Frictional Games' Thomas Grip, designer of Amnesia: The Dark Descent, discusses the development of one of the most frightening games ever made. Thomas talks in-depth about the game's unique sanity system, as well as how the team continually tricked players into scaring themselves.
Opening clip pulled from this video:
https://youtu.be/L1RKuM57nPA?t=109
Connect with Ars Technica:
Visit ArsTechnica.com: http://arstechnica.com
Follow Ars Technica on Facebook: https://www.facebook.com/arstechnica
Follow Ars Technica on Google+: https://plus.google.com/+ArsTechnica/videos
Follow Ars Technica on Twitter: https://twitter.com/arstechnica
How Amnesia: The Dark Descent Tricked Players Into Scaring Themselves | War Stories | Ars Technica