Thomas-Grip

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  • Scared Stiff: Amnesia and the evolution of the modern horror game

    by 
    Colette Bennett
    Colette Bennett
    06.18.2012

    If it's horror, Colette Bennett knows it. This column is dedicated to everything frightening gaming has to offer, from ghostly little Japanese girls to flesh eating zombie dogs. You fumble through the darkness, your feet slopping in the rain. You have no idea where you are or how you even got here. An unfamiliar sound reverberates in the distance, its tinny undertones stinging your ears and furthering your sense of confusion. You're alone and have nothing to defend yourself with. And the only sound you can hear is that of your breathing, ragged with panic.There's no mistaking it – this is survival horror.Unlike the basic action and platform genre, the evolution of horror titles has followed a slow, twisty path. By the mid-nineties, it was known for its signature talent: the ability to reel you into a dark, unknown world like a helpless fish. Titles like Silent Hill and Resident Evil acted as some of the first passports into the journey we now refer to as "psychological horror." System Shock, Parasite Eve, Fatal Frame, and Siren were memorable trips into less-than-reassuring territory. Throw in some unexplained, mysterious figures, watch the world spin out of control, and you've got one hell of a recipe for an addictive genre. Who would have thought that fog-choked towns and shambling creatures who greet you with a spray of vomit could be so appealing?%Gallery-148212%

  • Amnesia dev shares secrets of evolving the horror genre

    by 
    Jessica Conditt
    Jessica Conditt
    05.01.2012

    Frictional Games proved it knows how to make a game that would scare the bejeezus out of Beelzebub himself with Amnesia: The Dark Descent, but there's always room for improvement. Frictional's Thomas Grip has compiled a list of 10 items that can "take horror games to the next level," and (surprisingly) it doesn't begin with "Everything opposite of Resident Evil: Operation Raccoon City." It does, however, touch on a few points that could have put the "horror" back into that particular survival-horror title.Grip suggests "minimal combat," "long build-up" and "doubt" are essential to evolve the horror genre, and we've already seen these aspects work wonderfully in Amnesia. Another aspect Grip notes is "no enemies," which he clarifies as follows: "What I mean is that we need to stop thinking of any creatures that we put into the game as 'enemies.' The word enemy makes us think about war and physical conflict, which is really not the focus in a horror game."Grip's list seems to focus on different approaches to immersion and connecting to players on an emotional, human level before ensuring they won't be able to sleep properly for a few weeks at least. All 10 points are described in full on Frictional's blog.Perhaps we'll see a few of these fleshed out in Amnesia: A Machine For Pigs, a sequel in development by thechineseroom and overseen by Frictional itself.

  • Building A Machine for Pigs and expanding the universe of Amnesia

    by 
    Xav de Matos
    Xav de Matos
    02.22.2012

    It takes place sixty years after Amnesia: The Dark Descent at the turn of the twentieth century, yet the next game to carry the franchise's moniker will feel like familiar territory in one major respect: it is built to scare you senseless.It's six-o-clock in the morning. My tea jolts me awake. The street outside is silent. It's serene and peaceful all around me, until I call Frictional Games designer Thomas Grip. His voice booms in my headset; he's obviously excited. This is the first time his team can talk about his upcoming project. This is how I was introduced to Amnesia: A Machine for Pigs.

  • Amnesia dev discusses success; next project won't lose the 'scary atmosphere'

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    08.19.2011

    Thomas Grip, project manager at Amnesia: The Dark Descent developer Frictional Games, spoke on "Evoking Emotions" earlier this week at GDC Europe, and explained the intricacies of the game that absolutely terrified those who played it. We wanted to discuss his emotions on the success of the game, which has sold over 400,000 copies --- an impressive feat for an indie dev. "While we were quite confident that we had a game that was better than any of our previous, we had never expected the response we got," Grip told us when we asked if he was surprised by the success. "The press response was very nice -- both in terms of coverage and grading -- but even more fun and surprising was the player response that continues almost a year after. The amount of videos, images, etc. that players have created in response to the game is just amazing, and several orders of magnitude larger than anything we have had. Sales-wise it's, of course, also overwhelming, and I think especially how good it is still selling even a year after."