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How ‘Amnesia: The Bunker’ Gets Open World Horror Right

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Humanity has been telling tales about simulated realities since the very dawn of storytelling, so it makes sense that modern audiences are absolutely fascinated with open-world gaming. Be it fantasy role-playing titles that allow you to step into the shoes of a more magical version of yourself or crime sims that encourage you to live out your most violent daydreams upon unsuspecting NPCs, franchises like The Elder Scrolls and Grand Theft Auto are the closest we’ve come to the immersive digital worlds that were promised to us by science fiction.

However, when it comes to horror games, the genre usually benefits from a highly curated experience with little room for side adventures. Give players too much free reign over their monster slaying and item collection and you usually end up with a gameplay loop that doesn’t mesh well with virtual frights. That’s why open world horror titles don’t exactly have the best track record when it comes to balancing freedom with scares, with initially promising titles like the ill-fated Days Gone being criticized for dampening the horrific elements that made these projects interesting in the first place.

Fortunately, it’s not all doom and gloom when it comes to open world horror, as quite a few recent titles have learned from the mistakes of the past and are giving large scale scares another chance. The latest of these sandbox terrors comes in the form of Frictional Games’ ambitious sequel Amnesia: The Bunker (read Reyna’s full review here), a first-person thrill-ride that traps players in the shoes of a French soldier imprisoned in a World War I bunker with only a demonic man-eating predator to keep him company.

And while the game is impressive enough with its innovative use of physics puzzles and a genuinely terrifying narrative mostly told through epistolary tidbits, today I’d like to discuss what other developers could learn from Frictional’s labyrinthian experiment. But before we dive into the specifics of what makes The Bunker such a compelling sandbox, I think it’s worth looking back on the evolution of open world horror as a whole.

More impressive than the original GTA!

With the exception of text-based adventures (which usually allowed for more player freedom due to the lack of complex graphics), the first open world titles were mostly relegated to top-down RPGs. It was only with the advent of easily accessible 3D technology that developers began to show more interest in adding sandbox elements to other genres. However, the ever-increasing costs of development meant that more niche experiences like horror games rarely received the financial push necessary to produce a convincing open environment.

In fact, I’d argue that Konami’s original Silent Hill was the first real Survival Horror pioneer when it comes to immersing players in an explorable three-dimensional world. While the game is still mostly linear, with Harry Mason being forced to complete a series of urban “dungeons” in order to progress and having no real reason to explore the rest of the town other than collecting extra resources, the developers at Team Silent still managed to push the PlayStation to its absolute limit when crafting a believable all-American town. Sure, the game takes a few shortcuts by blocking off certain areas, but it was still a sign of things to come.

The new millennium brought with it an obsession with open worlds sparked by the massive success of Rockstar’s GTA sequels, and it wasn’t long before developers were attempting to revamp existing horror franchises with this new and expensive approach – usually with mixed results.

In 2008, we’d see Eden Games’ baffling revival of the Alone in the Dark series, which attempted to combine an episodic structure with sandbox exploration as players were forced to scour an apocalyptic rendition of Central Park for items and monsters. Naturally, the result was an unfocused experience that couldn’t capitalize on neither its scares or its blockbuster elements (though I admit that I have a soft spot for the game’s clunky fire-based combat and clever inventory management system).

A few years later, Silent Hill: Downpour would expand the franchise’s iconic setting into a fully-explorable map, complete with hidden areas and optional side-quests. Unfortunately, the added padding and recycled assets ended up diluting the experience while also making the main story feel less urgent (and consequently less terrifying). This would become a recurring theme in future open world horror titles like The Sinking City, with optional content often including more traditionally game-y elements that ruin the immersion that makes gaming ripe for scares in the first place.

We saw some improvement during the survival boom of the 2010s, with titles like DayZ and The Forest boasting gigantic maps and encouraging exploration while still factoring in resource management and disturbing enemies as a part of their core experiences. That being said, the collaborative nature of most of these titles mean that their scares were often hampered by online interactions – after all, it’s hard to feel truly frightened when you’re having a good time with your friends (or when you’re being trolled by strangers, for that matter).

Bigger world, bigger problems!

While these aren’t the only examples of horrific open worlds gone awry, most of these misguided titles tend to share a common thread when it comes to conflicting design choices. After all, a real horror game shouldn’t feel like a leisurely adventure, it should feel like grueling trip through hell. That’s why I think Frictional Games did right by the Amnesia franchise when they managed to find an entertaining middle ground where players could explore to their heart’s content (with clear inspiration from Metroidvania titles) while still having an ever-present Lovecraftian horror keeping them on their toes.

It helps that the title has a solid foundation rooted in its main character’s predicament, with the game handing you a singular objective (escape) and allowing for organic scares along the way. The Bunker’s unpredictable antagonist means that you never feel safe as you explore the titular environment, though the game also rewards inquisitive players that think outside the box, achieving a rare balance that feels like a natural evolution of the franchise’s focus on environmental manipulation and the freedom to experiment with unorthodox problem solving.

In some ways, one might argue that The Bunker is the ultimate evolution of the ideas that were first introduced in Frictional’s Penumbra games all the way back in 2007. Even though some of the mechanical limitations feel arbitrary (like how you can shoot padlocks but not chains), the game’s focus on unscripted terrors proves that player freedom can also be used to create organic scares that wouldn’t have the same effect had they been planned beforehand.

At the end of the day, not all horror games can (or should) take the sandbox route, but when they do, I believe the winning formula is to allow enough freedom for player choices to matter, but not so much that they lose sight of the horrors at hand. And if future horror titles can apply the lessons learned by The Bunker to their own open world adventures, I think we’re headed for an interesting era of horror gaming.

Born Brazilian, raised Canadian, Luiz is a writer and filmmaker that spends most of his time thinking about movies.

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Comics

‘Spider-Noir’ Comic Changes Explained: How the TV Series Reinvents Marvel’s Darkest Spider-Man

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A little while back, I wrote an article chronicling the Hellraiser franchise’s affinity for Film Noir and touched on how that genre has, historically, always been connected to horror.

This connection can be observed in everything from the cannibalistic serial killers of Frank Miller’s Sin City to the disturbing criminal plots fueling neo-noir thrillers like Stuart Gordon’s underrated King of the Ants. That’s why it came as no surprise when I finally sat down to watch all eight episodes of Prime Video’s recently released Spider-Noir series and was confronted with plenty of classic horror tropes.

What did come as a surprise, however, was how showrunners Oren Uziel and Steve Lightfoot approached these horror elements when compared to the 2009 comic book that the show is based on. From the heavily altered rogue’s gallery to an equally terrifying yet completely different origin story for Nicolas Cage’s take on the webslinger, there are plenty of changes here that I feel might be of interest to genre fans.

With that in mind, I’d like to invite readers to take a closer look at all the adjustments that Spider-Noir made to the story in order to bring this incarnation of Spider-Man to life in all of its monochromatic glory (unless you watched the True-Hue color version of the show, in which case you’ll be treated to a surprisingly comic-booky palette that you don’t usually see on television).

The Dark Origins of Marvel’s Spider-Man Noir

Our first order of business should be to examine the origins of the Noir comics themselves. Originally published as part of the Marvel Noir alternate universe that reimagined several characters as hard-boiled crime-fighters, Spider-Man Noir became the most successful book in the entire run. This highly politicized story about Peter Parker coming to terms with the capitalist evils of the Great Depression seemed to have struck a nerve with audiences looking for a darker take on the wall-crawler, which is likely why we’d soon see several sequel stories as well as a video game adaptation of the character in 2010’s underrated Spider-Man: Shattered Dimensions.

Of course, it wasn’t just Spider-Man’s darker disposition that made this version of the character a hit, as 1930s New York City was depicted as being much more hostile than what we generally see in the standard Marvel Universe. From Peter’s powers coming from an Eldritch Spider God that spawns man-eating arachnids to Vulture being an ex-Freak-Show Gimp with a taste for human flesh, you can definitely understand why this Web-Head isn’t pulling his punches.

Unfortunately, this alternate universe was a little too popular for its own good, with each subsequent sequel/adaptation further diluting the political anger and classic horror influences that fueled the original comic-book run in order to appeal to a wider audience. Spider-Man Noir was nearly unrecognizable once we got to the Spider-Verse crossover that turned the character into a household name, though this would at least lead to an interesting adaptation in 2018.

The Classic Horror Influences Hidden Throughout Spider-Noir

Jack Huston as Sandman in ‘Spider-Noir’

When Phil Lord and Chris Miller finally translated Spider-Man Noir to the big screen, with Nicolas Cage bringing the character to life in an unexpected case of pitch-perfect casting, he was still mostly relegated to comic relief as his nazi-punching antics and over-the-top edginess were played for laughs. However, while this version of the character had little to do with the comics that spawned him, Spider-Noir’s newfound popularity eventually resulted in the announcement of a darker live-action spin-off – a spin-off that I was cautiously optimistic about.

While the showrunners ultimately decided to go in a completely different direction than the 2009 comic, the new team of writers appeared to understand Noir as a genre in ways that even the folks at Marvel Noir couldn’t quite grasp. That’s likely why 2026’s Spider-Noir boasts plenty of horror elements, just not in ways we’ve seen them before.

The series is obviously borrowing tropes and aesthetics from period-accurate monster movies, with Universal’s 1930s output being a particularly big influence. From the re-imagining of Sandman and Tombstone as tragic figures to The Spider even being operated on by a mad scientist with hilariously antiquated techniques, this bizarre collection of super-powered freaks could have easily shown up in a classic creature feature.

The scares aren’t all retro, however, as the showrunners also injected plenty of body-horror into the mix during their attempt at unifying the origin stories for all these larger-than-life characters. Hell, the Spider himself is now revealed to have gained his powers after being bitten by a half-mutated Man-Spider during World War I, and the aforementioned mad scientist keeps a disturbing collection of failed experiments in her basement, proving that not all of her patients were lucky enough to simply gain superpowers after being experimented on.

Nicolas Cage Reinvents Spider-Man Noir for Television

Ben Reilly/Spiderman (Nicolas Cage) in SPIDER-NOIR
Photo: Aaron Epstein/Prime
© Amazon Content Services LLC

I also really appreciate how Cage insists on depicting Ben Reilly as an arachnid trapped inside of a human body, with his uncanny physical performance and classic Hollywood impressions keeping your eyes glued to the screen while also providing some of the show’s funniest moments.

I still think it’s a shame that the character is no longer politically motivated, and I miss the detail about Uncle Ben having been cannibalized by Vulture after his social activism ruffled too many feathers, but at least this time our protagonist actually feels like someone who could have been written by Raymond Chandler if he were a fan of Superheroes.

In fact, the writers nailed the snappy back-and-forth that Noir authors like Dashiel Hammett used to refer to as the “riposte”, and it’s fun to see supervillains being depicted as horrific movie monsters instead of specialized henchmen – with The Spider feeling like just as much of a Freak Show attraction as the rest of them. Purists might be put off by the lack of reverence for the source material, but I think that’s a small price to pay when even the show’s most clichéd moments intentionally harken back to the golden age of Hollywood.

That’s why I’d argue that Amazon’s Spider-Noir isn’t really an adaptation, but rather an equally valid take on the same premise that inspired Marvel back in 2009. And in a world filled with recycled storylines that only serve to advertise future releases, I’d rather have two completely different visions of the same character than a straight-up retelling of the same handful of ideas.

At the end of the day, there’s enough space inside this comic fan’s heart for both man-eating Vultures and a Cronenberg-inspired Man-Spider. And if you’re also a fan of nostalgic creature features with comic book flair, I’d highly recommend this street-level superhero story with a spooky twist.

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