RESTORATION

Amnesia was originally published on a format and for computers popular in 1986 but today are no longer in use. So, the main goal driving the game’s restoration was to create an archival version of the game in open web languages in order for Amnesia to be better accessible, findable, and durable over time. Additionally, it was important to honor the author and original game by providing historical information and featuring images of Disch and physical media that made up Amnesia. Third, because the labor that went into the production of this restoration was undertaken by a team of 32 undergraduate students at a public university, a final goal was to document the making of this new version.

Maintains Disch’s Vision

Thomas M. Disch was an award-winning author when he was approached by Harper & Row about creating a work of interactive media. What he delivered to Electronic Arts was a script over 400 pages in length for an adventure game whose main action unfolded in the streets of Manhattan and offered 10 different endings. The complexity of his vision meant that portions of the script were omitted, like the nightmare episode in The Sunderland Hotel, or made too linear, like the chapel sequence. This contemporary version of the game restores that content and interactive gameplay and, so, maintains Disch’s original vision of Amnesia.

pages from Disch's original manuscript

From Text to 3D Models

Amnesia is a text-based adventure game. To update it for a contemporary audience accustomed to heavily visual, action-oriented games, over 50 assets were re-created as 3D models and made accessible from the inventory menu when they appear in the story. They spin around so that players can see them from all sides.

Wedding Ring from Tiffany's

The wedding ring, which shows up during the Chapel Sequence when the player is preparing to marry, is modeled for Amnesia: Restored following the style of a real ring the 3D modeler was wearing.

Hotel Phone

Telephones figure largely in Amnesia's gameplay. This 3D model of the phone can be found at the beginning of the game in the hotel room of The Sunderland Hotel.

Commodore 64

Though Amnesia was originally released for the Apple IIe, it was then made available for the Commodore 64. This 3D model captures the look of that popular game console.

Fun Facts

1700+

Hours that went into the game’s development

6364

Hours spent on the design, video, animations, and promotion on social media

58

Number of 3D models produced as game assets

Podcasts

Podcasts feature interviews with members of the Amnesia: Restored production team who talk about the making of various elements of the project, the game’s history, and Disch’s work and background.