           | actually feel like you're hiding from a being (Alien
           | Isolation does this well). Haunted hayride is a good
           | descriptor. Resident evil and silent hill have tried to
           | tackle this problem by inducing resource scarcity. Most scary
           | encounters will not kill you, but they'll force you to expend
           | resources which make you feel more hopeless about the future.
           | It's far from perfect but it sort of works. It is vulnerable
           | to players taking the opposite mentality, whereby they
           | purposefully die to try and clear sections with lower
           | resource loss.
           | 
           | Silent hill games (the good ones...) aren't action games btw.
           | Most people consider the second one to be best psychological
           | horror game ever made.
           | 
           | Horror's pretty dope these days. Next Resident Evil lookin
           | slick https://www.youtube.com/watch?v=JSapXD9vxYA
        
             | tentboy wrote:
             | I never played any of the silent hills. I played resident
             | evil 4 and 5 years ago, and recently played resident evil 7
             | - which i felt had a lot more horror elements then emphasis
             | on shooting/exploding enemies like 4 and 5 did.
             | 
             | I REALLY enjoyed RE7. I felt like it kept me on my toes and
             | I played it way faster than any other single player game in
             | recent times.
             | 
             | What is the best entry point and order for the silent hill
             | series?
        
               | klmadfejno wrote:
               | Resident evil is a weird series the branches into
               | different genres over time. The first few were survival
               | horror and played on the dread of not being well equipped
               | enough to get through the rest of the game. Then Numbers
               | 4-6 become action games with unreasonably sexy badass
               | characters. They were good games, and some great co-op,
               | but not scary at all. 7 was a horror masterpiece (or at
               | least the first half). 8 looks like it'll continue along
               | that trend. The recently reimagined Resident Evil 2 is
               | phenomenal and finds an unexpected sweet spot between all
               | 3 of them where it's still action-y, but has a bunch of
               | things that are suspenseful and scary.
               | 
               | Silent Hill struggled to get out of the original
               | playstation and hasn't had anything good in years.
               | Remakes and remasters of the originals are generally
               | perceived to be lower quality. I would try to grab an
               | emulator and just play the first 4 in order then pretend
               | the rest doesn't exist. Number 1 and 2 are the treasures
               | of the series.
        
               | fetus8 wrote:
               | I just played SH1 for the very first time on an emulator,
               | last month, and had a great time with it. Getting used to
               | the controls and game mechanics took a little bit, but I
               | got up to speed quickly. Finished the game in about 7
               | hours.
               | 
               | It's creepy, weird, kind of funny, and ultimately an
               | interesting game. Definitely recommend a play through.
        
             | slezyr wrote:
             | > Amnesia as I recall had very frequent checkpoints, and
             | dying set you back a minute or so, only to encounter the
             | same scare puzzle shortly after.
             | 
             | It worked great for Limbo, Inside and I loved those. Just
             | different tastes.
        
             | rspeele wrote:
             | I vaguely remember a dev commentary or interview about
             | Amnesia.
             | 
             | If I remember right, one thing they said was close to what
             | you said about "you do not want to show the monster" -- but
             | changed to "you do not want to show what happens when the
             | monster gets you".
             | 
             | If the player dies, you either have a gamey consequence
             | (you are set back a long way, you lose resources), or
             | nearly no consequence (you restart quite close to where you
             | died with the same resources). Either way though, the
             | player's fear of this monster is now based on that game
             | mechanic, and could be better described as annoyance than
             | fear. You've lost the visceral suspension of disbelief
             | where on some lizard-brain level the player still thinks
             | "this thing is going to GET me".
             | 
             | So it leads to kind of an ironic balance where the devs are
             | trying to come up with things that are very effective at
             | scaring the player while not __really __being that
             | difficult to evade for a reasonably competent player. Their
             | ideal is for the player to get through the whole game
             | always feeling like they 're in danger and just barely
             | surviving, but never actually dying.
             | 
             | Again, wish I could actually find the source, because it's
             | been years, but the idea stuck with me. I want to say they
             | gave an example of some trick they pulled on the memorable
             | "water monster" level, to amp up the terror while not
             | actually increasing the player's chances of failing. Maybe
             | something like the water monster moves slower while you're
             | looking away from it, so when you hear it behind you while
             | you're turning a crank you think it's about to get you but
             | you actually have enough time to succeed. I don't remember.
        
               | klmadfejno wrote:
               | That is interesting. I do remember the water monster.
               | That was a great segment. Probably the best part of the
               | game. Sounds like a good framework, but that's pretty
               | darn tough to execute.
               | 
               | Letting the world end in Majora's Mask comes to mind for
               | me. As a kid I was terrified of the ever present timer
               | and never let it hit 0, even once. There's probably
               | something about agency there. I wouldn't ever choose to
               | let the monster get me in Amnesia, but when I did it was
               | because I misjudged something and got myself into an
               | unwinnable situation. If you're going for the strategy
               | they're describing, I think you need to reduce the tree
               | of possible mistakes that leads the player without them
               | realizing they're taking a risk...
        
             | inanutshellus wrote:
             | One mechanism that really got me ... maybe not "horrified"
             | but uh, anxious as hell, was the Dark Souls games.
             | 
             | The "you better survive until you find your corpse or you
             | lose everything" mechanism worked really well when I was
             | new at the games.
             | 
             | Also in the "not horrified but anxious as hell" gameplay
             | was the original Bioshock and seeing the Big Daddy
             | character... still remember hearing him before he came
             | around the corner... so cool. :-)
        
               | grawprog wrote:
               | I didn't find that aspect of Dark Souls too tense or
               | stressful, maybe because I'd played salt and sanctuary
               | and Hollow Knight first and was used to it.
               | 
               | Dark Souls did have some good creepy moments though. The
               | first time entering the catacombs with the giant
               | skeletons, the first time you face the ghosts of anor
               | londo especially if you stumble in there early, seeing
               | the guardian at the top of sen's fortress and knowing
               | you're going to have to face him after you get by the
               | archers and giants after getting through that hellish
               | trap filled nightmare. Going back to the undead asylum
               | and falling through the floor to face that demon. The
               | giant rat before blight town. There's more, Dark Souls
               | had a lot of those that worked well on the first
               | playthrough. The did lose some of their impact on
               | subsequent ones though.
        
               | klmadfejno wrote:
               | The Dark Souls one is interesting, because losing a big
               | stack of souls sucks. But at some point you're probably
               | gonna find an easily grindable stack of enemies and just
               | farm them for a few minutes for 15 minutes and get way
               | more. So it's not that big of a deal.
               | 
               | But it still works pretty well in spite of that. The
               | emotional harm of loss stings.
        
             | galimaufry wrote:
             | Have any games tried frequent savepoints + only allowing
             | the player to reload 24 hours after dying? Seems like that
             | would make reloads feel a bit more fresh/consequential, and
             | also prevent addiction.
        
               | klmadfejno wrote:
               | 24h sounds like a turnoff, but in general, I think that's
               | a great concept. You just need something that the player
               | can do while unable to try to scary part again.
        
               | gverrilla wrote:
               | this would be boring as hell because it relates to mobile
               | games: they will tell you can't do something for X hours,
               | unless you pay them some dollars. Even if you don't
               | charge, the memories will flow I can guarantee you
        
         | ehnto wrote:
         | I think maybe you met the game mechanics too quickly and that
         | might have ruined it for you. For me it was very non-gamey
         | because I had no idea what the consequences of meeting one of
         | the monsters was so I spent almost the entire game petrified.
         | Once I had died a couple of times and learned how the monsters
         | worked, the spook factor wore off quickly.
         | 
         | But I still far preferred that to the classic weapons based
         | horror games where the spookiness is derived from how tough an
         | openent is in combat.
         | 
         | You should really, really try SOMA though. They dialed in the
         | non-combat spookiness and even once you figure out how the
         | monsters work, the few there are, it's the story and atmosphere
         | that drives the spookiness anyway so it doesn't detract from
         | the experience. Much less gamey, and quite a good mystery mixed
         | with some existential dread.
        
         | baby wrote:
         | The most horrifying moment for me was the hospital level in the
         | last of us 2. This and the night where you play abby and save
         | the girl and the boy. I had to switch from hard to easy or I
         | was going to have PTSD. Didn't remember that the first game was
         | really scary.
        
       | ehnto wrote:
       | Frictional Games and Loiste Interactive are my two gaming
       | sweethearts. Them and Cyan Worlds are the only studios I keep an
       | eye on to make sure I don't miss a game.
       | 
       | Cyan Worlds, makers of Myst, are releasing games again for those
       | like me who are late to parties like this.
       | 
       | Loiste Interactive released a game called INFRA which I have
       | replayed like 4 times already. There is no other game atmosphere
       | like it, similar to how SOMA, Amnesia and Myst are without rival.
       | There are games as good as them, but few if any games that are
       | like them.
        
         | rspeele wrote:
         | Cyan's Obduction was pretty good but had its flaws too.
         | 
         | I was just a kid when Myst was a hit, and never finished it.
         | But I remembered being fascinated by the strange worlds to
         | explore in that game and the uncanny mix of fantastic and
         | realistic elements within them. Obduction definitely hit that
         | same tone. I was absolutely thrilled with the exploration side
         | of it and most of the puzzles were pretty enjoyable too. I
         | enjoyed the unique look of each world so much that I was really
         | disappointed when one turned out a bit boring -- though of
         | course it makes sense in context.
         | 
         | However, like Myst, its open-world puzzle style gets
         | frustrating when you run out of obvious paths and aren't sure
         | what to do next, and end up running around everywhere trying to
         | find something you haven't played with yet. That's a double-
         | edged sword because the freedom and discovery is part of the
         | appeal of those games, and I would never want them to remove
         | it. But it does get annoying sometimes and I wish they would
         | have considered that and chosen NOT to have areas to find with
         | stuff that NEVER becomes useful. Especially when one of them
         | has switches to flip (that don't affect any of the games actual
         | puzzles). I wasted probably half an hour trying to find some
         | purpose to the submarine cave and tiki bar while stuck,
         | thinking they would provide a path through what was blocking me
         | when in fact I needed to look elsewhere.
         | 
         | The other thing is that the load times in Obduction are a
         | little long. That's annoying given how often navigating between
         | worlds is required to complete a puzzle. This is probably
         | getting better with faster and faster SSDs these days.
         | 
         | It was great overall though and I wouldn't hesitate to
         | recommend it to fans of the genre.
         | 
         | I'll have to check out INFRA.
        
         | dllthomas wrote:
         | I've found things published by Annapurna Interactive to be
         | disproportionately interesting.
        
           | ehnto wrote:
           | I just started playing Outer Wilds today which was released
           | by them, and you are absolutely right
        
             | dllthomas wrote:
             | You're in for a treat! It leans on tropes a bit in some
             | areas, but I'm not sure that's the wrong call - it can be
             | hard on your audience when you're too original
             | _everywhere_. There 's definitely much innovative stuff,
             | and it's a heck of a ride.
             | 
             | I also very much enjoyed Gorogoa, Donut County, and What
             | Remains Of Edith Finch. All very different (which is easier
             | for a publisher than a studio), but all compelling in their
             | own way.
        
       | sandGorgon wrote:
       | I would pay a lot of money to be able to play these games on my
       | smartphone.
       | 
       | There could be a market for a studio that licenses desktop games
       | IP and makes mobile games out of them.
        
         | TonyTrapp wrote:
         | I have to doubt that Amnesia would "work" on a smartphone. The
         | tiny screen would remove a lot of the immersion. Amnesia is not
         | (just) about finishing the game - it's about immersing yourself
         | in the horror.
        
           | sandGorgon wrote:
           | sure - i have a chromecast as well. i can mirror my phone
           | screen on my TV in full HD as well.
           | 
           | A phone is far far far more powerful than you think. And the
           | new Snapdragon 865 are beasts.
        
             | hoten wrote:
             | Isn't there significant latency when screen casting a
             | phone?
        
         | robotnikman wrote:
         | There already are. Feral Interactive is one I can think of off
         | the top of my head.
        
         | panpanna wrote:
         | I think there is a large community on android for this kind of
         | stuff DIY style.
         | 
         | Probably why monkey island was released on ios only, so it has
         | some drawbacks too.
        
           | asimovfan wrote:
           | I think you can play monkey island on Android with ScummVM.
           | And all the games that work with ScummVM.
        
             | sandGorgon wrote:
             | Not talking about an emulator. It's fundamentally taking
             | the assets and art and making a mobile first gaming
             | experience.
             | 
             | For example, take Braid - that whole time skipping
             | mechanic. I'm pretty sure there are ways to do that
             | mechanic on the mobile...but you can't emulate.
             | 
             | It could make for a good business model. You are taking out
             | the cost of design, story, art direction, everything..
             | because you're licensing it.
             | 
             | You are basically creating a game engine company that
             | licenses assets, story and gameplay.
        
         | carlio wrote:
         | I'm pretty sure that's Aspyr Media's
         | (https://www.aspyr.com/about) business model. At least, I know
         | they're the ones who ported Fireaxis' Civilization games to OSX
         | and Linux.
        
       | skee0083 wrote:
       | I never played any of these games but the first one looked pretty
       | scary from the videos i've seen of it. I might have to download
       | it, it is fall after all and i'm in a mood to be scared.
        
         | frakt0x90 wrote:
         | I played through the first and part of the second. First one is
         | quite scary and has an engaging story!
        
           | bpizzi wrote:
           | Somewhere almost at the end there's a 'level' where the
           | player need to walk across the ocean floor under a rough
           | 'weather', be sure to check that part out, it's a highly
           | immersive experience.
           | 
           | There's some effort to port it to VR, I can't even begin to
           | fathom the kind of feelings that could emerge from such an
           | immersion (pun intended, the game sets stage on the ocean
           | floor).
        
             | ehnto wrote:
             | The sound design in SOMA was incredible. They sold that
             | scene so well I felt exhausted after it.
        
         | jjoonathan wrote:
         | SOMA was my favorite. Amnesia launched the genre and is more
         | famous, but SOMA not only scratched my hard(ish) sci-fi itch,
         | it elevated its own horror by doing so.
         | 
         | Sci-fi horror usually focuses on relatively silly premises like
         | "what if the monster gets out" or "what if we open a portal to
         | hell." SOMA really rises above those tropes. It's legitimately
         | unsettling to have a game confront you with troublesome
         | implications of future technology that you had been
         | subconsciously avoiding.
        
           | the_af wrote:
           | Seconded. I'm still impressed by SOMA, a couple of years
           | after playing it. Some of its dialogue has remained stuck in
           | my mind: "I woke up in my bed today -- a hundred years ago".
           | 
           | What works for me is that it's a genuine scifi story, even
           | with its horror motifs removed -- some people even prefer it
           | that way! It's a nice scifi story with interesting
           | existential questions and compelling characters. I like how
           | key aspects of the ending are foreshadowed by previous
           | events, and how it's completely consistent that the main
           | character remains blind to the implications.
           | 
           | I was really, really impressed by SOMA.
        
             | saberience wrote:
             | I'm always surprised at how people can vary so much in
             | opinions. I didn't play an hour of Soma before I felt bored
             | and infuriated at the gameplay mechanics, quit and never
             | played it again.
        
               | the_af wrote:
               | Do you remember roughly at which point you left the game?
               | 
               | SOMA feels very by the numbers horror-survival at first
               | (think: Bioshock, System Shock, etc), but this begins to
               | unravel after a while. The first few situations seem
               | standard, you think you have the plot figured out, and
               | there is one escape-from-the-monster situation which is
               | infuriatingly difficult.
               | 
               | However, I'd say if you give it a chance you'll discover
               | it's not really in the survival horror genre -- some
               | people play it with monsters disabled! -- and is in fact
               | an exploration of consciousness and the sense of the
               | "self". And quite interesting, too. There are some pretty
               | poignant moments I wouldn't expect from a videogame.
               | 
               | I know every game likes to say this about itself. I, for
               | example, found the plot twist and self-proclaimed "deep"
               | plot points about Bioshock very unimpressive. But SOMA
               | feels closer to something like A Mind Forever Voyaging in
               | my opinion...
        
           | gtsteve wrote:
           | It's got some brilliant writing and voice acting as well.
           | It's also not too long a game, I played about an hour a night
           | and completed it in a week. It's not a giant time sink like
           | some games try to be.
           | 
           | I'm definitely interested to hear about similar games - I was
           | never able to find anything that quite compared. Amnesia
           | looked quite dated and unpolished by comparison after playing
           | SOMA and I couldn't quite get into it.
        
             | ehnto wrote:
             | There is nothing like the story and atmosphere of SOMA, but
             | some notable games in the ballpark of "unique, low combat,
             | engaging story" are:
             | 
             | Obduction, The Talos Principle, Alien Isolation (some
             | combat), INFRA (creepier than expected)
        
             | jjoonathan wrote:
             | I've never found anything that compared either.
             | 
             | I recently had another pleasant hard sci-fi surprise,
             | though: Horizon Zero Dawn. I didn't expect it to take the
             | backstory (or even the main story) seriously, but it did,
             | and it did a brilliant job of it.
        
               | wheybags wrote:
               | I had exactly the same prejudice. "Shoot robot dinos with
               | a bow and arrow" doesn't sound like a premise that could
               | possibly have a decent underlying story, but they
               | actually pulled it off.
        
           | badsectoracula wrote:
           | Nitpick but the genre existed before - Amnesia is a first
           | person horror adventure game and the Penumbra series was
           | their first attempt with almost identical mechanics. However
           | even before there was Call of Cthulhu - and Thomas Grip's
           | (Frictional's programmer) own Unbirth game[0] which was
           | cancelled but they demo uploaded (the downloads do not work
           | but you can find it at the archive[1]). Unbirth feels like a
           | very unfinished Penumbra without the physics stuff (but the
           | horror adventure game elements are still there).
           | 
           | And of course there were similar games going back in time,
           | e.g. Realms of the Haunting [2] and i'm sure you can find
           | many others.
           | 
           | [0] https://unbirth.frictionalgames.com/
           | 
           | [1] https://archive.org/details/unbirth_alpha
           | 
           | [2] https://www.youtube.com/watch?v=wzT27LXpoyc
        
           | Maken wrote:
           | I'm actually a bit disappointed their next game is set in the
           | Lovercraftian Amnesia universe. Before the SOMA released I
           | considered the Penumbra series to be above Amnesia, despite
           | the later being the one which gave them recognition, and
           | after SOMA I'm convinced they are much better at sci-fi
           | horror than at cosmical/mythological one.
           | 
           | Although maybe the reason is that I find the Penumbra/SOMA
           | setting to be much more believable and therefore unsettling.
        
             | the_af wrote:
             | Ouch. Color me disappointed as well.
             | 
             | After SOMA, I'd say they are good at _sci-fi_ , period.
             | Even with its horror elements removed, SOMA has some
             | interesting scifi situations.
        
             | ehnto wrote:
             | How did you feel about A Machine for Pigs? I felt the real
             | story there was the way the father went crazy, and the role
             | the church had, two really believable plot points. Not
             | really the man/beast moster and so on which was less
             | believable.
             | 
             | I do agree though, for what it's worth they have two
             | projects in development right now so maybe one of them is
             | more scifi.
        
           | Slartie wrote:
           | I strongly second this opinion. After playing SOMA (and being
           | seriously frightened by it - you need to play it in the dark
           | at night, with headphones, full immersion style) I was an
           | instant fan of the studio and tried Amnesia. But the entire
           | historic-fantasy-style theme turns me off pretty hard. I'm
           | having a hard time continuing to play it, though I want to
           | give it another chance sometime.
           | 
           | But SOMA? Really, really great game. I'm considering
           | repurchasing it on PS4 and replaying it in my home cinema
           | setup for even more immersion. Though knowing the story
           | beforehand probably takes quite a bit out of the experience.
        
             | jjoonathan wrote:
             | Yes, try to experience SOMA without spoilers. "Figuring it
             | out" is part of the experience.
             | 
             | If you're 5 minutes in and worry that you've figured it out
             | and aren't impressed, don't worry, you haven't seen
             | anything yet.
        
             | ehnto wrote:
             | I found the themes in A Machine for Pigs to be more
             | believable and thus scary than A Dark Descent, but neither
             | hold a candle to SOMA thematically and most people regard A
             | Machine for Pigs to be less good than it's predecessor.
        
           | rspeele wrote:
           | SOMA was wonderful. Maybe it helped that I didn't have really
           | high expectations going in -- I pretty much thought "more
           | horror like Amnesia, but in a new setting". So I went into it
           | blind.
           | 
           | But it ended up being one of those experiences that you keep
           | thinking about for a few days afterwards. And it's a rare
           | video game that I think would have lost its impact as a movie
           | or a book, despite not having much gamey stuff to do (it's
           | practically in the walking simulator category).
           | 
           | The philosophical questions it brings up may not be anything
           | new, but the game does an excellent job of putting the
           | humanity in them and making you really consider what it would
           | feel like to be in the circumstances of its characters -- not
           | just the playable ones or the ones they interact with
           | directly, but the ones you find audio logs and transcripts
           | from.
           | 
           | Edit: I should also note that I played The Talos Principle
           | shortly after playing SOMA and was struck by a couple
           | similarities they have. Talos is a much less story-driven
           | game, you can almost ignore the story and just focus on the
           | puzzles if you please. But playing it right after SOMA I
           | couldn't help but enjoy how it almost covered the same type
           | of scenario from another -- perhaps more optimistic -- angle.
        
             | ehnto wrote:
             | We had a really similar experience, including playing Talos
             | directly afterwards. They both had a really incredible
             | solitude to them, which I think resonated because of the
             | same ideological reasons but in two different contexts like
             | you said. They managed to evoke pretty much the same
             | emotions from me, except for the horror from SOMA.
             | 
             | There was an uncanniness to the Talos robots and the
             | terminal entries which was really creepy to me though, I
             | found them really unsettling at first.
        
       | ninefathom wrote:
       | This absolutely thrilled me. Right up until I realized that
       | there's a closed-source, binary-only dependency (FBX SDK). I
       | guess my dreams of playing this game (which I do, in fact,
       | already own a copy of - twice over, actually) on Linux/aarch64
       | are still a ways off. AutoDesk indicated as of ~2017 that
       | Linux/ARM support for the FBX SDK wasn't on their road map, and
       | nothing seems to have changed since then.
       | 
       | Still- major kudos to Frictional for doing this. It's 100% an
       | appreciated move, and very much in the right direction. The
       | choice of FBX SDK is just, in hindsight, unfortunate, but that
       | doesn't diminish the helpful nature of what they've done here.
       | 
       | ( _fingers crossed_ - maybe FBX SDK is just needed for the
       | editor? Hope springs eternal...)
        
         | Arelius wrote:
         | Does it actually use the FBX SDK during runtime? Most engines
         | I've worked in just use the FBX SDK to convert assets from a
         | DCC into engine specific assets. If that's the case you might
         | just be able to disable it?
        
         | ninefathom wrote:
         | Just got the HPL2 engine from TDD to build on Linux/aarch64
         | right up until it needs to link against the FBX SDK. Only real
         | PITA was getting Newton on ARM going. After that it was a few
         | cmake hacks in HPL2, and a few symlinks in the lib/linux
         | directory of the dependencies archive.
         | 
         | Looks like the culprits are "MeshLoaderFBX.cpp" and
         | "LowLevelResourcesSDL.cpp" - any workarounds for FBX SDK would
         | need to rework and/or replace those.
        
         | aspaceman wrote:
         | This all sounds very fixable, and one of my first programming
         | projects was actually interacting with the FBX SDK. I'll take a
         | look at it tonight, could be fun.
        
         | tus88 wrote:
         | Their own website incidcates Linux support:
         | 
         | FBX Python SDK Windows
         | 
         | FBX Python SDK Windows Mac
         | 
         | FBX Python SDK Mac Linux
         | 
         | FBX Python SDK Linux
        
           | cfcosta wrote:
           | He meant Linux/ARM64.
        
         | lux wrote:
         | With it being open source now, someone may be able to write a
         | new asset loader using either GLB or UDZ and convert any FBX
         | assets to one of those formats.
        
       | tauchunfall wrote:
       | Frictional Games also developed SOMA. It's also a horror game,
       | but the psychological horror in the game is just a gameplay
       | element where the philosophical topics are embedded.
        
       | Meekro wrote:
       | Maybe trying to generate interest for their upcoming game,
       | Amnesia: Rebirth? Honestly, their stuff is quite good if you like
       | horror games-- Amnesia: Dark Descent and SOMA are excellent!
        
         | TonyTrapp wrote:
         | Maybe (given the timing), but Frictional is known for open-
         | sourcing their older games. The Penumbra sources are on their
         | Github, too!
        
         | niek_pas wrote:
         | I'm not sure open-sourcing an older game would gain them many
         | eyes, since this news will likely only reach programmery types
         | and the most hardcore of gamers.
        
       | AdmiralAsshat wrote:
       | So can you fully build the game and run your executable build,
       | such that we could start seeing these games showing up on Flathub
       | and the like? Or is it the Doom-style "You can build the engine,
       | but you still need to supply your own assets from a purchased
       | copy of the game"?
        
         | throwaway889900 wrote:
         | Doesn't look like any assets are included in the github repo.
        
           | chme wrote:
           | The README.md states:
           | 
           | > Here is everything you need to build Amnesia: The Dark
           | Descent.
           | 
           | But as you said, the assets seem to be missing. Maybe they
           | release them somewhere else?
        
             | CobrastanJorji wrote:
             | I think "build" in this context means "compile," as opposed
             | to "run."
        
               | chme wrote:
               | Well a 'game' can be played, otherwise its not a 'game'
               | its just a 'engine'.
        
               | [deleted]
        
               | __david__ wrote:
               | Just because it's not complete doesn't make it a game
               | 'engine' (though there's likely an engine in the code
               | somewhere). It's more than a game engine, it's a game--
               | it's just has no art assets. So, no, you can't make a
               | full release from this repo, but you can build the
               | executable.
               | 
               | This is also how the Doom 1, 2, and 3 sources were
               | released. You get the code but you need to buy the game
               | to legally get the other assets.
        
         | remram wrote:
         | You guessed right, the GitHub repositories only include the
         | code, and the README mentions (emphasis mine):
         | 
         | > All _code_ is under the GPL Version 3 license.
         | 
         | And the linked page:
         | 
         | > Very important note: This doesn't mean that the game is
         | suddenly free. It just means that people are free to use the
         | source however they want as long as they adhere to the GPL3
         | licence. The game and all of its content is still owned by
         | Frictional Games. Just like before.
        
       | asutekku wrote:
       | Awesome! I can also recommend their earlier Penumbra series. Bit
       | dated by today's standards, but still very enjoyable horror
       | games.
        
       | lilboiluvr69 wrote:
       | Frictional Games has always had good Linux support as well. I
       | wish other companies would follow suit and release some of their
       | older, abandoned (not that I would call Amnesia either) titles to
       | the open source community.
       | 
       | Warzone 2100 had something similar happen and it gained a
       | community revival.
       | 
       | Edit: I can't believe Amnesia is 10 years old!
        
       | RealStickman_ wrote:
       | Not sure if it's my connection, but the website seems to not
       | responds.
        
         | whitten wrote:
         | I had problems as well. 9/23/2020 @ 10:54 AM (EST)
        
         | snvzz wrote:
         | https://archive.is/Ij2zA
        
         | kuu wrote:
         | It's not working for me either, I guess we killed it :) I
         | couldn't find a cache link neither...
        
       | sharkweek wrote:
       | I consider myself pretty thick-skinned when it comes to being
       | scared but I * _checks notes_ * still have only played 27 minutes
       | of Amnesia according to Steam.
        
         | gnulinux wrote:
         | My grandma has this super old wooden house in the middle of
         | nowhere. One summer I was staying there with her, I went
         | downstairs, turned off all lights and played Amnesia. I
         | honestly thought it'd be fun, but I stopped after ~1 hour. It
         | was an experience.
        
           | catsdanxe wrote:
           | Amnesia needs to come out with a mobile version so I can go
           | camp out in the woods alone.
        
       | tehsauce wrote:
       | The monster's AI is amusing to read, and its behavior has a
       | surprising amount of depth. Really explains its scary, clever and
       | unpredictable nature.
       | 
       | It has over 15 different behavior states:
       | 
       | Idle, GoHome, Wait, Patrol, Investigate, Alert, Search, Eat,
       | Hurt, Hunt, HuntPause, HuntWander, AttackMeleeShort,
       | AttackMeleeLong, AttackRange, BreakDoor, Dead, Flee, Stalk, Track
       | 
       | States:
       | 
       | https://github.com/FrictionalGames/AmnesiaTheDarkDescent/blo...
       | 
       | Implementation:
       | 
       | https://github.com/FrictionalGames/AmnesiaTheDarkDescent/blo...
       | 
       | There's also naming gems like "mindfuckevents"
       | 
       | https://github.com/FrictionalGames/AmnesiaTheDarkDescent/blo...
        
       | shmerl wrote:
       | That's the right way to preserve past games.
        
         | __david__ wrote:
         | Absolutely. This practically guarantees there will be a port of
         | this to every OS available for years to come.
        
       | paines wrote:
       | SOMA sources would be nice. Just last night I ran into this bug
       | under Linux when pulling the lever at the relay station in delta
       | sector the game reproducibly crashes with an trap divide error in
       | libfmodevent....
        
       | hesdeadjim wrote:
       | I'd love to do this with my VR game, but it contains at least a
       | dozen thirdparty paid assets -- some of which contain heavy
       | modifications. I'd have to withhold these assets from a release,
       | making it unbuildable, unless someone could prove with invoices
       | that they also own them.
       | 
       | Kind of bums me out, because there aren't really any released
       | projects from commercially successful Unity games. And then there
       | is the legal ramifications of having your source out there.
       | What's stopping a bad actor from trying to find something trivial
       | they could sue you over because of vague patents?
        
         | boarnoah wrote:
         | Hobbyist gamedev, kind of a concern to me too. There is no way
         | to make such a project FOSS to any degree without treading on
         | license obligations from the Engine or third party assets (most
         | of which only allow redistribution within a clearly defined
         | team).
         | 
         | A compromise I've seen (and what I do with my hobby projects)
         | is to publish source code to github without a FOSS license, so
         | at least the code I write has some value to others to look at,
         | binary assets (including third party) are included in the
         | project over git LFS so its possible to deny access to those by
         | not providing LFS credentials.
         | 
         | An example along the lines is a project I follow a lot, the
         | developer publishes their core gameplay mechanics code as
         | MIT[1] and it's been very useful to me in a UE4 context (for
         | things like understanding good practices re: building larger
         | systems in UE4).
         | 
         | I guess I mean realistically impossible for you to release
         | projects as FOSS but IMO there is still value if you can push
         | any content you do have ownership to in an open way (at least
         | for educational purposes for others).
         | 
         | 1 - https://github.com/alanedwardes/Estranged.Core
        
           | zelphirkalt wrote:
           | Well, in theory, if you had used a free libre engine, you
           | would not need to fear such a thing. That would have been an
           | ahead of time consideration, when choosing your tools.
           | 
           | Whether or not you could have done what you have with a
           | differently licensed software is a different question, which
           | is about licensing of big companies and their ethics.
        
             | klodolph wrote:
             | At hobbyist scale, it's usually more of a problem with
             | assets rather than the engine itself, or with tools.
             | 
             | For example, in a game jam you might want to be able to
             | push something to a public Git repo that anyone can pull
             | from and build, and license it so people on the team have
             | no question about whether they can share the code with
             | other people. Easy way to do that is to have an agreement
             | like, "Let's license our code under MIT and make the art CC
             | BY 4.0. Agreed?" Then drop copies of the license text in
             | the repo with everyone's name on it, and make the repo
             | public.
             | 
             | As soon as you use third-party assets then you _probably
             | can 't do that any more._
             | 
             | Just speaking from a practical perspective here... I'm
             | working with people and want them to freely use the code
             | that I've written and the assets I've made.
        
               | boarnoah wrote:
               | Yep, as far as I'm aware none of the larger engines UE4
               | or Unity mind if you release your source code under a non
               | viral FOSS license.
               | 
               | But almost all third party assets have restrictions, it's
               | not like the assets can have DRM to prevent the paid for
               | asset being redistributed and used in other works.
        
         | tinus_hn wrote:
         | I'm not sure if this release contains assets either, it looks
         | like it is the engine only.
        
         | Waterluvian wrote:
         | Are they the kind of assets you can stuff into a folder and if
         | absent fallback to some dummy assets?
        
           | hesdeadjim wrote:
           | No unfortunately not. The most important ones are code
           | assets.
           | 
           | For instance I use heavily modified versions of:
           | 
           | - PuppetMaster from http://root-motion.com/ - Chronos from
           | https://ludiq.io/chronos
           | 
           | Trying to fake the API surface area of these assets would
           | be... hard. And without them the game is entirely non-
           | functional.
        
             | brokensegue wrote:
             | You could still release what you can. Might be helpful as a
             | reference or for modders of your game.
        
             | mcpeepants wrote:
             | Could you theoretically supply patches to those libraries
             | alongside your code? I'm curious what the legal
             | implications of that are.
        
             | deelowe wrote:
             | I've seen other devs open source their games and simply
             | release it in a non-functional state with statements
             | clarifying what's not included, why, and what it would take
             | to get things up and running. Just about anyone looking to
             | build a modern game from this sort of source release is
             | going to know what they are getting into with or without
             | these assets and may still get value out of the release
             | even if it doesn't provide all the necessary bits to create
             | an executable.
        
         | kllrnohj wrote:
         | If you're doing it for community contributions then yeah you're
         | stuck. But if you just want to let other people see & learn
         | from your code you're perfectly free to release whatever you
         | can.
         | 
         | For example DOOM, the thing ported to freaking everywhere, was
         | released without working sound on DOS because of licenses (
         | https://github.com/id-Software/DOOM ):
         | 
         | > The bad news: this code only compiles and runs on linux. We
         | couldn't release the dos code because of a copyrighted sound
         | library we used (wow, was that a mistake -- I write my own
         | sound code now), and I honestly don't even know what happened
         | to the port that microsoft did to windows.
         | 
         | And also without any game art assets - no textures, no levels,
         | no sounds, no etc... Just the code, and just the code that
         | wasn't covered by a license agreement.
        
         | masklinn wrote:
         | > I'd love to do this with my VR game, but it contains at least
         | a dozen thirdparty paid assets
         | 
         | Note that the release doesn't contain any assets. It's
         | buildable in the sense that you can build the binary (and even
         | then it looks like that doesn't actually work quite yet for any
         | random setup).
         | 
         | IME this is common for OSS release of commercial games,
         | generally you have to provide the game assets to get a
         | _playable_ artifact. Though I guess it 's more complicated if
         | building the game assets is part of your build pipeline.
        
         | danShumway wrote:
         | I have a policy with the games I'm working on that I won't
         | include any resource, engine, code, etc... unless it's Free
         | (Libre) or I personally own the IP. I often wonder if I'm too
         | strict about that, but seeing comments like this makes me feel
         | like it's the right move.
         | 
         | I don't want to be in a situation where I want to do something
         | with my game and can't because I would need to track down the
         | rightsholder. As a consumer I want to have some semblance of
         | ownership over the things I buy, but even more than that as a
         | creator, I _really_ want to own the things I make.
        
           | chrisweekly wrote:
           | Kudos! Also, I just checked out your personal site and WOW
           | does "Reset Hard" (2018) sound amazing!
           | 
           | https://danshumway.com/blog/reset-hard-announcement/
           | 
           | On my phone, no time now to look closer but plan to soon.
        
         | [deleted]
        
       | doomlaser wrote:
       | Pretty impressive. These games have sold millions of copies.
       | 
       | Here's the GitHub the repo for Amnesia: The Dark Descent,
       | https://github.com/FrictionalGames/AmnesiaTheDarkDescent -- looks
       | like a custom C++ engine called HPL using SDL for input, Newton
       | Dynamics for 3d physics, and OpenGL for graphics? The engine also
       | supports AngelScript for scriping in-game events & logic:
       | https://www.angelcode.com/angelscript/
        
         | messe wrote:
         | Minor correction: I think you mean SDL, not STL.
        
         | vanderZwan wrote:
         | > _The engine also supports AngelScript_
         | 
         | Heh, if I didn't know already that FrictionalGames was a
         | Swedish studio, this would have given it away
        
           | throwaway894345 wrote:
           | Why is that? Do the Swedes use Angelscript pretty
           | exclusively?
        
             | hnarn wrote:
             | I'm Swedish and I've never heard of it, but I also don't
             | work in the games industry. Apparently a Swedish guy made
             | it according to Wikipedia, so I'm assuming it's popular
             | among Swedish game developers or something?
        
         | svrtknst wrote:
         | Heh, HPL... Fitting name
        
           | westmeal wrote:
           | Lovecraftian game engines, who wouldve guessed
        
             | 0-_-0 wrote:
             | Cyclopean code blocks and sky-flung monoliths, all dripping
             | with green ooze and sinister with latent horror...
        
             | panzagl wrote:
             | Anyone who's looked at game engine code...
        
               | eternalban wrote:
               | Gargoyles of the cathedral of computing.
        
             | Shermanium wrote:
             | non-euclidian
        
       | baby wrote:
       | IIRC the game was impressive in the way you could slightly open
       | doors and drawers, never played it but I remember that.
        
       | mmm_grayons wrote:
       | For anyone that hasn't yet seen it, I'd highly recommend watching
       | Ars Technica's video interview on Amnesia and how it created its
       | unique atmosphere: https://www.youtube.com/watch?v=sMl2la8-3-o
       | 
       | Along with the rest of their War Stories videos, for that matter.
       | The interview with Andy Gavin on Crash Bandicoot is great, even
       | though I never played the game:
       | https://www.youtube.com/watch?v=izxXGuVL21o
        
       | [deleted]
        
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