As I stand precariously on top of a box in a flooded basement, I finally decide that The Great Work is the best possible follow-up to Amnesia: The Dark Descent. Its story is not a continuation from Daniel’s adventure defeating Alexander in Brennenburg Castle, but it’s loosely set in the same universe. Though featuring its own story and puzzles, it occasionally returns to some series favorites, playing off what I already know from the main game.
That’s how I feel so sure, before I actually try it, that when I step into the knee-high water surrounding my tiny island of safety, I’ll immediately be chased by the invisible monster that anyone who’s played Amnesia will likely remember. Sure enough, when I dunk my feet in to sprint to the next floating crate, I’m followed by angry splashing and a clamoring orchestra singling my doom. It’s a throwback to Dark Descent’s water section, designed to give me a fun taste of the familiar before continuing to string me along The Great Work’s own spooky story about alchemy, hubris, and impending doom.
Science got us into this mess and science will get us back out. Surely.
WELCOME TO MINNEBURG
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YELLOW CARD
Flawed deckbuilder DUNGEONS AND DEGENERATE GAMBLERS rarely plays a winning hand
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernizes a classic RTS with care
SPACED OUT
After a strong first impression, WARHAMMER 40K: SPACE MARINE 2 runs out of steam
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
DINER HARD
Rewriting the rules of horror in ALAN WAKE
"Kay Vess, galactic tomb raider"
Feeling like Lara Croft in STAR WARS OUTLAWS
LETHAL COMPANY
A return to some explosive post-launch patches.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
TRACK GPT
Al's teaching sim racers to improve-what about other games?
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a 'stay-busy' project by a small team at Black Isle Studios