The whole no sanity meter seems good and bad, it'll make it a hell of a lot easier to play though. I had to play the last one in five minute intervals before saying "fuck this, im not ready for it"
The game was too easy, took me four hours to beat it (not a lot of content either). You can't interact with objects as you used to, there's no keys/laudanum/sanity potions, and there's less puzzles. Interactions with monsters? There's like 10. Boring.
[QUOTE=InsaneParrot;42180907]The game was too easy, took me four hours to beat it (not a lot of content either). You can't interact with objects as you used to, there's no keys/laudanum/sanity potions, and there's less puzzles. Interactions with monsters? There's like 10. Boring.[/QUOTE]
You forgot that you no longer need lantern oil or tinderboxes.
I don't want streamlined. I want to explore and get lost and freak out about how the more time I spend in an area, the greater than chance that I'll get caught by one of the nightmares.
[QUOTE=lech;42180630]The whole no sanity meter seems good and bad, it'll make it a hell of a lot easier to play though. I had to play the last one in five minute intervals before saying "fuck this, im not ready for it"[/QUOTE]
The lack of a sanity meter was balanced out a bit by there being no darkness adaptation either, so instead of balancing between light or wibbly wobbly screen effects you had to balance between light or not being able to see shit, the latter of which was more worrying for me at least.
I really enjoyed this game. It's a different experience compared to Amnesia, but still a very enjoyable horror experience.
[QUOTE=Alxnotorious;42181136]I don't want streamlined. I want to explore and get lost and freak out about how the more time I spend in an area, the greater than chance that I'll get caught by one of the nightmares.[/QUOTE]
horror games aren't like this anymore
they won't be because developers are afraid of change, and want to make something they know how to do
[QUOTE=SatansSin;42181959]horror games aren't like this anymore
they won't be because developers are afraid of change, and want to make something they know how to do[/QUOTE]
routine is looking like it is going to be more like he was saying
[QUOTE=SatansSin;42181959]horror games aren't like this anymore
they won't be because developers are afraid of change, and want to make something they know how to do[/QUOTE]
I miss Royzo :(
The actual enemies in this one weren't as frightening design wise as the first amnesia, game was too short and overall it was too easy. I enjoyed the game, but it could have been a lot better, it felt lacking in a lot of places.
It's bad and unscary.
Good Story, Lacks Game
[QUOTE=ColossalSoft;42183145]It's bad and unscary.[/QUOTE]
I don't think it's fair to call it bad and I don't think it is bad, but I don't like thechineseroom and they took out all of the gameplay elements that actually added tension to the original Amnesia. Running out of lantern oil in Dark Descent was scary. Doing puzzles with the very good physics engine was fun and interesting and occasionally challenging. In fact, part of the reason you had to explore the rooms in Dark Descent was to find tinderboxes and lantern oil to light your way. In A Machine For Pigs, there's literally no reason to explore the rooms (what little there is to explore, as it is more linear than Dark Descent which often had you doubling back to rooms afterwards) other than to find documents scattered around, which are written in such a vague and bewildering syntax that I usually felt frustrated in understanding the subtle context in the notes, which are usually used to solve puzzles or give a hint as to what you need to do, rather than making me feel clever. I don't think it's a bad game necessarily, I've seen a lot worse games that should qualify for bad.
I haven't finished the game yet, but one change I rather dislike in this one is that there is nothing stopping me from examining the monsters.
In the original Amnesia looking straight at one of the bastards would start making you go nuts and distort the screen, and the game flat out told you that observing a monster for too long would automatically get it's attention and send it your way. In A Machine For Pigs, on the other hand, I can park myself in a dark corner and map out piggy patrol routes like I was playing Tenchu.
[QUOTE=Alxnotorious;42182618]I miss Royzo :([/QUOTE]
Wait, what happened to Royzo?
[QUOTE=Reds;42185793]Wait, what happened to Royzo?[/QUOTE]
He hasn't posted in 4 months, but I don't know if anything bad happened.
[QUOTE=Smasher 006;42181146]The lack of a sanity meter was balanced out a bit by there being no darkness adaptation either, so instead of balancing between light or wibbly wobbly screen effects you had to balance between light or not being able to see shit, the latter of which was more worrying for me at least.[/QUOTE]
Hiding from the things and not being able to know if they were near except by ear was probably one of my worst Amnesia experiences to date. And I've played Justine man, I've played Justine.
I found it to be more atmospheric than outright scary though (Though, of course, it was at times outright terrifying)
yeah i dont think if collaborating with the chinese room was in frictional games' best interests.
their very obtuse writing style and gameplay ideas don't fit with the amnesia concept and frictional games approach in general, and it really shows.
i'd probably give the game a 6/10 considering i can tell how much work and care went into the product, but i simply do not find it enjoyable enough. if you can get it for like 10 bux sure go for it but don't expect an amnesia experience akin to the dark descent.
[QUOTE=Craigewan;42188091]Hiding from the things and not being able to know if they were near except by ear was probably one of my worst Amnesia experiences to date. And I've played Justine man, I've played Justine.
I found it to be more atmospheric than outright scary though (Though, of course, it was at times outright terrifying)[/QUOTE]
The part where all the engines were turned on and absolutely deafening you was were it worked best, you had absolutely no idea where it was unless you caught a glimpse of it shuffling behind something when you had your light up or when it screams at you from behind.
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