It's interesting that they decided to name this fort "The Passage" (in Arabic), plotwise that's literally what it is. I also still remember you pointing out in a previous video that there were corpses of children, which I think to be the most disturbing part of this part of the game.
Location-wise, this could be based in Fort Ouallen in real-world southern Algeria. There are several forts in that area but that one in particular looks the more secluded/remote
I Did not know there was a Spider in the Fort from the other world. Thank you for making this video otherwise, I would never have known that. Keep up the good work
I know many consider rebirth to be not scary, but the whole ambience in the living quarters made me quiver my first time there. All the sightings and build up was incredibly well done, unfortunately it all leads up to one very short chase sequence... Had a monster patrolled the fort, like how harvesters do in brennenburg, then perhaps i wouldn't have been able to beat the game :o
Well, the Cistern makes up for that I would say, plus the Fort is still relatively brightly lit so I feel like that would sort of blow the air out of a stealth section
@@umukzusgelos4834 i don't know the lower section of the living quarters is quite dark imo. And the cistern wasn't as scary to me for some reason. it also has very short monster sections but still pretty scary
What works so perfect with the desert and the setting overall is that it's so bright outside, but oppressingly dark and haunting indoors. Which meant you could even have some "safe rooms" of comfort. Imagine a setting like this, but with the beast from the Bunker. And how day and night cycles could affect things. At night you're not safe even outside. I do agree with @umukzusgelos4834 in that showing the mosters in full light early on kind of blows the air out.
One interesting little thing about the map of Phi in SOMA, if you go into the HPL editor and look behind the suit locker, there is a little room with a window. Makes me wonder what other odd things are in each map.
Another wonderful video! The fall of the fort is extremely similar to what happened to the bunker with one/two ghoul/s managing to destroy an entire French garrison, if I had to guess the DLC the bunker was originally going to be was originally based on the fort's fall rather than the shift to the bunker setting. It's also funny to see how the ghouls just screw with Tasi like incessant younger siblings, although I suppose she is already a member of their family, so to speak.
@@umukzusgelos4834 They also leave bits of rusty/bloody metal for her, put random objects in her way, close doors open her, etc. If they weren't bloodthirsty monsters I would say they were being playful rather than sadistic, although knowing them it is probably both. Poor guys must be looking for a new playmate.
I think its just that everything looks the same. In tdd it was very diverse in terms of area, and didnt feel like you were in the same area for too long.
The fascinating thing about this game is that it ties in well with real history such as tin hinan and her tomb which exists, Al mamaru fort and the village nearby in the tamanrasset mountains and the Roman and french colonial projects in north Africa, piqued my interest so much that I began looking into these places and found that the Devs tied them in with real locations. So much so that I'd love to visit tamanrasset, the tomb and the fort, though not alone after playing these games. Really helps make you feel that there's a truth to all this while you're playing which really increased the horror for me. Brilliant job by frictional though I do hope they will go back to their exceptional story telling such as we got in SOMA.
@@umukzusgelos4834 that kinda reminds me of the Bunker, where they tried to kill the monster by charging at it with bayonet. It did punctured the monster but i would assume the force is enough to break the rifle
@Umukzus Gelos One thing I thought was genius, but I'm not sure if anyone else picked up on it. You're being lured into the fortress and its oppressive darkness and labyrinth by the voice from the radio. But, you also read a section about Djinns. Evil demon spirits who cause mirages and hallucinations to trap victims. I thought that was an absolutely genius trick, if the game wished to plant a level of uncertainty in your mind. That it may not be the good doctor at all who's calling. Or there not being a phone at all.
The Morse code says “you die”
:[
Ding Ding! Correct
@@umukzusgelos4834 I am speed (i run from monsters)
You would think after a mysterious cut in communications the French Army would send at least a couple guys to check in with the garrison here
That would be the protocol
They secretly hated these guys
It's interesting that they decided to name this fort "The Passage" (in Arabic), plotwise that's literally what it is.
I also still remember you pointing out in a previous video that there were corpses of children, which I think to be the most disturbing part of this part of the game.
At the Village near the End of the Game a young Girl can be found dead among the victims yes
my guess is they are somewhere between 13 to 18
Location-wise, this could be based in Fort Ouallen in real-world southern Algeria. There are several forts in that area but that one in particular looks the more secluded/remote
I Did not know there was a Spider in the Fort from the other world. Thank you for making this video otherwise, I would never have known that. Keep up the good work
I know many consider rebirth to be not scary, but the whole ambience in the living quarters made me quiver my first time there. All the sightings and build up was incredibly well done, unfortunately it all leads up to one very short chase sequence... Had a monster patrolled the fort, like how harvesters do in brennenburg, then perhaps i wouldn't have been able to beat the game :o
Well, the Cistern makes up for that I would say, plus the Fort is still relatively brightly lit so I feel like that would sort of blow the air out of a stealth section
@@umukzusgelos4834 i don't know the lower section of the living quarters is quite dark imo. And the cistern wasn't as scary to me for some reason. it also has very short monster sections but still pretty scary
What works so perfect with the desert and the setting overall is that it's so bright outside, but oppressingly dark and haunting indoors. Which meant you could even have some "safe rooms" of comfort. Imagine a setting like this, but with the beast from the Bunker. And how day and night cycles could affect things. At night you're not safe even outside.
I do agree with @umukzusgelos4834 in that showing the mosters in full light early on kind of blows the air out.
One interesting little thing about the map of Phi in SOMA, if you go into the HPL editor and look behind the suit locker, there is a little room with a window. Makes me wonder what other odd things are in each map.
Probably plenty if one just looks hard enough
What's in that hidden room tho? A fifth Simon?
Another wonderful video! The fall of the fort is extremely similar to what happened to the bunker with one/two ghoul/s managing to destroy an entire French garrison, if I had to guess the DLC the bunker was originally going to be was originally based on the fort's fall rather than the shift to the bunker setting.
It's also funny to see how the ghouls just screw with Tasi like incessant younger siblings, although I suppose she is already a member of their family, so to speak.
my favorite is when they just snatch the Lamp oil away from her, they are such brats
@@umukzusgelos4834 They also leave bits of rusty/bloody metal for her, put random objects in her way, close doors open her, etc. If they weren't bloodthirsty monsters I would say they were being playful rather than sadistic, although knowing them it is probably both. Poor guys must be looking for a new playmate.
For some reason, this is one of the most memorable parts of the game for me. Once I entered alien world everything just became a blur.
I think its just that everything looks the same. In tdd it was very diverse in terms of area, and didnt feel like you were in the same area for too long.
The fascinating thing about this game is that it ties in well with real history such as tin hinan and her tomb which exists, Al mamaru fort and the village nearby in the tamanrasset mountains and the Roman and french colonial projects in north Africa, piqued my interest so much that I began looking into these places and found that the Devs tied them in with real locations. So much so that I'd love to visit tamanrasset, the tomb and the fort, though not alone after playing these games. Really helps make you feel that there's a truth to all this while you're playing which really increased the horror for me. Brilliant job by frictional though I do hope they will go back to their exceptional story telling such as we got in SOMA.
Les gooo 🔥🔥🔥 new video, I crave another Amnesia game.. love how you add the lore explanation, it keeps me hooked
Woah i never realized that the spider things were actually of otherworldly origin.
I always found it weird that you don’t find a single weapon there despite it being a military fort lol
You do find several Rifles but they are broken
@@umukzusgelos4834 only one I think
@@umukzusgelos4834 you could make a video analysing the bodies of the dead french and the broken rifle
@@ItsKask0if time allows for it
@@umukzusgelos4834 that kinda reminds me of the Bunker, where they tried to kill the monster by charging at it with bayonet. It did punctured the monster but i would assume the force is enough to break the rifle
8:06 i think the spider could've gotten into the spring water and turned into that
@Umukzus Gelos
One thing I thought was genius, but I'm not sure if anyone else picked up on it. You're being lured into the fortress and its oppressive darkness and labyrinth by the voice from the radio. But, you also read a section about Djinns. Evil demon spirits who cause mirages and hallucinations to trap victims. I thought that was an absolutely genius trick, if the game wished to plant a level of uncertainty in your mind. That it may not be the good doctor at all who's calling. Or there not being a phone at all.
One series I think deserves your type of analysis videos is Left 4 Dead.
A closer look the Other World?
I plan to
@@umukzusgelos4834 ok
@@umukzusgelos4834YAS
This is why I play it safe with the Amnesia games: I'm part French. Those harvesters would track me down and softlock my game for sure