In his book Vimy Ridge, British journalist and military historian Alexander McKee described how deafening sounds could be registered as touch. “I felt that if I lifted a finger I should touch a solid ceiling of sound,” he wrote about experiencing a bombardment during the Battle of Vimy Ridge in 1917. As recollected by professor Santanu Das at The Guardian, Wilfred Owen, the poet behind “Dulce et Decorum Est,” echoes a similar experience after three weeks at the Somme in 1916: “I have not seen any dead. I have done worse. In the dank air, I have perceived it, and in the darkness, felt.”
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Amnesia: The Bunker, the latest first-person horror tale from Frictional Games, puts you in the muddy boots of a French soldier during World War I. In keeping with the Amnesia series’ previous games, as well as Frictional’s Penumbra and Soma, you’re forced to survive cat-and-mouse chases in ensnaring spaces. This time, however, the structure isn’t linear. The bunker is a labyrinthine nightmare, combining free-roam navigation with streamlined immersive-sim elements. Crucially, as in the innovative Alien: Isolation, a creature hunts you throughout the journey. All it takes is a miscalculation of time or a single wrong step to call its attention.
In The Bunker, sound is as harrowing as it is helpful, signaling danger
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