2. What can you tell us about the upcoming game Amnesia and how would you compare it to the Penumbra series gameplay/engine wise ? (please be detailed)
I’ll leave this question for Thomas, he spends a great deal of time with the design of the game and is properly the man to ask for this question.
Thomas: One could say that Amnesia is a sort of progression from Penumbra. Many of the core gameplay elements have been taken from Penumbra and then refined in Amnesia. This is stuff like the physical interaction system, the way which we design our levels, and so on. Anyone who has played Penumbra will feel right at home when starting Amnesia. What really makes Amnesia different from Penumbra gameplay wise (apart from story and settings) is were our focus have been this time. These are the main areas:
1) To make the player the protagonist. What this means is that the player should to the extent possible be in the shoes of the character he/she is playing as. We will not have any sort of cut scenes, there will be very little text feedback (like descriptions) and the player should be in control from start to finish with no time jumps or anything like that. We feel that this will increase the immersion and emotions experienced during gameplay.
2) Much more effort has been put on the graphics, in terms of details, quality and diversity. As we no longer have text comments that can enhance the environments we want the player to be able to get the feelings by themselves. When entering a room the mood should be apparent and work towards enhancing plot and atmosphere. So instead of the protagonist telling the player what they should think or feel towards something, it is up to the player to decide and hopefully forcing him/her to become more immersed in the game world.
3) To make a more streamlined experience where the player does not get stuck all the time on a puzzle or a gameplay element. We want to have difficulty in the game, but we are designing it in such a way that it should not make break the immersion. Whenever the player restarts from a save or gets stuck at some puzzle for too long, he/she will drift away from the game world and the quality of the experienced will be lessened. This means we are working very hard to get rid of these things and we do not want to throw in a puzzle just to lengthen gameplay time (something that we did in Penumbra).
Engine wise it is quite different and there many parts that have been rebuilt from the ground up. The Penumbra games uses a portal system to do occlusion culling (check what objects not to draw) that placed a heavy burden on the artists. In Amnesia we used a fully dynamic culling system based on a technique called Coherent Hierarchical Culling, which does not give any extra work for the artists and give them more time to make nice graphics instead of worrying about performance issues. Another example is the shadows that were stencil (shadow volumes) based in Penumbra but is done with shadow maps in Amnesia. There are all kinds of new effects added as well, like Screen Space Ambient Occlusion, proper decals, etc. This means that Amnesia will not support as many graphic cards as Penumbra did, but we felt that we had to improve and were forced to draw the line somewhere. Still, Amnesia will be a lot less demanding than most commercial 3D games released these days. If you are looking for minimum requirements, then I am afraid it is too early for that as proper testing on that front has not started yet.
3.....For Amnesia the puzzles can probably be summed up as being a bit easier, it has been a design goal for the game to be a bit more streamlined in the experience. With Penumbra it was quite clear that as you encountered a puzzle, you had to spend some time trying to solve it, in Amnesia we have tried to smooth it out a bit more. Making puzzles more integrated into the rest of the game, so that we don’t get these “puzzle breaks” in the gameplay.
Amnesia is more about the exploration and horror than Penumbra, we have definitely concentrated on a game where the atmosphere is dense and trying to create an intriguing story. Much of the game is about finding out who you are and piece everything together to get the answers you seek.
So no, the engine is not really going to give any complex puzzles, but it will however give a better interaction with the puzzles. The whole physics interaction, and interaction in general, has been tweaked a lot so it is for example much easier to open doors, turn valves and so on.
http://lgn.linux-hardcore.com/interview-with-frictional-games-amnesia/