Amnesia: The Dark Descent and A Machine for Pigs: Let us (Re)Play to prepare for SOMA

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Banned
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So yeah, while SOMA still has a little under 2 months before Release (Sep. 22), I wanted to post this with a little "Buffer" room since, at least for me, playing similar games one after the other can start to wear down the experience, especially given that these games are such tense experiences. Nevertheless given the impending release I thought it'd be the perfect time to go and replay these experiences after so many years since I'd last done so.


Amnesia: The Dark Descent
Developer: Frictional Games
Publisher: Frictional Games
Genre: First-Person Survival Horror
Engine: HPL2
Release: September 2010 (Steam)
Avg. Play Time: 8-10 Hours
The last remaining memories fade away into darkness. Your mind is a mess and only a feeling of being hunted remains. You must escape.

Awake...
Amnesia: The Dark Descent, a first person survival horror. A game about immersion, discovery and living through a nightmare. An experience that will chill you to the core.

You stumble through the narrow corridors as the distant cry is heard.
It is getting closer.

Explore...
Amnesia: The Dark Descent puts you in the shoes of Daniel as he wakes up in a desolate castle, barely remembering anything about his past. Exploring the eerie pathways, you must also take part of Daniel's troubled memories. The horror does not only come from the outside, but from the inside as well. A disturbing odyssey into the dark corners of the human mind awaits.

A sound of dragging feet? Or is your mind playing tricks on you?

Experience...
By using a fully physically simulated world, cutting edge 3D graphics and a dynamic sound system, the game pulls no punches when trying to immerse you. Once the game starts, you will be in control from the beginning to the end. There are no cut-scenes or time-jumps, whatever happens will happen to you first hand.

Something emerges out of the darkness. It's approaching. Fast.

Survive...
Amnesia: The Dark Descent throws you headfirst into a dangerous world where danger can lurk behind every corner. Your only means of defense are hiding, running or using your wits.

Do you have what it takes to survive?


Amnesia: A Machine for Pigs
Developer: The Chinese Room
Publisher: Frictional Games
Genre: First-Person Survival Horror
Engine: HPL2
Release: September 2013 (Steam)
Avg. Play Time: 4-6 Hours
The year is 1899

Wealthy industrialist Oswald Mandus awakes in his bed, wracked with fever and haunted by dreams of a dark and hellish engine. Tortured by visions of a disastrous expedition to Mexico, broken on the failing dreams of an industrial utopia, wracked with guilt and tropical disease, he wakes into a nightmare. The house is silent, the ground beneath him shaking at the will of some infernal machine: all he knows is that his children are in grave peril, and it is up to him to save them.

Step back into the horror!

Like The Dark Descent, this is a game driven by its story, exploration of the world and the constant fear of the unknown.

Think you understand fear? Think again.

A Machine for Pigs takes both the world of Amnesia and the technology of The Dark Descent to new heights of horror. Built using an updated version of HPL2 engine, the game features stunning visual and environment design, incredible music and audio effects and adapted artificial intelligence. These are all driven by a gut-wrenching, blood-curdling new story, set sixty years after the events of the original game.


Started my play with TDD. Will post more on that later.... :)
 
I loved the Dark Descent, but A Machine for Pigs was such a fucking disappointment.

I haven't heard about this SOMA, but I hope it's more like DD
 
Play 'Amnesia' to prepare for Soma.

Play 'A Machine for Pigs' to prepare for Everybody's Gone to Rapture.
Frictional wanted to create a strong narrative similar to AMFP's for SOMA. Besides they're similar games if AMFP's other gameplay elements were "toned down". The atmosphere of the game was spot on though. It's just not a "run and hide" and much of an "interactive" experience.
 
Sweet, I just saw the the games run on Mac OS X too. Might get this.
 
Frictional wanted to create a strong narrative similar to AMFP's for SOMA. Besides they're similar games if AMFP's other gameplay elements were "toned down". The atmosphere of the game was spot on though. It's just not a "run and hide" and much of an "interactive" experience.

No, I mean The Chinese Room is developing Everybody's Gone to Rapture, it's their next game after AMFP.

Also, EGTR comes out in a little more than a week from now.
 
Sweet, I just saw the the games run on Mac OS X too. Might get this.
You really should. The Dark Descent is not one of the most acclaimed Horror titles for nothing. And A Machine for Pigs, while flawed, can be enjoyed if you go in looking to be immersed in a strong narrative and lore rather than being scared.


Anyway, started up The Dark Descent again after so many years. Maybe it is just me, but I do not think this game has aged that badly at all, which I think is a great testament to the HPL Engine (Version 2), and of course, any current graphical hardware can Max it out easily.

Of course, it is the atmosphere that sucks you in instantly. You owe it to yourself to play this with headphones on because the sound design is appropriately creepy and tense. You hear all sorts of sounds coming from the walls, ceilings and floors and it really makes you question whether something is lurking behind the corner.

The game, true to its name, is Dark. You won't be able to see much without any light sources, and your "Sanity" will slowly decrease over time without them. As that happens you will be prone to seeing effects in-game such as new visual cues and distortions in your sight as well as the controls becoming harder to manipulate. I will also say that the darkness is what likely helps the game's graphics still be appealing to this day as it hides many flaws and the "plain-ness" of the textures.

Frictional also did a stellar job with the game's intro and putting you right in the tension of the situation. Waking up in a dark room knowing nothing and following the visual clues (the drops on the floor) to lead you to the right direction while searching for anything you can use along the way. No "tutorials" aside from some on-screen notes when you can perform actions for the first time, but that is all. This game does not "hand-hold" you to its much deserved credit.

What was also a welcome touch was the level of "interactivity" with the environment that you could perform. From picking up stuff on the shelves, some of the furniture and props, to minor physics-puzzles of pulling/turning or throwing stuff at objects to press onward. Credit again to their HPL engine for such a level of being "hands-on" with the in-game world, helping to immerse you even more into the whole experience.

The game is exceptional at building up the tension from the start to your first "encounters" with something clearly bad. Even though I've definitely played through this game before and can recall somewhat when the encounters are, the stunning sound design and mixing just drop kicks you in the balls when you hear a growl and crash next room over.
Waking up in a dark Rainy Hall
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Lighting the way
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Dilapidated Hall and a fleshy Obstruction
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Movement outside the corner of my eye
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What is also compelling is the Lore that is scattered around. Frictional did a great job writing out the notes left behind by various people in explaining what is going on around you, and your own Journal Entries narrated by the voice actor are quite compelling in describing your character's own history and involvement.
 
I loved the Dark Descent, but A Machine for Pigs was such a fucking disappointment.

I haven't heard about this SOMA, but I hope it's more like DD

Totally disagree about AMFP, it was clearly just going for something different than the original game, which caused way too many people to throw it under the bus just for it what it wasn't rather than what it was.
 
I'd love to play the second game, but I can't. Not because it's scary, but because it constantly crashes and I haven't made it out of the starting attic even...
 
Totally disagree about AMFP, it was clearly just going for something different than the original game, which caused way too many people to throw it under the bus just for it what it wasn't rather than what it was.

I agree and disagree. The reason they were upset was it didn't play like the sequel, despite having the name Amnesia in the title. If it was simply called, A Machine for Pigs, I think reaction and reception would have been much different.
 
A Machine For Pigs is a really bad game. Mechanically it's uninteresting, it's not scary, and the story is not particularly engaging. I wouldn't really recommend it to anyone, but I think I just dislike The Chinese Room as a developer in general.

The first game is excellent.
 
A Machine For Pigs is a lesser game in all aspects aside from storytelling and immersion, which I felt was incredibly strong. Chinese Room know how to make good walking simulators, and that's where the sequel goes. It's just a shame it's not nearly as scary or as engaging, though - there is a scene near the end which, without spoiling any details, completely takes the scare out of the game, which I feel is a big mistake.

I would still play it, but out of the two I would definitely recommend the first game over the sequel. Simply one of the best survival horror games of all time.
 
A Machine For Pigs is a really bad game. Mechanically it's uninteresting, it's not scary, and the story is not particularly engaging. I wouldn't really recommend it to anyone, but I think I just dislike The Chinese Room as a developer in general.

The first game is excellent.
The atmosphere/ambient was top-notch though, the squeals eee
 
I really enjoyed both but preferred A Machine for Pigs for it's narration, story and focus. It had less gameplay than the original but preferred it this way so I can involve myself more into the atmosphere.
 
I legit like Machine for Pigs more than Dark Descent. It's way more fun to replay
I actually agree with this. Even though I think TDD is the better "game" than AMFP, for some reason the latter is easier to replay, which I think is probably due to the fact that the tension and "run and hide" mechanic was toned down so much.
I really enjoyed both but preferred A Machine for Pigs for it's narration, story and focus. It had less gameplay than the original but preferred it this way so I can involve myself more into the atmosphere.
I actually read a lot of this, from people who could not play through TDD because of how scary and tense it was, but could enjoy AMFP much more because it lacked those elements.



Anyway, continued my playthrough of TDD today. The game really does not let up with the atmosphere at all. Funny how the first real threat you face is one of the most hectic in gaming, with that invisible water monster chasing you through a flooded hallway. I could see many with faint hearts not being able to make it through that section, especially with that ever pounding sound and music going off full blast letting you know that you're in deep shit.

Once you get to the "safe room" at the end, you actually breathe in after holding it for so long. But even that reprieve is so fleeting, as you have to now repair that damned elevator (or "ascending room" as it's called) and are forced into various rooms for the parts. The first rooms upstairs aren't so bad (aside from a near-miss with one scripted baddie) aside from being creepy, but the "Storage" room is not safe at all. From the "unnatural darkness" to the sounds you year as you move on of random screams to finally finding the parts which awakens the monsters. I just ran through them and somehow managed to escape alive, but man is it a sweat to run from them.

Reprieve again in fixing that elevator, which is a nice fun puzzle. But man that thing is less sturdy than it looks. Drops you like a rock. So I reach the entry to the Prison and that's where I stopped. Not going to tackle that for a while as I can distinctly recall that place being one of the worst places in the game.
The Back Hall is such a breath of air. With some questionable sculpturing
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The Upstairs rooms are less tense and mostly lit, and you get to go "outside" for a bit (out the window)
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The Storage was too dark and creepy for pictures. And after you get back to the hall, it's changed...
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Fixing the Elevator was nice, but more of that gooey stuff keeps appearing
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That Elevator ride sucked. And not looking forward to this dark area...
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I honestly don't believe most of you have even completed Amnesia: Dark Descent. It's truly the closest I've ever come to encountering a game that's almost unplayable for any extended period of time -- it's just too stressful, oppressive, and outright terrifying. I wasn't a believer in the hype until I played it, Jesus that game is insane.

And yes, here comes the "tough guy" brigade saying how unscary the game is... Save your breath, we know you pissed yourself and had to turn off the PC.
 
I honestly don't believe most of you have even completed Amnesia: Dark Descent. It's truly the closest I've ever come to encountering a game that's almost unplayable for any extended period of time -- it's just too stressful, oppressive, and outright terrifying. I wasn't a believer in the hype until I played it, Jesus that game is insane.

And yes, here comes the "tough guy" brigade saying how unscary the game is... Save your breath, we know you pissed yourself and had to turn off the PC.

Horror is interesting because it rewards those who embrace the genre, turning off the lights while playing them at night with headphones on is the best possible experience, yet I often hear those say they don't find them scary, when asked how they played them its usually "during the day with speakers"
At the same time horror is like comedy multiple people of almost any race/gender/age can enjoy more varied genres like Action/Thriller but Horror/Comedy can be fickle with no person enjoying it or effecting people in the same way. Some can't stand supernatural some can't stand the more realistic scenarios like Wolf Creek, hell then you get into Phobias, some find clowns scary while others don't

In saying that some people can compromise their own experience by not embracing the genre, but on the flip side they might not enjoy (in this case Amnesia) because its not the type of horror that effects them, much like I wouldn't blame someone that doesn't like a Comedy like Its Always Sunny or The Mighty Boosh. If he didn't find it scary then he truly might not have found it scary, horror effects us all in different ways.
 
I've been playing Dark Descent. I am noticing a ton of screen tearing, and I have a GTX 970 that runs plenty of newer games better. Is it just the game?

At any rate, it's a damn fine horror game!
 
I honestly don't believe most of you have even completed Amnesia: Dark Descent. It's truly the closest I've ever come to encountering a game that's almost unplayable for any extended period of time -- it's just too stressful, oppressive, and outright terrifying. I wasn't a believer in the hype until I played it, Jesus that game is insane.

And yes, here comes the "tough guy" brigade saying how unscary the game is... Save your breath, we know you pissed yourself and had to turn off the PC.
Indeed. Frictional truly managed to find an amazing feeling with this game to really put the player in terrifying situations and not let up the tension at all. Even in the "Safe" zones (or the ones you think are safe) you still are crawling around and almost afraid of lighting up the darkness because a monster could be around the corner.
In saying that some people can compromise their own experience by not embracing the genre, but on the flip side they might not enjoy (in this case Amnesia) because its not the type of horror that effects them, much like I wouldn't blame someone that doesn't like a Comedy like Its Always Sunny or The Mighty Boosh. If he didn't find it scary then he truly might not have found it scary, horror effects us all in different ways.
Horror definitely requires a state of mind to be open about things and to not be "in a rush". Part of it is to want to immerse yourself in the right mood, as you noted by doing things like turning off the lights, playing at night and wearing headphones. Headphones in particular I've found are very much important to getting the right feeling unless you've got an exceptional sound system.

I worry that there's going to be a backlash against SOMA, perhaps not to the level of AMFP, but still from people who want the super-terrifying "run from monsters" in the dark game. Or people who are too impatient to get immersed in it. But we will see.
I've been playing Dark Descent. I am noticing a ton of screen tearing, and I have a GTX 970 that runs plenty of newer games better. Is it just the game?

At any rate, it's a damn fine horror game!
I've the same card and I do not think I've noticed any screen tearing. But then again it's not really something I don't think I've noticed much. Plus there's a lot of "sanity effects" that distort the image which maybe mimics it.


Anyway, resumed my play-through today because I have to play on Weekends during the day because I am indeed a giant pussy and this game makes me its bitch, especially since I'm all alone. But then again this game again just does not let up. The further and deeper you go the more and more tension and stress it heaves upon you.

The Prison of Brennenberg is one of the most heart-attack inducing segments in a game. The darkness permeates the place and it is unwise to light torches or use your lamp with the amount of enemies that patrol. And the ambient sounds are terrifying as chains rattle and screams abound.

Once you make it through a heated chase you find yourself in the Cistern which is a nice reprieve but there are some dangerous side rooms like the aqueduct and the morgue which can really make you jump with the Brute monsters which spawn. Finally leads into the Sewers which again puts you up close and personal with stress-inducing monsters running after you.

Finally you make it to the area of the game where Frictional again changes things up to keep you on your toes, from the frantic chasing to more disturbing Horror elements of brutalizing Torture and bizarre experiments, in addition to more Cthulhu-inspired imagery staring into the depths. Had to stop at the entrance to the Choir which is also a very dangerous area. It's a wild ride.
The dark hell of the Prison gives way to some light in the Cistern
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Of course there'd be a Morgue...
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Reaching the Nave is when things start getting freaky
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Torture and Terror are on the menu in the Transept
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We're heading into Cthulhu territory now in the Chancel
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Guess I'm not a good person...
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Damn I love these games. Especially the Dark Descent. Going to have to replay a Machine for Pigs soon.

And the soundtracks, especially for the Dark Descent are excellent!
 
Totally disagree about AMFP, it was clearly just going for something different than the original game, which caused way too many people to throw it under the bus just for it what it wasn't rather than what it was.

I threw it under the bus because it was a shit game. I realise they went for a walking simulator, that doesn't automatically make it a good one.

It was short, the environments limited and uninteresting and the story told was boring.

I'm interested in SOMA because of the past legacy, but it needs to be nothing like AMFP.
 
I wish they would put out more soma shorts instead. I find those waaaaay more interesting than the idea of playing the game.
 
I threw it under the bus because it was a shit game. I realise they went for a walking simulator, that doesn't automatically make it a good one.

It was short, the environments limited and uninteresting and the story told was boring.

I'm interested in SOMA because of the past legacy, but it needs to be nothing like AMFP.

I can't say I agree with you on the story. I thought it was better than the Dark Descent. Atmosphere was at least equal too in my opinion.
 
I can't say I agree with you on the story. I thought it was better than the Dark Descent. Atmosphere was at least equal too in my opinion.

Story is of course open for opinion, but I can't agree on atmosphere.

It just all broke down incredibly quickly once you realise there is no danger and no stakes to play for. It literally becomes like walking through a museum exhibit, where you know you'll get to the end eventually, even if you have to keep stopping for forced loading zones.

There is nothing fundamentally wrong with that type of game in general, but there is when you want to build tension as well. It was a clash of styles and I don't think it worked in the slightest.
 
I honestly don't believe most of you have even completed Amnesia: Dark Descent. It's truly the closest I've ever come to encountering a game that's almost unplayable for any extended period of time -- it's just too stressful, oppressive, and outright terrifying. I wasn't a believer in the hype until I played it, Jesus that game is insane.

And yes, here comes the "tough guy" brigade saying how unscary the game is... Save your breath, we know you pissed yourself and had to turn off the PC.

Same. I think I'd have a heart attack if I tried playing this in oculus rift.
 
Unfortunately I can't play any of these titles. They always were interesting to me as I love ambience, immersion and such tension/atmosphere and from my steam list they sometimes gaze from below and kinda tempt me to give them another try but it's just too much. :[

The same with Condemned 2 (loved the first one)

Had no problem with Dead Space, it's probably because I'm much more powerful there than in those Amnesia Games.
 
Story is of course open for opinion, but I can't agree on atmosphere.

It just all broke down incredibly quickly once you realise there is no danger and no stakes to play for. It literally becomes like walking through a museum exhibit, where you know you'll get to the end eventually, even if you have to keep stopping for forced loading zones.

There is nothing fundamentally wrong with that type of game in general, but there is when you want to build tension as well. It was a clash of styles and I don't think it worked in the slightest.

You've got a point, but I played it as though it was the Dark Descent on my first playthrough, so the tension was there for me. I make a concious effort to immerse myself in these types of games.
 
You've got a point, but I played it as though it was the Dark Descent on my first playthrough, so the tension was there for me. I make a concious effort to immerse myself in these types of games.

That's fair enough, but I tried too and it didn't work. Given that is pretty much 100% the point of the game (there really is nothing else to it), I can only see it as a massive failure.

Fingers crossed this time around.
 
AMFP is very much underrated. Too many went in thinking it'd be a carbon copy of TDD when it wasn't. The story was very well told and the atmosphere was still incredible.

It is a short game though, only 4-6 hours. In a way I feel TheChineseRoom could have done much more with it and may have held back. Because despite the setting being in a Meat Processing Plant, I don't recall any graphic Horrors one would associate much with "Butchery". TDD has much more graphic horror I felt, which makes you uncomfortable in the Torture areas.

But well, since I'm about done with TDD I'll be starting up AMFP right afterwards to compare and contrast.

Anyone who feels they cannot play TDD because it was too scary and tense should try AMFP since that's definitely not so.
 
Pls people, play Penumbra: Black Plague aswell. 2nd best Frictional-horror game so close to Amnesia

I might like Black Plague more than Amnesia:TDD, if only for the story in Penumbra. It's a different kind of psychological horror than Amnesia, but both are fantastic.

That said, if someone's going to play Black Plague they should play Overture first to get the most out of the story. The main gameplay difference between the two is that Overture has some combat which gets annoying. You can avoid the combat, but I think my strategy was to just get it over with so that I could roam different areas without worrying about those damn dogs.

I still haven't played Requiem or the fan-made Necrologue (total conversion mod for Amnesia), which is supposed to be a conclusion to the overall story.
 
AMFP is very much underrated. Too many went in thinking it'd be a carbon copy of TDD when it wasn't. The story was very well told and the atmosphere was still incredible.

It is a short game though, only 4-6 hours. In a way I feel TheChineseRoom could have done much more with it and may have held back. Because despite the setting being in a Meat Processing Plant, I don't recall any graphic Horrors one would associate much with "Butchery". TDD has much more graphic horror I felt, which makes you uncomfortable in the Torture areas.

But well, since I'm about done with TDD I'll be starting up AMFP right afterwards to compare and contrast.

Anyone who feels they cannot play TDD because it was too scary and tense should try AMFP since that's definitely not so.

No way is AMFP 4-6 hours. You can take your time and not crack 3. Even then, 2 of those hours are stuck in a little room waiting for the next area to load.

I think it is a game that gets by on its concept. It is very cool, but even the story mostly ignores it. They could have done so much more with imagery alone.
 
I really liked TDD.... Up until maybe two thirds into the game. Suddenly you realize the game is pretty predictable, the story becomes silly (that ending) and the atmosphere is gone.

AMFP was more enjoyable due to a stronger narrative, however yet again once monsters actually got visibly introduced it lost some of it's atmosphere.

I don't know, they know how to set the mood so well, but it falls apart at a certain point in each of the games. It's the 'fear of the unknown' that gets shattered. However, they are still some of the best survival/horror games in recent years. Definitely some the best in their genre of 'exploration-based' horror. Honestly, for me horror is in the story/narrative so the genre isn't as scary for me, but still fun to play and very atmospheric. The games have some beautiful environments that I gasped over. Especially the torture elements in TDD are very memorable and awesome.
 
No way is AMFP 4-6 hours. You can take your time and not crack 3. Even then, 2 of those hours are stuck in a little room waiting for the next area to load.

I think it is a game that gets by on its concept. It is very cool, but even the story mostly ignores it. They could have done so much more with imagery alone.
My Steam counter definitely said 6 hours when I completed. It's 12 now since I know I played it twice, plus I remember many on the Steam Forums saying it took about 4-6 hours. But yeah, it is a short game compared to the 8-10 hours TDD takes if you go through without dying.

I definitely agree with your next sentence, I even posted on the Frictional forums what a missed opportunity the Mandus Processing Plant setting was. I mean, a freaking "Meat Plant" full of Butchery in the industrial age should have been an utterly ghastly place, but you really do not see much, and it's nothing compared to the uncomfortable gore in TDD. Really missed opportunity there for more content to fill out the game more.
I really liked TDD.... Up until maybe two thirds into the game. Suddenly you realize the game is pretty predictable, the story becomes silly (that ending) and the atmosphere is gone.

AMFP was more enjoyable due to a stronger narrative, however yet again once monsters actually got visibly introduced it lost some of it's atmosphere.

I don't know, they know how to set the mood so well, but it falls apart at a certain point in each of the games. It's the 'fear of the unknown' that gets shattered. However, they are still some of the best survival/horror games in recent years. Definitely some the best in their genre of 'exploration-based' horror. Honestly, for me horror is in the story/narrative so the genre isn't as scary for me, but still fun to play and very atmospheric. The games have some beautiful environments that I gasped over. Especially the torture elements in TDD are very memorable and awesome.
Yeah, even Frictional themselves stated that the game became predictable because eventually you got to realize the monsters and music are synced to each other so you can easily expect them. Which is why they changed the scenarios up at the end to have you doing more puzzles and events.

With SOMA Frictional has stated they're trying to make the encounters much less predictable and that you will be taking your time to figure out how they work since you can gather so much lore about the place and its inhabitants.
 
AMFP had a fantastic story with some great thoughts in regards to the industrial revolution. The voice acting and music were also top notch. I prefer it to TDD although I do accept that tdd is the better game.
 
AMFP had a fantastic story with some great thoughts in regards to the industrial revolution. The voice acting and music were also top notch. I prefer it to TDD although I do accept that tdd is the better game.
Pretty much sums it up for me too. TDD is by far the better game because it has actual game mechanics and giving the player lots of control.


Anyway finished TDD. Was a great ride as I remembered it. So many memorable heart-pounding scenes near the end I'd forgotten such as being chased by that "Shadow" and running from it. I like how Frictional kept changing up the scenes and situations near the end no longer relying much on run and hide from monsters since it had gotten predictable by this point and instead focused more on solving puzzles and crafting components.

I did like how you can choose your ending by performing certain actions at the end, and then you could reload the game and try them all out. I actually like all the endings though they're not so different. They all are fitting.
In this Choir, the only singing is of torture...
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That "Oh Shit!!!" moment......locked up in a cell
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As the place goes to hell, one last mixture to make...
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Opening up the Inner Sanctum...
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The final doorway to the final gateway, and the last choice
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Now to start Machine for Pigs. See how it is different.
 
I think A Machine For Pigs has the best writing I've experienced in a game and it did a remarkable job of being convincing as period accurate.

Stripping so many of The Dark Descent's mechanics while adding nothing to replace them does make it seem like a hollow shell of a game at times though. Definitely worth playing for the story and environmental design though.
 
NOPE

nope nope nope


I'm greatly looking forward to Soma but I can't imagine going back in and reliving the torture of the Amnesia games.
 
And at last, I've begun my trek with A Machine for Pigs.

Coming straight from Amnesia: The Dark Descent, you are definitely more keenly aware of how different this game is from that one. This is definitely TheChineseRoom's game. I am not sure if it is that the game engine isn't optimized or an actual gameplay choice, but your character seems to walk/run slower than Daniel. And of course, the inventory has been dropped entirely, as well as the Sanity Effects. Only the screen turns red when you take damage and that is about it.

One of the most criticized aspects of the game was the lack of interactivity in comparison to TDD, and frustratingly it becomes blatant when you are going from room to room and encounter many doors covered with mechanical locks (and even furniture as well). That's not to say there's none, there are definitely still desk drawers to open, switches to throw and valves to turn, plus one could argue that TDD's environments felt more interactive because they were more sparsely populated with details than AMFP's. But when you come across so many locked paths, you cannot help but be disappointed.
But it is abundantly clear that the Chinese Room's strengths are abundant. First off the game looks beautiful, if not stunning. It's got so much more details in it than TDD. And next is the writing. You are going to be doing a lot of reading, sadly they couldn't get the VA to do the journal entries or musings, which could have helped. That said, the writing is indeed very good, and if you're a fan of the industrial age, the setting is just sublime. Oh, and the sound design and music cannot be praised enough, the industrial sounds, creepy screeches, and the haunting melodies of Jessica Curry work so well together. One of my most favorite things TCH did creatively is the "Map" of the Mandus Processing Plant. It's a a subtly creepy and stylized "You are Here" guide to the Plant, and is featured in the loading screens accompanied by an interesting, though unrelated, quote.
In this game you are playing wealthy industrialist Oswald Mandus. Unlike Daniel from the original game, Mr. Mandus' Amnesia only seems to be short term, and also unlike Daniel, whose dastardly deeds were kept until the very end, you quickly get a picture painted of a man who is definitely not right in the head. Journal entries and musings abound of a man, who fancied himself as more than a simple Butcher, that was pushed to bankruptcy by his fixation on machinery and trying to automate the meat packing process. In his desperation he took his sons on a sojourn to Mexico to seek out relics to bolster his wealth. Instead he contracted fever amongst the ancient temples, and found an ancient relic. Undergoing an unholy spiritual awakening, Mandus returned with a grand vision of a machine so perfectly autonomous that would deliver the world to salvation.

Very quickly you get a picture of someone who has come to view almost everyone with disdain (imagine Daniel Plainview from There Will Be Blood), the wealthy as fat pigs and charlatans, and the poor dirty and worthless, and all being shackled by the soulless entities of religion and government who make "pigs of us all". And as the journal entries pile up, you can only be disgusted at the mans propensity for mass murder and butchery. That said, it never quite reaches the uncomfortable levels of the Daniel's Torture methods from TDD.

As you begin your journey in the dim halls of Mandus' mansion, you quickly are thrusted upon the purpose of finding your lost children. Trekking through the opulent house, you are quickly given your trusty Lantern (no oil needed) and are plagued by visions of your children beckoning you forward into the depths. Even in the house you can see signs of a vast network of machinery in place, though the loud rumblings emanating from below are as good a sign of that.

After journeying through a few warehouses you begin to sight some very nasty looking creatures, who squeal awfully like pigs. Though few at first are actually dangerous, you eventually meet one up close underneath the connected Church where it seems Mr. Mandus' cruelty knew no bounds and slaughtered all the parishioners, having been lured to his trap by his seemingly generosity of feeding the homeless. Along the way, you are repeatedly contacted over an antiquated phone system by a mysterious man who warns that the children are trapped at the heart of the machine and only by restarting it can they be freed.

As Mandus begins his journey through the Factory and repairing the damage caused by the saboteur, who had shut the machine down in the first place, you get more and more glimpses of the Horrors that exist both in the Plant and in Mandus' mind. His twisted sense of believing in salvation combined with his fascination with old cultures has sown a dark soul within him that believes human sacrifice is necessary for the world to be saved, on a scale far beyond what the old ancients could have achieved.

In the only connection to the original game, we learn that Mandus is distantly related to Alexander, having received both his notes on the Orbs and Vitae in addition to the body of one of the Gatherers from the ruins of Brennenberg. Using those twisted methods, he put his own take on the process and began experimenting with Vitae and adding new components to create "Compound X', a substance that he forces some to drink, beginning the excruciating process of their bodies mutilating themselves from the inside out, and then adding/sewing/attaching tissues and other body parts from pigs. It's possible he carried out these horrific atrocities on children from the orphanages in addition to others, though it was clear he had no qualms about experimenting on whomever. As you reach the lair of the creatures, and watch several of them act broken and haunted, you realize you are the real monster, and that starting up the machine has only revealed the truth of the Horrors of the sacrifices Mandus has wrought, starting with his own progeny.

So having gone through 2/3 of the game, it's actually amazing how much info is packed into it. I actually enjoy the quick pacing and feel it works well for such narrative intensive games. As I've read through the Everyones Gone to the Rapture thread, I think some of that quick pacing could have been useful there. Will no doubt finish this one quickly.

Still cannot stress how pretty the game looks. It's too bad the performance isn't to the level of the original game's and run as smooth. I also had to tweak the pictures in photoshop a little since they were very dark and also there's a bothersome blue filter in the game.
Awakening in the house of Horrors...and the attic
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The Mandus Mansion truly is opulent
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Quickly finding things that are wrong...
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The Machinery is omnipresent
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Even hallowed ground is not so hallow...
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Outside the Plant, the smokestacks reach to the sky...
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Descending from the massive Pistons to the flooded sewers to the heart...
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In the Nest, with the creepy Opera blaring on the speakers, you can only pity them...
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The Machine Reborn....the children....saved...
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One thing that was pretty noticeable in AMFP compared to TDD, or at least it was noticeable to me, was the screen tearing. I think there's a setting called "Adaptive V-Sync" in the graphics options on by default which pretty much disables V-Sync almost all the time because the game runs poorly and its designed to do that when framerate goes down.

I think people have said if you force V-Sync in the Nvidia Control Panel (for those cards of course) it should fix the problem.
 
Well, just finished it. Will probably post a better breakdown walkthrough tomorrow.

I still think it is a fun ride, and that it got way too much criticism than it deserved. From what I've been reading I actually think this game probably has far far more interaction and "gameplay" elements than TheChineseRoom's newest title of Everybody's Gone to the Rapture, and definitely more than I remember from Dear Esther. In my opinion I think what TheChineseRoom did was add a lot of detail to the world and much more props and elements that were in The Dark Descent, but felt all those additions didn't merit the same level of interaction.

When you go back and play The Dark Descent you start being able to spot just how much copy/paste the environment props are with the same shelves and drawers and tables everywhere. A Machine for Pigs actually has much more variety, and TheChineseRoom should actually be commended for using the copy/paste in a creative way, for as you play you begin to notice certain assets, like the infamous pig mask, continuing to reappear again and again, and you realize it's a play on a theme of whether your character is losing his grip on reality.

Nonetheless, the biggest qualm I had with the game was the use of seemingly arbitrary progression blockers to guide the player in a straight line. The Dark Descent didn't rely on such frustrating designs and the progression was much more natural while still linear. Here, you constantly stumble upon Doors covered with mechanical locks or just won't open, gates blocking your path and other roadblocks in your way, though obviously put there to herd the player on the designated path, do become frustrating and makes you feel like there's more to see, when there isn't. I do think I get what TCR was trying to accomplish though, they wanted to make an environment that could be a vast processing plant, so of course you need lots of doors and gates for the workers, and it'd be a monumental undertaking to expand the scope of the game to open it all up to the player.

Which brings me to the next disappointment I had. While we saw plenty of machinery, and kudos to TCR's writers for going into great detail in the technical processes of said machines and how each works, we sadly lacked really much of the actual "Meat Processing" or "Butcher" aspects of the Mandus Plant. We only see a very brief piece of it in the "Iron Butler" of the Pigline, and the blood pool of the Tripery. But all other processes, such as gambreling, vacuum evisceration, pre-grinding and sausagery are just hinted at. There was real potential to deliver on some nightmare-fuel with the industrial-age Meat Processing Plant setting, but TCR's narrative goals clearly didn't align with delivering such treks into those kinds of Horrors. Pity.
 
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