Woah, there is some strong criticism here, will see how it fares with me.
Woah, there is some strong criticism here, will see how it fares with me.
It's all to do with it being the Amnesia sequel. People wanted a scarier Amnesia game and didn't get it.
When I realised it wasn't what I was expecting I just started judging on it's own merits and it's actually a pretty solid experience. Just a pretty bad Amnesia game and it's a little too light on the whole interactive gamey side of things.
It's become increasingly clear that you've simply two sides here: Amnesia players expecting (or at least wanting) another Amnesia game, and The Chinese Room Dear Esther fans who want, basically, another Dear Esther.
My core problem is, I bought Amnesia: aMfP, not Dear Esther 2. I actually like aMfP as an Amnesia-light experience (something that understands the spirit of the thing, but doesn't have the heart of it). So, it's about expectation, and I think people who bought this expecting a sequel to Amnesia had the right to make a few assumptions.
I mean, imagine if RAGE had been called, Fallout : RAGE. That doesn't change a thing about the game, but man, does it ever change expectation.
To make a follow up to Amnesia would have been relatively easy, the teaser trailer proved that. They had all the tools right there to build a decent game and to craft a convincing story around it, but no, expectations or not, they chose to remove gameplay elements themselves. Whether or not people got a scarier tale is subjective, but everyone, objectively, got less of a game from it. Due to this, anyone who found the story to be boring / sub par / cliche / whatever ended up with a 3+ hour linear corridor, lined with locked doors, to remind them of how good the game might have been.
I'd say the same things could be said about Amnesia TDD. Even with the insanity effects gone, inventory management, etc. If you didn't find the original setting, compelling, you might have found a very boring experience, with a few added additonal things to manage. Both games overall, have a very focused, puzzles approach and while AMFG is def a bit more simpistic in that regard, it's still a unique take on the franchise, that isn't an exact copy, and I enjoy that fact.
In a MFP they want the horror to rise from the story, and therefore the environment also. It just doesn't work that way unless they crafted the most horrific tale ever told, which, subjectively, they did not. I'd even have forgiven them for a sub par story but the means in which they told it to us is just so awful that it can't be taken seriously. Things likecreepy dead kids, twins no less. Creepy church with hidden basement / catacomb. A sewer level (again, I'd have forgiven it for being thematically valid until they made invisible pig men a legitimate thing). It is amateurish from both a game perspective and a story perspective, regardless of how developed and intricate the backstory to it all may be.
I disagree. While I have no doubt that the Amnesia brand has coloured many peoples expectations, the failure to deliver stands on it's own. If the game was exactly as it is now, only developed by a different unknown studio, and not carrying the Amnesia brand you'd find that most people wouldn't pay it any attention, and those that did would be telling the rest to avoid it. You tell people that The Chinese Room worked on it, suddenly the shortcomings, lack of gameplay etc., are reconsidered or overlooked because that's "just what they do".
To make a follow up to Amnesia would have been relatively easy, the teaser trailer proved that. They had all the tools right there to build a decent game and to craft a convincing story around it, but no, expectations or not, they chose to remove gameplay elements themselves. Whether or not people got a scarier tale is subjective, but everyone, objectively, got less of a game from it. Due to this, anyone who found the story to be boring / sub par / cliche / whatever ended up with a 3+ hour linear corridor, lined with locked doors, to remind them of how good the game might have been.
But these constant comparisons need to stop. People need to sit down and judge the game on its own and not what it did or didn't do different to the original
But these constant comparisons need to stop. People need to sit down and judge the game on its own and not what it did or didn't do different to the original
Game seems to be working poorly for a lot of people. You're lucky if that's your only problem. My entire playthrough was riddled with occasional stuttering for no fucking reason.
I think comparing the two is fine in a general sense, I just disagree with the people that seem to think everything that's different from the first game is automatically worse.
This game run bad for anyone else? When I say bad it drops to 57fps sometimes.. but I have a CPU at 4.8ghz and a GTX 780 that runs at 40% while playing game. I should be locked 60. Wondering what in the game is bottlenecking my system.
I did not notice anything wrong with the framerate, but I've never seen so much screen tearing in my life.
Did I reach a bug?
Room where you have to use those bank like air tube shoots to make a mixture. Got the mixture and figure I have to break it on the lock. Did so but I think I was off a bit and nothing happened and now I cannot make another mixtures. Last auto save was awhile back.
Did I reach a bug?
Room where you have to use those bank like air tube shoots to make a mixture. Got the mixture and figure I have to break it on the lock. Did so but I think I was off a bit and nothing happened and now I cannot make another mixtures. Last auto save was awhile back.
That was a disappointment.
You only got like 20% out of the story because you didnt care about it.
1. The nuclear core is for powering the damn machine. Not nuking the world or london.
2. He got crazy after being in the temple an touching the orb. Getting all the knowledge building the machine.
3. Play again and read every note probably and care about the dates. And hear what they say and remember it.
Of course the nuclear core powers the machine,but he plans to nuke the city with it, it was clearly implied. Maybe is it you who have to play it again?
I didn't find any note or audio recording explaining the whole "vision from the future". I suppose it was in the aztecan travel and that would explain the whole nuclear reactor thingie. Did I miss it or what??
I'd say the same things could be said about Amnesia TDD. Even with the insanity effects, inventory management, etc. If you didn't find the original setting, compelling, you might have found a very boring experience, with a few added additonal things to manage. Both games overall, have a very focused, puzzles approach and while AMFG is def a bit more simpistic in that regard, it's still a unique take on the franchise, that isn't an exact copy, and I enjoy that fact.
Of course the nuclear core powers the machine,but he plans to nuke the city with it, it was clearly implied. Maybe is it you who have to play it again?
Just finished the game. Probably one of the biggest disappointments of the year for me. Holy shit. I don't think the enemy models were the least bit intimidating either. TDD monsters scared the living-shit out of me at least.
As a person who loved Amnesia and Dear Esther about the same, would I expect to like this game?
Agreed. The TDD mobs ALWAYS frightened me. Pigs are a joke.
So you're writing off a game because it doesn't have ridiculously obvious jump scares? Go play something with less soul then.
I agree with this.
The grunts etc in TDD were much better.
I really didnt feel threratend by the monsters in AAMFP.
AAMFP is a great game, especially its ending moments. It was in my number 1 spot out of the 2 games. But after a long think, and another play of TDD, TDD is a much better game in allmost every way.
Agreed. The TDD mobs ALWAYS frightened me. Pigs are a joke.
Story wise and audio wise TDD was worse.
Gameplay and horror wise TDD was better
I think AMFP conjured up a stronger more poignant atmosphere but didn't capitalise on it enough. It has the potential to be far greater than TDD if given more time and a bigger team
Of course the nuclear core powers the machine,but he plans to nuke the city with it, it was clearly implied. Maybe is it you who have to play it again?
No, he has a point. There was a lot less creativity in the actual enemy encounters. For instance, TDD also had some moments where you need to distract enemies with food or by throwing rocks. There is some actual depth and strategy involved. AMFP's enemies are basically just incentives to run away.
Yes, enemy encounters are heavily scripted.I watched some video walkthrough. Can anyone tell that the enemy sequences are scripted? I swear you only see the pig when the developers want you too. Everything else is just noise.
Distasteful. Won't change my mind about the game though. Loved it and I wouldn't say no to another. Though TCR and Frictional need to get their current projects out of the way so they can both deliver 100%. Both Amnesia titles have their own strengths and weaknesses and with both devs working full time I'm certain it would result in something groundbreaking.
And while Dark Descent scared me more, AAMFP managed to give me nightmares.
What's Frictional been working on? Any news?
I don't know why people are complaining about your lantern being on forever....I mean the game is set in 1899, and this character built this big-ass machine but can't find a way to build a lantern that lasts a couple of hours?
I watched some video walkthrough. Can anyone tell that the enemy sequences are scripted? I swear you only see the pig when the developers want you too. Everything else is just noise.
Aren't all horror game enemy encounters scripted? TDD was as well
Story wise and audio wise TDD was worse.
Gameplay and horror wise TDD was better
I think AMFP conjured up a stronger more poignant atmosphere but didn't capitalise on it enough. It has the potential to be far greater than TDD if given more time and a bigger team