

I was fully ready to just sit in the safe room and read journal entries for the rest of my time. Thankfully, I was told my time with the game was over a few minutes after that because I don't think I had it in me to go back into the spooky bunker without a bullet. I learned that the hard way-it forced me to use my only bullet to stop the thing from eating my face off. The doors into these spaces have locks, but if you forget to take a few seconds to close the latch, the monster will burst into the room without a problem. Even the hub-like areas-complete with chests for you to store items, lamps you can use to save, and wall maps you can glimpse at to get a better sense of your surroundings-aren't entirely safe. The creature itself pursues you with a singular focus, adapting to your attempts to stop it. Most problems in The Bunker seem like they can be solved in several different ways, rewarding players who experiment and adapt within the framework of the world's rules. My favorite realization was learning the creature initially tracks you by following the scent of your blood, meaning that purposely injuring yourself can allow you to lure the monster wherever you want (technically, you could also use the blood drops from your injury to mark your path on the ground too). Objects in the world respond to your actions as you'd expect them to in real life, giving greater importance to seemingly unimportant items you can pick up (like a box), roll (like a barrel), or throw (like a book). The immersive-sim elements come into play during the exploration part of the game-a padlock that requires a key can be broken with a well-placed shot from your revolver, for instance, and gasoline can be poured on the ground and ignited to create a wall of fire. As you might imagine, it's a small comfort.
AMNESIA MONSTER NAME GENERATOR
If the generator goes, you do have access to an old-school, wind-up flashlight that is exceptionally noisy to turn on and provides you with a dim glow for a few seconds before you have to wind it up again. All the while, the lights eat through the fuel you've poured into the generator, steadily bringing you ever closer to complete darkness with every passing moment. The game randomizes the location of certain items as well, meaning passkeys, notes, journal entries, firearm ammo, smoke and tear-gas grenades, and optional key items (like the gas mask or lighter) change from playthrough to playthrough, encouraging you to pour over every corner of each room to figure out where you need to go next. This isn't a guided tour through a haunted house where the path out has been predetermined and you just need to follow the game's instructions-you have to contend with scares while using your ingenuity to figure out where to go next and how you're going to get there. A note left by an officer who escaped the bunker may hint that your best bet is to reach a radio in the soldier's quarters, for example, or perhaps a journal entry left behind by another survivor suggests you go to the armory instead. Your goal is to find the necessary explosives and a detonator to blow open the entrance to the bunker and escape, but how you complete your goal is up to you. The game abandons Amnesia's traditional linearity for a semi-open world with immersive-sim inspirations. In a surprising showcase of compassion, the game has you use only one of the two bullets you start off with, affording you a whole single bullet to defend yourself from the jump.

They only slow the creature enough that you can more easily land a shot on it to temporarily scare it off.

The lights won't fully stop the monster, though. Whatever the creature is, it loves the dark, so keeping the generator in the bunker running is your best bet. In The Bunker, you play as a French soldier during World War I who, after becoming trapped in a German bunker, discovers its hallways are being stalked by an unkillable snake-meets-gorilla monster. Now Playing: Amnesia: The Bunker - Monster Encounter Clip By clicking 'enter', you agree to GameSpot's
