A custom story for Amnesia: The Dark Descent in which you once again take on the role of Daniel, roughly one year after his ordeal at Brennenburg. Daniel has been doing quite well since his escape, but one night, a loud crash awakens him. It is up to you to investigate the source of the disturbance, and find out what it all means. IMPORTANT: YOU MUST HAVE JUSTINE FOR THIS STORY.
I finished Abduction and I feel like I should express my thoughts on it.
Overall, it's decent. It has some good and new ideas (like the boss fight, that was awesome), however with many mistakes it decreases its quality, could've been much better.
Continuing Amnesia's story seemed quite a wrong choice at the start. Until chapter 3, it was so. Then it turned out to be not a bad story, and even made some sense at some points, especially at the end.
Traveling through realms was a good idea too. Some of the level designs (like spider lair) that is not rip off of main game was wonderful. Other level designs was repetitive, and at one point I was like "Oh God! Not another hub!" or "not another key!".
Too many monsters gradually killed the immersion and removed all the fear factors at the end. I started to have fun with AI because every time I enter a room, every time I picked up a key (yes, too much key) a monster spawning was quite annoying. I only got scared by two times through all play-through. I'm a person screamed by fear through Amnesia.
Simply, enter a hub, some of the doors are locked. Go get the keys. Pick up the key, monster spawns. Monster is supposed to break the door, so wait for him to break the door. Look up every corner because there might be a key, and if you miss it you will miss it forever. There is one locked door, you need to go get the key from another hub room.
By the way, you mentioned the difference between chapters. So I can see the improvement you had through chapters. It can be seen clearly. Though, same mistakes repeats themselves.
In short, you killed your mod's potential with so many immersion breaking mistakes. While it could be an equal experience to Amnesia, it's a monster spawner. Your good ideas are buried down under broken immersion.
I liked the note puzzle where you put boxes, spider lair, boss fight, final hub rooms, end of the story.
I agree with @Tanshaydar, so I won't repeat what he wrote.
IMHO the author made what seems to be an Adventure Game closer to D&D/RPG only with some missing components: like fighting (preferably with weapons), gaining exp. points, skills, gold collecting and wizardry
... or were they really missing?
Weapons: there was a knife and our hero was using it (twice!) and not just for peeling apples.
Exp.: However we couldn't see them directly our hero earned XPs along the way and the points manifested themselves with stronger and faster monsters roaring on each level.
Skills: Our hero could master the Wardrobe Hiding Routine, which at the end he perfected so well, he acquired a skill that allowed him to summon a wardrobe whenever he only felt that a monster could pop his head out of the next dark corner. He also learned the Silly Walk specialty to survive the depths of the Vicious Spiders' Mine maze.
Gold: At one point our hero became very rich after collecting 60 tinderb... gold coins that is. He had to spend some lately but ended up with more than 45.
The wizardry: some spells were used - detect secret doors, dimension door (this one with a gruesome component - Blood of the Twisted), close wounds, mental stability and raise dead (used extensively during the Boss Fight). The opponents were using even more powerful ones I just couldn't possibly name.
And the last but not least the boss fight, with special boss music, enormous boss' power and spawned monster as expected from the decent Boss Wizard.
And there were enormous labyrinths with hundreds of boxes and barrels and thousands of books and bottles and there were peaceful cities and murky caves... ok I may have exaggerated here a little bit, but did you get my point?
It definitely wasn't a horror game. Not even close.
And yes I was writing about Abduction that aspired to be the main story continuation. But for me it was some kind of experiment to make an RPG game with the Amnesia's lvl editor and it deserves
I loved this mod so I gave it a 7, I basically set my reasons for 5 reasons which is Length, Scares, Story, Lag and Quality, you'll see my opinions down below of all these (I know there is no atmosphere and stuff in the reasons but I include them in the quality :3)
The Quality was very good and creepy and all in all of that, very good. The Story is a little like the original story, but twisted it a little which is kinda a good thing, but also a little bad thing. The Length of this cs, in my opinion, it is WAY to long to be a cs, you should have made it into a full conversion instead. Scares aswell was I dont really know, it wasn't so many of them in my opinion, a few very good ones, I have a full playtrhough of 16 episodes, the first scare was in episode 1 which is my biggest jumpscare I have ever had from a cs. And then the Lag, at some areas it was lagging a little but not so much so it was pretty much almost no lag at all.
Quality: 8, Story: 7, Length: 7, Scares: 9 and Lag: 10 - So in overall I chose 7 because of these reasons
This was a good CS, has a good story, and a lot of good bits in it, but the major drawback to this was far to many monster in it, to a point where it began to get annoying rather than scary, took away the fear factor to what could have been a excellent CS. Still the level were well laid out, and well worth a play.