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Survival horror adventure video game by Frictional Games, released in 2010 for Microsoft Windows, Mac OS X and Linux operating systems, in 2016 for the PlayStation 4 platform and in 2018 for the Xbox One.Wikipedia

The Amnesia Modloader is an application which simplifies the process of launching Amnesia mods. No longer will you need to use any AppleScript or.command files to start a mod. It will list all the full conversion mods you have installed, place them. Download Amnesia: The Dark Descent for Mac to a first person survival horror game. Join or Sign In. Sign in to add and modify your software. Continue with Facebook Continue with email.

  • Among the Sleep

    First-person survival horror action-adventure video game developed by Norwegian developer Krillbite Studio for Microsoft Windows, OS X, Linux, PlayStation 4 and Xbox One. Released on 29 May 2014 in North America for the PC.Wikipedia

  • Amnesia: A Machine for Pigs

    Survival horror video game developed by The Chinese Room and published by Frictional Games. Indirect sequel to Amnesia: The Dark Descent, which was both developed and produced by Frictional Games.Wikipedia

  • Amnesia: Rebirth

    2020 survival horror video game developed and published by Frictional Games. Released for Microsoft Windows, Linux and PlayStation 4 on October 20, 2020.Wikipedia

  • List of horror video games

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Sentences forAmnesia: The Dark Descent

  • Developer Red Barrels have pointed to the survival-focused gameplay in Amnesia: The Dark Descent as a primary influence on the combat-free narrative style of Outlast.Outlast-Wikipedia
  • After ten days of release, Soma had sold 92,000 copies, exceeding the 20,000 copies made by the developer's previous game Amnesia: The Dark Descent in its first week.Soma (video game)-Wikipedia
  • Kjellberg, along with characters from Amnesia: The Dark Descent, were referred to by a McPixel level designed in his honour.PewDiePie-Wikipedia
  • The game Amnesia: The Dark Descent is heavily inspired by Lovecraft's works, both in visual design as well as in plot device.Lovecraftian horror-Wikipedia
  • Over an exactly three-year-long timespan, Frictional created and self-published Amnesia: The Dark Descent.Frictional Games-Wikipedia
  • Alongside his student Johann Weyer, Agrippa appears as a character in the 2010 video game Amnesia: The Dark Descent.Heinrich Cornelius Agrippa-Wikipedia
  • In February 2012, Thechineseroom announced that they began development on Amnesia: A Machine for Pigs, a survival horror game and indirect sequel to Amnesia: The Dark Descent.The Chinese Room-Wikipedia
  • Originally meant to be a mod by The Chinese Room, the game is an indirect sequel to Amnesia: The Dark Descent, which was both developed and produced by Frictional Games.Amnesia: A Machine for Pigs-Wikipedia
  • Sanity, like similar systems in games such as Amnesia: The Dark Descent, is decreased if Dwayne stays in the dark for too long.Visage (video game)-Wikipedia
  • Many video games store in-game audio as Vorbis, including Amnesia: The Dark Descent, Grand Theft Auto: San Andreas, Halo: Combat Evolved, Minecraft, and World of Warcraft, among others.Vorbis-Wikipedia
  • The game was replaced by Amnesia: The Dark Descent as number one when Silent Hills was cancelled and P.T. removed.P.T. (video game)-Wikipedia
  • The general look of Ricardio's dungeon was inspired by the video games Eternal Darkness: Sanity's Requiem (2002) and the game Amnesia: The Dark Descent (2010).Lady & Peebles-Wikipedia
  • HPL Engine 2 was used for Amnesia: The Dark Descent and Amnesia: A Machine for Pigs, as well as prototype versions of Gone Home.Frictional Games-Wikipedia
  • The developers of both Amnesia: The Dark Descent and Outlast stated that Let's Plays of their games helps to make them successful considering that in neither case did they have a large promotional budget.Let's Play-Wikipedia
  • Alongside his tutor, Heinrich Cornelius Agrippa, he appears as a character in the video gameAmnesia: The Dark Descent.Johann Weyer-Wikipedia
  • It was nominated for the Excellence in Audio award at the Independent Games Festival in 2010; it ultimately lost to Amnesia: The Dark Descent.Bit.Trip Beat-Wikipedia
  • They also released Amnesia: The Dark Descent for Linux simultaneously with the Windows and Mac OS X versions.Linux gaming-Wikipedia
  • He also worked with Frictional Games for their game Amnesia: The Dark Descent, with a feature about him being included with the games special features.Mikko Tarmia-Wikipedia
  • It is best known for its games Amnesia: The Dark Descent and Soma.Frictional Games-Wikipedia
  • During the expansion's development, work also began on what would become Amnesia: The Dark Descent.Penumbra: Requiem-Wikipedia
  • The Tomb of Tin Hinan is mentioned in the video game Amnesia: The Dark Descent and is visited in the 2020 sequel, Amnesia: Rebirth.Tin Hinan Tomb-Wikipedia
  • The rapid development was aided by first prototyping the game in Amnesia: The Dark Descents HPL Engine 2 (which Gaynor had prior experience with), before completing the game in the Unity 4 game engine.Gone Home-Wikipedia
  • Black Plague received slightly more positive reviews from critics, and its design was for the most part mirrored with only a few additions by Frictional's critically acclaimed 2010 spiritual successor to the series, Amnesia: The Dark Descent.Penumbra: Overture-Wikipedia
  • Flotilla was nominated for the 2011 Independent Games Festival Visions Award, but lost to Amnesia: The Dark Descent.Flotilla (video game)-Wikipedia
  • Some of his earliest videos featured commentaries of mainstream video games including Minecraft and Call of Duty, although he was particularly noted for his Let's Plays of Amnesia: The Dark Descent and its related mods.PewDiePie-Wikipedia
  • It is the third installment in the franchise and serves as a sequel to Amnesia: The Dark Descent (2010).Amnesia: Rebirth-Wikipedia
  • In 2011, The Daily Telegraph listed it among the scariest games 'you've never played' as second only to Amnesia: The Dark Descent, adding that this 'flawed classic' was 'too buggy, too tough, and criminally ignored upon release.'Call of Cthulhu: Dark Corners of the Earth-Wikipedia
  • The Presence cannot be killed directly, and has been compared to the enemies in other horror games such as Amnesia: The Dark Descent (2010), Outlast (2013) and Alien: Isolation (2014).Perception (video game)-Wikipedia
  • Fischbach is primarily known for his playthroughs of indie and horror games, including the Five Nights at Freddy's series, Amnesia: The Dark Descent and its sequel, Garry's Mod, Happy Wheels, Surgeon Simulator, SCP – Containment Breach and Slender: The Eight Pages, among others.Markiplier-Wikipedia
  • Set in London on New Year's Eve, 1899, the game's protagonist is Oswald Mandus, a wealthy industrialist and butcher who is implied to be the great grand-nephew of Daniel, the protagonist of Amnesia: The Dark Descent.Amnesia: A Machine for Pigs-Wikipedia

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Amnesia: The Dark Descent
File:Amnesia-The-Dark-Descent-Cover-Art.png
Developer(s)Frictional Games
Publisher(s)Frictional Games
Distributor(s)
Designer(s)Thomas Grip
Jens Nilsson
Programmer(s)Thomas Grip
Luis Rodero Morales
Writer(s)Mikael Hedberg
Composer(s)Mikko Tarmia
SeriesAmnesia
EngineHPL Engine 2
Platforms
Release date(s)September 8, 2010
Genre(s)Survival horror[1]
Mode(s)Single-player

Amnesia: The Dark Descent is a survival horrorvideo game by Frictional Games,[2] released for Microsoft Windows, Mac OS X, and Linux platforms. The game features a protagonist named Daniel exploring a dark and foreboding castle, while avoiding monsters and other obstructions as well as solving puzzles.[3] The game was critically well received, earning two awards from the Independent Games Festival and numerous positive reviews.[4]

Originally released independently as a download, the game has since been published in retail by 1C Company in Russia and Eastern Europe, as well as THQ in North America.[5][6][7] A collection of five short stories set in the world of Amnesia, written by Mikael Hedberg and illustrated by the game's concept artists, was also made available.[8] In addition, the game's soundtrack is available for purchase and a free content expansion called 'Justine' has been released as well as many fan-made expansions and stories for its unique 'Custom Story' gamemode.[9]

  • 3Amnesia: Justine downloadable content
  • 4Development
  • 5Downloadable content

Gameplay

In a similar vein to the developer's previous games, Amnesia is an adventure game played from a first-person perspective. The game retains the physical object interaction used in the Penumbra series, allowing for physics-based puzzles and interactions such as opening doors and fixing machinery.[3] Few in-game objects are operated by toggle; to open a door, for instance, the player must hold down a mouse button and then push (or pull) the mouse. This gives the player stealth, allowing them to peek out a barely-opened door or open it slowly to sneak away, but also adds to the player's sense of helplessness, as it is now entirely possible to attempt to push open a 'pull' door whilst danger approaches from behind.

In addition to a health indicator, Daniel's sanity must be managed. Being in darkness too long, witnessing unsettling events, or staring at monsters will reduce Daniel's sanity, causing visual and auditory hallucinations and drawing the attention of monsters. Light sources help restore sanity, and if none are available Daniel may use tinderboxes to ignite candles in wall sconces and candelabra, or deploy an oil-burning lantern found near the beginning of the game. However, the number of tinderboxes and the amount of oil available are both limited, and standing in a light source also makes the player more noticeable to monsters. The player must balance the amount of time Daniel spends in light and shadow. Sanity is fully restored once Daniel completes an objective or progresses the game's story. It may also be restored by staying in the shadows until Daniel passes out, but this leaves him extremely vulnerable to any nearby monsters.

If a monster spots Daniel, it will chase him until he's out of sight. If spotted, Daniel must flee, as Amnesia does not give the player access to weapons. Daniel must find hiding places or barricade doors with rocks, chairs and other obstacles; however, monsters are capable of tearing down doors in their path and kicking obstacles out of the way, and move extremely fast once they have spotted their prey. Players can also choose to hide Daniel in the shadows, at cost to sanity. Monsters who lose sight of Daniel will search for him for a time, but will eventually leave and vanish.

Plot

  1. redirectTemplate:Plot

In late August 1839, Daniel, a young man from London, awakens in the dark halls of the Prussian Brennenburg Castle with little to no memory about himself or his past.[2] All he can remember is his name, that he lives in Mayfair and that something is hunting him.[10][11] Shortly after awakening, Daniel discovers a note written to himself, from which he learns that he has deliberately erased his own memory, and that he needs to descend into the Inner Sanctum of the castle to kill the Baron, Alexander.

The exploration of the dark depths of the castle is also a journey into his own erased past as he unravels the mysteries of Brennenburg Castle, he also finds himself hunted by a dangerous unearthly presence that manifests itself as a corruption that is slowly covering the castle in fleshy, acidic growths, and bizarre monsters against which his only defense is to flee. These events are linked and pertain to why Daniel came to Brennenburg.

Daniel was once a part of an archaeological expedition to Africa, in an attempt to excavate a tomb called 'The Tomb of Tin Hinan'. He came across a mystical orb buried within the ruins of the ancient temple, and brought its broken pieces back to England where he successfully assembled them. Daniel started to seek information about the Orb's history from a geologist and a professor. However, he began to be plagued by nightmares, and several people who came across his path, and that of the Orb, died horribly at the hands of the 'Shadow' that appears to follow his footsteps. Desperate and despairing, he received a strange letter from a Prussian baron named Alexander, who promised protection if Daniel would sojourn in his castle.

Daniel had no other choice but to flee to Brennenburg. As he arrived at the castle, he was greeted warmly by the baron, Alexander of Brennenburg and his servants, who appeared to be very pleased by Daniel's arrival. But the young man was unaware that the enigmatic deity had silently chased him to Brennenburg. Alexander knew this, and promised Daniel that they would banish the cosmic beast forever. Alexander told Daniel all he knew about the Orb's power. Daniel asked Alexander about the letter he sent in response to Daniel. Alexander simply said that things could be done, but at a price. Alexander showed various parts of the Brennenburg castle to Daniel, including the archives, a refinery, a prison where he kept the 'criminals', a bottomless pit called the Chancel, and the Inner Sanctum itself, where they could permanently banish the Shadow.

During their visit in the Inner Sanctum, Alexander began to tamper with the Orb, thus enraging the Guardian, whose fleshy residue appeared in the Sanctum. Alexander quickly covered the Orb and the Shadow disappeared. He told Daniel that they had very little time to banish the Shadow. They must quickly start the Warding Ritual before it would be too late. However, Alexander's promise of salvation was a lie. It was revealed then that he is actually an otherworldly life-form who has spent centuries in Brennenburg, attempting to open a 'gate' back to his own world. To do this, he needed a substance called 'vitae', which can only be harvested from the blood of agonized humans. He also needed a usable Orb. As such, Daniel was a boon to his efforts: Alexander employed him as his personal torturer, replacing his former servants who became the monsters Daniel flees from, and claiming that the vitae would fuel a ritual to banish the Shadow from Daniel's presence forever. Daniel initially embraced this role, particularly when Alexander told him that the humans he was seizing are vile criminals. In order to produce enough vitae, Alexander and Daniel fed the prisoners they tortured with an Amnesia potion, which made them forget the method of their torture, and ensured that they will be just as terrified the second time around, without becoming accustomed or resigned to the pain (Damascus rose is alluded to as either one of the ingredients of the Amnesia potion, or as a flavoring that Daniel perhaps added to the mixture to disguise its taste). As the experiments continued, however, Daniel's faith in Alexander was shaken, and finally shattered when he murdered a little girl in cold blood following her escape from a prison cell.

Alexander saw that the event had taken a toll on Daniel's mind. Taking the Orb with him, Alexander sealed himself in the Inner Sanctum, leaving Daniel to be brutally maimed by the cosmic guardian. Despondent over how far he has come, and furious at Alexander's trickery, Daniel chooses to drink the Amnesia potion himself so that he can atone for his sins without the burden of crippling emotional trauma, leaving but a note to his new self to murder Alexander. The new Daniel found the note his former-self left, telling him to kill Alexander, but also to escape the approaching Shadow as long as he can. As he started to travel in the castle, he realized that his former-self's warning was right. This beast, the Guardian of The Orbs, follows his footsteps, as do the terrible monsters patrolling in the corridors of Brennenburg. Daniel eventually manages to find the Inner Sanctum buried deep below Castle Brennenburg. He breaches its defences with a newly assembled Orb and the help of Heinrich Cornelius Agrippa, an alchemist that Alexander has kept imprisoned in Brennenburg for centuries with the use of strange alchemy. Agrippa, who once studied Orbs with his student Johann Weyer, explains the purpose of the Shadow: it protects the Orbs, slaying anyone who threatens to abuse their power. He mentions also that Weyer managed to travel to Alexander's world using the power of the Orb, and begs a favor: that Daniel separate Agrippa's head from his body with the help of a tonic that will ensure his head will remain alive, and then take it with him.

There are three possible outcomes to the confrontation with Alexander, depending on Daniel's actions at the Inner Sanctum: he can fail to prevent Alexander from returning to his home world and be killed by the Shadow and trapped in eternal darkness, though Alexander thanks him for his 'sacrifice', and tells him that what he has done will not be forgotten and he will be celebrated forever; he can destroy the device creating the Gate, causing the Shadow to kill only Alexander while allowing Daniel to escape with his life, content to be leaving Brennenburg having redeemed himself and knowing that Alexander has paid the price for his sins; or he can follow Agrippa's advice and toss his head through the portal, where the Shadow still kills Daniel along with Alexander, however, Daniel is saved when Agrippa finds Daniel, saying that he deserves so much more, and then calls upon Weyer to help him save Daniel, promising the latter that 'it will be all right.'

Mac Os Catalina

Amnesia: Justine downloadable content

Plot

The player takes control of an unnamed female character, who awakens with amnesia in a dungeon cell, accompanied only by a phonograph. This phonograph contains a recording by a woman named Justine, who tells the player character that she is the subject of a psychological test. The player character is then allowed to escape, or die trying.

The player character is presented with several puzzles to solve. In each, she has the option of simply abandoning the puzzle and walking away, but doing so will cause an innocent victim contained within (a doctor, a priest and a policeman) to die. She is also stalked by the Suitors, three monstrous characters whom Justine (through additional phonographs) reveals to be her own former paramours, now twisted by physical and psychological torture. The player character may also collect notes scattered throughout the testing environs, which give additional background information on the Suitors and Justine herself.

The game's exact ending depends on how many puzzles the player has chosen to solve, and thus how many victims survived. However, all of them proceed along roughly the same lines: after surviving the puzzle sections, the nameless female discovers a phonograph dangling from the ceiling, which causes the walls of the chamber to begin moving inward as though to squash the protagonist. She passes out, but awakens unharmed and begins to congratulate herself. The protagonist is Justine, who staged the entire experiment to see if she still had any compassion for humanity within herself. Armed with her new-found knowledge, she moves forward into the ending sequence, in which any surviving victims thank her (not realizing she does not intend to free them now that her memory is restored) and, if all three were saved, Justine makes a declaration she herself is still alive.

Development

Work began on the game while Penumbra: Requiem was still being developed, with the company working on both projects at the same time.[12] The game was first known under two working titles: Unknown and Lux Tenebras. It was not until November 13, 2009 that it was announced as its current title, Amnesia, with the release of the game's website and a game trailer.[13][14] Initial designs of the game varied considerably from the final game, with the developers interested in reintroducing more combat elements similar to those utilized in their first commercial title Penumbra: Overture. The developers soon discovered that they encountered many of the same problems and difficulties that plagued the combat in that game however, and the design was further changed to be more similar to the style set out by Overture's sequel Penumbra: Black Plague.[15]

On February 5, 2010 it was announced that the game had reached the alpha stage of development on all platforms.[16][17][18] Two weeks later the developers released a new teaser trailer that showed actual game-play footage, and the developers began accepting pre-orders for the game through their website. Also revealed was that the game was at that point being tested on all three intended platforms. It was also announced that the game would be released simultaneously for all of them in August 2010.[19][20] This was later rescheduled, and the game was then expected to have a September 8, 2010 release.[21] It was then later announced on August 27, 2010 that the game had officially gone Gold and would soon be ready to sold.[22] On September 3, the games demo was released containing selected parts of the gameplay and story. It was then successfully released on September 8, 2010.[23]

If the game reached 2000 pre-orders by May 31, 2010, Frictional promised it would release extra content for the game. The goal was finally met in early May, after the pre-orders were offered at a discount made available until May 31. This was done due to the success of Penumbra: Overture as a part of the first Humble Indie Bundle.[24] The extra content was revealed to be commentary,[25] and they explained in the comments section of the same page that its intended function was similar to that of Valve Software's commentary system that began in the Half-Life 2 series.[26] The authors cite 'Soul Made Flesh' by Carl Zimmer and older horror movies such as The Haunting as being inspirations for the mood and style of the game.[27]

Thomas Grip, one of the games main developers, would later write up a post-mortem of the game titled 'The Terrifying Tale of Amnesia' for The Escapist, where he outlined in detail the process of the game's development, mostly focusing on its ever changing design and the financial problems that plagued the developers for most of the game's development.[28]

Dark Descendant Mac Os Catalina

Audio

Amnesia: The Dark Descent (Original Soundtrack)
Soundtrack album by Mikko Tarmia
ReleasedMay 17, 2011
GenreVideo game soundtrack
Length34:41
LabelThe Sound of Fiction

The game's music was composed by Mikko Tarmia and released for download on May 17, 2011.

Amnesia The Dark Descent Soundtrack tracklist
No.TitleLength
1.'Menu Theme' 1:16
2.'Darkness' 1:16
3.'Lux Tenebras' 3:22
4.'Grand Hall' 1:27
5.'Ending: Alexander' 1:53
6.'Next To The Guardian' 1:49
7.'Theme For Unknown' 3:04
8.'Dark Water' 1:17
9.'Daniel's Room' 1:08
10.'Grunt's Appearance' 1:14
11.'Back Hall' 1:22
12.'Ending: Agrippa' 1:56
13.'Suitor Attacks' 1:15
14.'Basement Storage' 2:12
15.'Brennenburg Theme' 3:13
16.'Hub' 1:33
17.'Ending: Alexander (Alternative Version)' 2:13
18.'Bridges' 1:06
19.'The End' 2:05
Total length:
34:41

Downloadable content

On April 12, 2011 Frictional Games released an extra free level for owners of the Steam version of Amnesia. This additional campaign is set apart from Brennenburg Castle. Justine was released on Steam as a way to promote the upcoming release of Portal 2, as getting 100% on the campaign (all of the collectables, all of the analysis and making correct choices) unlocks a message from fictional company Aperture Science. The content was made available for all of the games supported platforms and versions as part of the Amnesia v1.2 update on May 17, 2011.[8]

Custom stories

It is possible to create custom stories for Amnesia that can then be loaded in the game.[29] Various tools for the HPL2 Engine have been released that allow the creation of own levels, models, particle effects and materials, using an interface similar to Valve's Hammer Editing Software.[30] Game logic can be implemented using the AngelScript scripting language.[31][32][33] A prominent example of a custom story is Penumbra: Necrologue, a fan-made sequel to Frictional's earlier Penumbra series.

Reception

Reception
Aggregate scores
AggregatorScore
GameRankings86.10%[34]
Metacritic85/100[35]
Review scores
PublicationScore
Adventure Gamers[36]
Eurogamer8/10[37]
Game Informer9.25/10[38]
IGN8.5/10[39]
PC Gamer (UK)88%[40]
Igromania8/10[41]

Amnesia: The Dark Descent has received critical acclaim with consistent praise given for the ominous atmosphere and horror elements. John Walker of Rock, Paper, Shotgun even went as far as to say that 'I think it is safe to say that Amnesia is the most successfully frightening game to have been made.'[42] X-Play added Amnesia to its top ten PC games saying 'There are a lot of so-called 'horror' games out there, this one is no joke. You'll be rocking back and forth and crying in no time'.

Dark Descendant Mac OS

Frictional Games did show some trepidation over the game's initial sales after the first week,[43] but were encouraged by continued sales throughout the first month after the game's release, with Frictional recouping all the expenses from creating Amnesia by early October 2010.[44] By the beginning of January 2011 the developer reported that nearly 200,000 units had been sold, declaring in response that 'With these figures at hand, we must confess that it gives us new confidence for the PC.'[45] The game kept gaining sales and in July 2011 it had sold almost 350,000 units.[46] At the 2011 Independent Games FestivalAmnesia won awards for both 'Excellence in Audio' and 'Technical Excellence' along with the 'Direct2Drive Vision Award' which included a $10,000 prize.[4]

A year after the original release of Amnesia, the developers revealed that they had sold around 391,102 units and were continuing to sell about 6000 units per month. They also released details about how much money each platform generated for them by analyzing the sales from their online store, with 70% of sales coming from Windows users and 15% coming from users of Linux and another 15% coming from users of Mac OS X. Frictional did however note that their store was the only place anyone could purchase the Linux version of the game, whereas the Mac OS X and Windows versions could be purchased from other sources, meaning that the total percentage of Linux sales is actually considerably smaller compared to other platforms taken collectively. Observing that their own Mac OS X sales did not go down from their own store even as services like Steam picked up the game for that platform, meaning that it did not steal customers from their store but instead opened up a new market, they decided this makes a good incentive for other stores to support Linux as well.[47] As of September 2012, the game sits at an estimated 1.4 million sales.[48]

Sequel

An indirect sequel called Amnesia: A Machine for Pigs was released on September 10, 2013,[49] developed by The Chinese Room and published by Frictional Games. The Chinese Room is known for its Source mod Dear Esther, which was later released as a standalone game to critical acclaim. Dan Pinchbeck, writer for The Chinese Room, has stated of the new Amnesia game: 'It's not a direct sequel, in terms of it doesn't follow on from the story of Amnesia. It doesn't involve the same characters. The game will be set in an alternate history in the same universe.'[50]

Dark

References

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  2. 2.02.1Amnesia: The Dark Descent – Game Information Frictional Games
  3. 3.03.1Amnesia: The Dark Descent – PC Hands OnEurogamer, July 25, 2010
  4. 4.04.1. Indie Rock: 2011 IGF Winners Announced Rock, Paper, Shotgun, March 3, 2011
  5. 1C-SoftClub/Snowball to publish Amnesia: The Dark Descent in Russia & Eastern Europe Frictional Games, May 3, 2010 (Article by Jens Nilsson)
  6. Chalk, Andy (2011-02-16). 'Amnesia: The Dark Descent Coming to Retail'. The Escapist. Retrieved 2011-03-25.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  7. Mitchell, Richard (2011-02-16). 'THQ places Amnesia: The Dark Descent in a retail box'. Joystiq. Retrieved 2011-03-25.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  8. 8.08.1Bardin, Maxim (2010-11-17). 'Amnesia: Justine – Now Available To Everyone'. Linux Gaming News. Retrieved 2011-05-18.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  9. Amnesia: The Dark Descent gets a free expansion! Frictional Games Blog, April 12, 2011
  10. Interview With Frictional Games – Penumbra/Amnesia (Tgdb.nl) Tgdb Entertainment, May 15, 2010
  11. E3 2010: We talk with Frictional Games about Amnesia: The Dark Descent Big Download, June 19, 2010
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  15. Interview With Frictional Games – Amnesia Linux Gaming News, November 25, 2009
  16. Amnesia: The Dark Descent goes alphaLinuxGames, February 7, 2010
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  18. Amnesia: The Dark Descent Reaches Alpha Inside Mac Games, February 9, 2010
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  21. Disturbing details regarding the release of 'Amnesia: The Dark Descent' revealed! Frictional Games, June 22, 2010
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  23. Scary New Horror Adventure Available for LinuxLinux Journal, September 13, 2010 (Article by Susan Linton)
  24. Insane Amnesia Discount! Frictional Games, May 5, 2010
  25. 'some commentary for the release' Frictional Games, May 11, 2010
  26. 'similar to the way HL2ep2 does it' Frictional Games, May 11, 2010
  27. Thomas Grip of Frictional Games Speaks on Amnesia: The Dark Descent With GaeaTimes.com Gadgetophilia; September 15, 2010
  28. The Terrifying Tale of AmnesiaThe Escapist; July 12, 2011 (Article by Thomas Grip)
  29. In The Games Of Madness: Editors are out! Frictional Games
  30. Tools – HPL2 Documentation Frictional Games
  31. Finished Custom Stories for Download Frictional Games Forum
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  36. Biessener, Adam (September 8, 2010). 'Horror Done Right'. Game Informer. Archived from the original on 11 September 2010. Retrieved September 9, 2010.Unknown parameter deadurl= ignored (help)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
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  40. Wot I Think: Amnesia – The Dark Descent Rock, Paper, Shotgun, September 7th, 2010 (Article by John Walker)
  41. One week after the release of Amnesia Frictional Games Blog, September 15, 2010
  42. One Month after Amnesia's release Frictional Games Blog, October 8, 2010
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Mac Os Versions

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Dark Descendant Mac Os 11

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