About This Game This world is a Machine. A Machine for Pigs. Fit only for the slaughtering of Pigs. From the creators of Amnesia: The Dark Descent and Dear Esther comes a new first-person horrorgame that will drag you to the depths of greed, power and madness. It will bury its snout into your ribs and it will eat your heart.The year is 1899Wealthy 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.Unique Selling PointsFresh and new approach to the Amnesia world while staying true to its origins.The darkest, most horrific tale ever told in a videogame.Stunning soundtrack by award-winning composer Jessica Curry. 1075eedd30 Title: Amnesia: A Machine for PigsGenre: Action, Adventure, IndieDeveloper:The Chinese RoomPublisher:Frictional GamesRelease Date: 10 Sep, 2013 Amnesia: A Machine For Pigs Ativador Download [pack] so this one wasn't quite as good as amnesia the dark descent in terms of gameplay. a machine for pigs is what you could consider a walking simulator and focuses heavily on narrative. the story is well written and is about a guy named mandus who built an organic machine in industrial England that goes rogue and tries to destroy humanity using an army of pig-man abominations. overall it has a good story but there aren't really any puzzles or survival-like gameplay mechanics like there are in the dark descent. it was pretty good :). The gameplay doesn't have the same depth as The Dark Descent but the script and atmosphere are some of the best of the genre. I hadn't played much of the first one when I bought this, so I had no preconceptions or expectations for it to live up to other than the basic scenario provided by the marketing blurb.People aren't wrong when they say most of it is a walking simulator, but I only have a problem with that when the ride isn't very fun. It doesn't have much to offer in the way of adrenaline pumping terror but it has loads of dread inducing horror, and that's what I wanted. It's like a Lovecraft novel turned into a Disney attraction, and I love it.. Not as good as Amnesia: The Dark Descent because there is no inventory. You do not need to search for oil or tinder boxes. There is also no health and insanity bar. But the story was kinda cool, game was scary and areas were nicely made. The playtime is like half of Amnesia: The Dark Descent (about 5 hours).. This is hard for me. I adore frictional games. From my perspective the only bad game they developed was the unnecessary Penumbra: Requiem. All of their titles are impressive, and even though I am emotionally challenged and feel no fear from any game or movie I can still appreciate each game\u2019s uniquely oppressive atmosphere. Someone of saner mind can easily enjoy the thrill of fright induced adrenaline from their grim catalogue. What would motivate one devoid of fear to play a game that exists only to functionally induce fear? The story and the gameplay. If I have not already irritated the reader by my \u201ccondescending\u201d tone, I would like to explain why a machine for pigs failed to create in me little more than a pitiful whimper, not of fear but of disappointment.\tI must state that I did not finish the game, but I did read all of the documents on a wiki and I sped through a let\u2019s play to see the resolution without wasting as much time. I got about 75% through with my actual game time.\tIf anything good is to be said about this porcine aberration, it is that the core archetypes and themes that it uses are quite intriguing, these themes I won\u2019t spoil. (this is a more technical way of calling a story \u201cDeep\u201d). That being said these core themes are far better portrayed in the original Amnesia. This is quite noticeable even to people who do not analyze to my level as a friend of mine who enjoyed the game called it, \u201cAmnesia for casuals\u201d. I would, of course, rebut with something along the lines of, \u201cThe inherent niche inaccessibility with the first game due to its immense terror makes the themes and story far better\u201d. My friend and I are at stalemate; a recurring debate we share every couple of years. \tAnd now I tighten the screws. The Chinese room ruined a very good idea with their handholding, insulting, and somehow pretentious Hogwash. (intended. Crucify me later). Without hyperbole, this is the most constrictively linear game I have ever played. Locks on empty drawers, many un-openable doors, no movable physics props besides chairs for some reason, bland scripted events, no puzzle-based hub area\u2019s like the last entry, no resources to manage, and no divergent play. The last one gets a pass from me, but the author\u2019s claustrophobic plot walls hurt my happiness. One could argue that the linearity allows for a more ambient immersive experience, but I have two counter points: First, the atmosphere is too predictable and relies on constant bass drops by far off machinery diminishing the effect, and second, I don\u2019t remember my immersion breaking in the first game even though there were divergent hub areas and I stumbled through said areas tossing about books and barrels like a drunk sailor. Another argument is of intention, or the linearity is intentionally claustrophobic to elicit dread, and again two counter points by me: first, I know I\u2019m mentally deficient in the fear response but I can\u2019t ever imagine being scared by a locked door, and second *SPOILER* the iron barred hallway where a pig boy chases perfectly defuses this. You see a fork in the path you start walking down one path and a monster is there. You can\u2019t get around him from the literal iron bars, so you leave and take the other path. Guess what? puzzle solved. If it were a larger hub area with a larger patrol radius it could lead to unpredictability and tension as one must explore this large room to find a way out whilst being stalked. There is no tension in choosing one hallway or the other. *SPOILER ENDS*\tThe game is insulting for two reasons. The puzzles can be solved by a lab rat. I am not trying to be a smart mouth. A majority of the puzzles involve finding a lever and pulling it. Hardly fitting for the logic one needs to play the dark descent. The second reason is not so much to do with the game and with the devs. They are snobby egotists who have trouble taking criticism. When Dear Esther received mixed reviews by people who were reasonably bored, Chinese room went with the go to, \u201cThen you didn\u2019t get it\u201d. In a total biscuit podcast (miss you), TB claimed that amnesia\u2019s horror and atmosphere were ruined by TCR, Chinese room responded by interviewing a game news site and stating, \u201cTB says were responsible for ruining the game industry.\u201d These quotes reek of an adolescent who\u2019s had their fanfic critiqued. Grow up. Not everyone will get your story. I\u2019m a writer personally and I know how hard it can be to take criticism, but never insult the people who payed to view your art. Learn from the critique.\tPretentious. This is a word that tends to get thrown around by flawed reviewers who can\u2019t determine what is truly pretentious from a good but hard to understand story. Dear Esther has its flaws but I don\u2019t feel pretentiousness is one of them. MFP is pretentious to me though. Determining pretentiousness is difficult but I boil it down to this. A failure to deliver the stories message properly. The main symptoms of pretentiousness are: An overzealous tone in writing vocabulary, a failure of subtle expression in order to preserve, \u201cMy artistic vision\u201d, un-justified character motivation, overbearing musical crescendo (games and movies), an unrealistic thematic outlook (All human life is evil in grimdark), and, my favorite, the bad tittle. MFP doesn\u2019t hit all of these, but it does hit a few. A Machine for F***** Pigs. They think they are subtle, but I could tell you what the protagonist had done within the first ten minutes. Come on, cages on the beds a disembodied voice saying, \u201cDaddy what are you doing?". The protagonists name is Oswald Mandus deliberately referencing the poem "Ozymandias" which is a facsimile of the game's themes. This poem is far better written can be read on the internet for free and can be read through in no more than a minute. it is alright to be inspired by another work and even reference that work in your own, but your work should be better than the source material. The personal diary entries are ridiculous. I had an easier time understanding a 1611 edition bible that included the horrid font, time period grammar and spellings, and the archaic printing rules. No one could write a journal like the protagonist and look back on it a month later without laughing at themselves, and it also reeks of someone abusing a poor thesaurus. For example, the first journal entry describes a sepulcher as fecund and the soil inside as loam. Something that houses the dead cannot be fertile. One can argue intentional dichotomy in this case, and I would agree if the next line wasn\u2019t him inferring that this is a \u201cdescent where only bodies can be found\u201d followed by another dissonant statement where he says, \u201cNo matter\u201d. Either the Sepulcher is symbolic of sacrifice or it doesn\u2019t matter, make up your damn mind. Almost every note is akin to nonsensical high school edge ridden with comma splice errors. I Get it. I was an arrogant teen a long time ago, and there still remains a piece of that arrogance now, but this is a product worth money and there is plenty of fanfic out there that is free. \tI close now. Amnesia a machine for pigs has a great story that\u2019s marred by the method of storytelling and since nothing else of value exists in this game to counter that (walking simulator. Doom for example has a bad story but is still excellent because of the demon shooting) it is worthless. If one wants a horror game that explores the same themes, Amnesia 1. If that has been played, Soma. Both games are by frictional and both deal with similar themes. On a side note Chinese room had a mass lay-off to save money as the two main developers were bored of making \u201cwalking sims\u201d who\u2019d of thought. Maybe you shouldn\u2019t treat your employees to the boot for an artistic whim. Let not the ego be inflated by creation fueling madness and sacrifice. Ironic for the creators of amnesia 2 to follow in Oswald's wake.. I've seen many people comparing it to Amnesia: The Dark Descent too much and I have to admit it wasn't as good. Still though I want to rate it as fully separated game and I think it's worth-to-play horror game. The story would've been better without connections to previous Amnesia and there was maybe too much story in written form.. Pretty good and pretty scary. But it's still much better and scary Amnesia The Dark Descent.The value for this game: 6.5 \/ 10.
- brothrifufentica
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