Difficult. Not the game, rather my relationship with it. I'm a huge Dark Descent-fan and an even bigger, massive SOMA fan. I knew this was gonna be a tad different but I was hyped nevertheless. Frictional is one of the most promising developers out there and I really dig Thomas Grip and the endless thought and effort he and his team puts into their games. I just love the way they work andDifficult. Not the game, rather my relationship with it. I'm a huge Dark Descent-fan and an even bigger, massive SOMA fan. I knew this was gonna be a tad different but I was hyped nevertheless. Frictional is one of the most promising developers out there and I really dig Thomas Grip and the endless thought and effort he and his team puts into their games. I just love the way they work and think. I was really looking forward to Amnesia: Rebirth. I do think the graphics are improved over the original Amnesia (and Machine for Pigs), but only slightly. It seems to be the same (selfmade) engine, which really isn't a problem as it works totally fine. I didn't have any problems technically, not even any noticeable framerate drops or such. The sound is, like in SOMA and D.D. before, a perfect example of how to amalgamate audio and atmosphere. The guy that does the music (unfortunately I forgot his name) has a deep understanding of how to provoke a feeling that fits a theme and space of a work like this perfectly. Sound design is splendid just as well, voice work ranges from question of taste to very well, no shortcomings overall. The story is engaging. It's not as deeply thought provoking as SOMA's story, but then again, this is not a SOMA-type game. This game is about about deeply human reactions to extraordinary things, to panic, to wonder, to fear for ones own life and that of someone else. This is about emotions. I personally always prefer SOMA-style philosophical thought experiments over emotional content, but that doesn't mean this isn't well done. It is.
Now to the reason I can't bring myself to rate this higher than 6/10:
Whereas SOMA and Amnesia before weren't 'realistic' games per se, they sure didn't have illogical, silly moments that killed the immersion. Rebirth, unfortunately, is FULL of silliness. The type that breaks the magic. Our protagonist, Tasie, can only carry ten matches. Weird? Yes. But only slightly more silly than the resident evil soldiers and policemen who can't carry that ONE additional key anymore. There's absolutely NO way to just put it anywhere else, in their shoe, in their briefs, bra or between their arm and watch. It's the key that's needed for escape, for survival, for freeing someone they care about. It just absolutely cannot be carried though, because the inventory is full. Well. Silly, but it's a game and it needs to follow rules to work. It's fine. In Rebirth, you absolutely CANNOT carry an eleventh match. Even though Tasie will totally loose it in the dark, when she's out of light sources (and she's out of light sources pretty quick, thus going insane in dark areas). I get it, it's a question of game balancing. But: Why on earth can't she pick up a free standing, transportable candle, a torch hangin on the wall or sticking out of the ground, or any other small, carryable light source? She could pick up an oil lamp, before. Again: Balancing. Game design. I understand, it just feels SO silly in this game. There's no logical explanation for it, especially, when we, as the player, feel so strongly with Tasie and know that she can absolutely not stay in the dark for more than mere seconds because of her condition. For a game that puts all its horses on being immersive, this is a pretty big problem. I just don't believe it. It feels like a GAME here, it's the mechanics shining through, brightly and destructively. Whenever I pass a totally carryable candle on some table next to me, hearing how Tasie is close to loosing it in the dark, I just can not believe the setting and story and overall structure anymore. It's just too silly.
Another thing I neither liked nor expected from a Frictional game, is the use of jump scares. I think they're cheap and kind of take the atmosphere someplace else. I loved being scared in D.
D. and SOMA. It was existential. It was built, handmade. It was real and utterly relatable. I enjoyed being scared. Here, I'm constantly fearing another random jump scare (not gonna spoil what it consists of (even though it'd only be a mild spoiler)), which takes me out of that basic, that core emotion I wanted to feel: I want to listen to monster somewhere, I want to let the music soak in, to explore what I'm feeling after I've read another little note seconds ago, slowly piecing the story together.
Frictional Games said they combined the best of SOMA and D.D. here, but me - personally, I think that didn't work. This game, as a whole, works neither as good as SOMA nor D.D.
Another problem was that sometimes, especially in the beginning, I couldn't 'read' what spooked Tasie. Some little bit somewhere in the dark background that I missed? Some dead fella somewhere (looking at them raises Tasies fear) that was buried in the shadows? Was it just a random jump scare because her fear already was a little too high? It's not that big of a problem as the other things, but it makes the game guess work.… Expand