Amnesia: A Machine For Pigs Review - Squeals and Fury
This little piggy doesn't really go anywhere.
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This little piggy doesn't really go anywhere.
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I don't want to be "that guy", but personally, the little touches of the character reacting to frightening things within the game world really helped build up the whole bleak, tense atmosphere. I never really ran out of sanity either, but it was still a nice bit of extra character and world-building that you generally don't tend to find in games. Removing it almost seems like you're removing a third of what made Amnesia so gripping in the first place.Mcoffey said:I'm kinda glad the sanity mechanic is gone. I never ran out of sanity, so the little noises and screen blur it would make when I was in the dark were more annoying than anything else. I guess I'll find out tomorrow if it's as good as it seems.
It's mediocre. Worth your time, but I wouldn't pay more than 5 bucks for it.LuisGuimaraes said:So it's just like The Dark Descend, all smoke and mirrors... I called it by the time it was announced, no surprises.
Now Outlast was one that did't seem interesting in the very least from the trailers, but turned out quite nice. Didn't play it yet but I'll be sure getting it this month.
Tension can only be maintained for so long without some kind of payoff. That's one of the reasons the sanity mechanic in TDD was so effective despite being such an obvious and sometimes awkward contrivance: The simple act of witnessing the horror around you carried a price. If that's not present, and the monsters you encounter are largely unfrightening and ineffective, and the game world is mostly empty and makes very little sense, what's left to drive that tension? Sooner or later, walking through foreboding corridors and reading about strange, grotesque things afoot starts to lose its zip if there's not something more to back it up.rolandoftheeld said:Am I alone in this? Does anyone else still value tension and atmosphere over rubber-masked men going "Boo?"
I think that's a matter of preference. I'd rather a game make me uneasy for 5 hours than terrified for 5 minutes. Again (at the risk of gushing) I'll hearken to Lovecraft - many of his stories have no real scare moment, no time of mortal peril. "The Picture in the House" and "The Outsider" come to mind, being almost exclusively descriptions of a single environment and one character's thoughts.Andy Chalk said:Sooner or later, walking through foreboding corridors and reading about strange, grotesque things afoot starts to lose its zip if there's not something more to back it up.