Penumbra: Requiem tries to be a combination of two things, but doesn't manage to entirely succeed in this attempt, and while it's not a bad game, it's obviously not as good as it's hoping to be. The experience is certainly atmospheric, the gameplay is solid enough, and the puzzles are certainly challenging, making it worth the ten dollar asking price if one owns Penumbra: Black Plague, or the twenty dollar asking price for both games. However, thanks to a heavy reliance on jumping puzzles and fetch quests, combined with a lack of an interesting storyline, lack of any real dread or terror, lack of length.
The sneaking suspicion that it's trying, and failing, to be Portal, make the game feel less like a worthy expansion pack to one of the best horror games of this year and more like an inexpensive add-on product meant to cash in on one of the best puzzle games of LAST year. Penumbra: Requiem isn't so much bad as it is disappointing; it's certainly fun and playable, but you can't help but feel it could have been better than it ultimately is, and that's a shame.
Jess and Zorine cry with laughter instead of horror this week over exploding ketchup and haphazard box towers.
Hell Descent: We had a chance to interview the kings (and queens) of PC gaming horror. Frictional Games is best known for its work on the Penumbra series, and their newest title Amnesia: The Dark Descent, which is already being called ‘one of scariest games of all time”. Amnesia brings back the horror unlike any other game this generation. We loved it, and in case you don’t, you should! Hit the jump for the full interview with Frictional Games.
Amnesia is amazing. I wish my PC was better so I could run it PERFECTLY, but it looks great as is. Take que Visceral and Capcom. It's what you can't see that terrifies you.
The creators of the Penumbra series have hung up the artillery in favor of the eerie thrills of Amnesia: The Dark Descent, which appears to be come sort of a ... first person physics-based survival horror.
What? Games.On.Net. just had to know more, so in this games.on.net exclusive interview, we asked Frictional Games co-founder Thomas Grip about the lack of weaponry, plot influences - and of course, the physics angle.