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The water monster from TDD, the Kaernk, was affectionately named ‘Lurky’ by the Frictional team. The player was never supposed to know, if they played their role correctly. If they screw up the task in being startled, or choose not to run because the embrace of death is far too alluring these days, they will see that the pig never reaches the ground. In this scenario, they assume they escaped capture or death. The assumption is that the player will panic and fill the gas tank as fast as possible before fleeing in time to avoid their porky fate. For example, in an early scene involving the player filling up a gas canister, a Pig will burst out from upstairs and begin sprinting down the levels toward the player who stands defenceless on the ground floor. Its predecessor, TDD, clocks in at around 7-8 hours.Īt many points, MfP seems to assume your actions for you and script the game around it. There were a handful of times that I got lost for extended periods and one instance where my game crashed and I lost just under ten minutes of progress, all of which is included in that final time of 2h20m. While I did sprint a lot during this second playthrough as I was increasingly desperate to be released from the prison taht is this game, I was not attempting to speed-run it or get a quick time. This first playthrough taught me how impotent the enemies are and as a result my second playthrough clock in at about 2h20m. My first playthrough of MfP, both at the time of launch and the first replay 5 years later, spanned around 4 hours. The sense of immersion achieved by having moveable objects, especially in an atmospheric universe like that of Amnesia, should not be underestimated. So static is this game that almost no objects, such as books and cups and the like, can be interacted with or moved, as they can in the predecessor.
#AMNESIA A MACHINE FOR PIGS MONSTER SIMULATOR#
Wiktionary, whose explanation I liked best, describes a walking simulator as ‘ An adventure game focused on gradual exploration and discovery through observation, with little in the way of action.‘ MfP is special in that it gives the illusion of being a game and of having an interactive environment when it is in fact merely a static stage, in which your role is heavily scripted. It would turn out that the decision to pass the project off was a giant, glaring mistake as The Chinese Room, at that point only really known for their walking simulator Dear Esther, would prove to stick to that genre.
#AMNESIA A MACHINE FOR PIGS MONSTER SERIES#
They handed off the project to this indie team called The Chinese Room, since Frictional wanted to expand the series but hadn’t the time to work on another instalment, though they did later release a free DLC story: Justine, for their base game. MfP was only published, not developed by them. In case you weren’t already aware, TDD, which comes from the makers of the Penumbra series, was created by Frictional Games.
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In layman’s: I’m gonna be a bitch about it but I’m also going to try to make nice and backup my claims where possible. My own biases may already be startlingly apparent by title and introduction alone, but I would like to preface this with the fact that while there may be a bias on my side – and a heavy one at that – I am striving to, wherever possible, bring objectivity and fairness to the table. MfP was the sequel to the very successful Amnesia: The Dark Descent (hereafter referred to as ‘TDD’) and was released in September of 2013. In celebration of the Chinese new year of the pig, we’re going to be discussing the disappointing creation by The Chinese Room that is Amnesia: A Machine for Pigs, (hereafter referred to as ‘MfP’).