“Only with careful performance will the victim yield maximum effect.”

The most ghoulish of Amnesia’s many ghoulish ideas is “vitae”.

But whatisvitae, exactly?

A glowing wall drawing of a torture machine in Amnesia: Rebirth, showing a captive human being with spiked mechanical arms to either side.

Vitae is a psychosomatic substance extracted from the bodies of tortured beings, and especially, human beings.

“Only with careful performance will the victim yield maximum effect.”

“Careful performance” may involve appeals to the imagination.

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Simply presenting the instruments of torture can be as effective as using them.

Also, apply the pain in doses, if possible with breaks to let the body settle."

“There’s always the boring explanation about where it started out.

An otherworldly landscape in Amnesia: Rebirth, with the player opening a green portal in a cliffside using a clockwork locket.

It’s interesting just how prominent a certain amount of suffering is to the human experiment.”

“The way most animals kill other animals is not kind,” Grip goes on.

Fatally wounding is okay, as long as I don’t lose track of it.

A piece of concept art for Amnesia: A Machine For Pigs showing a carcass dangling from a conveyer line in a mechanised abbatoir.

It takes two hours to die - I can wait, that’s no problem.

So you’re optimising.

And for humans that comes in at the society level, with factories and so on.

Leaning to look down a dark hallway in Amnesia: The Bunker, with a fire silhouetting a dead body at the other end

Is this deliberate self-commentary, I ask Grip?

“It is quite interesting how close torture and making good horror ‘entertainment’ are.

It’s especially unpleasant to reflect that these calculated reprieves might include each game’s opportunities for empathy.

A sinister-looking telephone box in Amnesia: A Machine For Pigs, illuminated by the player’s torch.

Every videogame can be defined as a data-harvesting unit.