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Disappointed with AAMFP - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: A Machine For Pigs (https://www.frictionalgames.com/forum/forum-50.html) +--- Forum: General Discussion (https://www.frictionalgames.com/forum/forum-51.html) +--- Thread: Disappointed with AAMFP (/thread-22831.html) |
RE: How they ruined the game - zico - 09-13-2013 I wasn't aware I said that you HAVE to like the game. EDIT: And I would never encourage you to do that F-thing to yourself. RE: How they ruined the game - slo64 - 09-13-2013 (09-13-2013, 07:05 PM)zico Wrote: I wasn't aware I said that you HAVE to like the game. But I have to HAVE the game. And it is not one! RE: How they ruined the game - zico - 09-13-2013 (09-13-2013, 07:07 PM)slo64 Wrote:Funny enough I thought the same thing about Borderlands and I paid like three times the money for that.(09-13-2013, 07:05 PM)zico Wrote: I wasn't aware I said that you HAVE to like the game.But I have to HAVE the game. And it is not one! Man, I wasn't planning on offending someone. Just trying to encourage one to go with an open mind. If you did and you still don't like it - that's too bad. And you are right on expressing that opinion. Especially right to express it here cause I think FG will consider that with the next game. Heck if the engine changes of AAMFP are transferred to the TDD engine (If I didn't read that wrong) I could imagine at some point someone will release a CS based on AAMFP correcting the unwanted changes. Who knows maybe that will be the first DLC (HINTHINT: Free like Justine). RE: How they ruined the game - grrrz - 09-13-2013 (09-13-2013, 02:38 PM)Zandrojakov Wrote:(09-13-2013, 02:36 PM)bluel0bster Wrote: It's just a different emphasis.. TCR emphasizes atmosphere and narrative. That's their take on the game. they fully support The Chinese Room vision (which is a good thing since they produce the game), just look at this FG dev blog entry on interactive story telling: http://frictionalgames.blogspot.fr/2013/08/5-core-elements-of-interactive.html I may not agree with everything but it's really coherent with what's in A Machine for Pigs RE: How they ruined the game - Dune Jumper - 09-13-2013 (09-13-2013, 05:01 PM)Tiger Wrote:(09-13-2013, 04:38 PM)Dune Jumper Wrote: When will The Chinese Room learn that for you to sell something as a game, YOU NEED TO IMPLEMENT GAMEPLAY? Holding W and occasional turning a valve hardly counts as gameplay. RE: How they ruined the game - felixmole - 09-13-2013 (09-13-2013, 07:29 PM)Dune Jumper Wrote: Holding W and occasional turning a valve hardly counts as gameplay. It's all subjective. Some who weren't very convinced by TDD will say "hide in the corner and wait" isn't gameplay. RE: How they ruined the game - jiersk - 09-13-2013 People here keep saying that AAMFP shouldn't be critisized because it's less scary than ATDD. But I do remember that in almost all the comments Dan Pinchdeck made or someone else from TCR, they said that it would be very scary. So it's normal that people expected the game to be pant-wetting scary. RE: How they ruined the game - Cuyir - 09-13-2013 (09-13-2013, 05:04 PM)Streetboat Wrote: It's really frustrating to hear everyone spout the same thing: "There was no gameplay!" Bravo. RE: How they ruined the game - bobbo - 09-13-2013 (09-13-2013, 07:14 PM)grrrz Wrote: they fully support The Chinese Room vision (which is a good thing since they produce the game), That's really interesting because I linked to that blog post earlier with the opposite opinion: I think A:AMFP doesn't meet essential parts of that post. Quote:1) Focus on Storytelling" Well, that's obviously done. Quote:2) Most of the time is spent playing I think this would be a part about which players are highly divided over. To me, there was definitely not enough playing. For me, there was too much walking to get to a very short area of playing to then walk again to the next area of playing etc. Every time I got to a set of wheels or buttons it stood out so much just because it happened not often enough. For me, there always was a very noticable "break" between the walking passages and actual interaction. Quote:3) Interactions must make narrative sense While generally A:AMFP does attempt this, I never felt satisfied with my actions. That is because it's never me figuring out what to do next in order to get on with the story, but it is the game's narrative constantly telling me what to do. "My other voice" told me countless times I had to drain the water, so often that it became annoying and I was glad I was over with it eventually just to hear something different. What might have worked better for me would have been the basic information: The kids are in the flooded part, help them. Then, I would have been on my own. Maybe I could have been given a map, on which I would have had to fnd a place from where I could have drained the water. On my way there, I could have heard more voiceover from the kids, telling me that the water is rising, putting me under pressure. Quote:4) No repetitive actions Unfortunately, to me this was the biggest let-down in the "puzzles". 90% consisted of turning wheels. I loved that mechanic in the Penumbra games and A:ADD because this way of having to move the mouse definitely helped me feel immersed into the game. But in A:AMFP it's almost like a running gag, a homage to A:TDD. It became so repetitive to me that I felt dumb for doing this banal action yet again - as I said before - I felt like a monkey who was given toy blocks by its keeper. Quote:5) No major progression blocks This is obviously met in A:AMFP - but in such a way that people, including me, now moan how easy the challenges were. RE: How they ruined the game - gremstein - 09-13-2013 (09-13-2013, 05:04 PM)Streetboat Wrote: TCR tried something different, and you all hated it because it wasn't exactly the same as its predecessor, made by a different company entirely. You are absolutely right, sir. But the problem is, they placed this game under the Amnesia flag, therefore, people like me, expected an Amnesia game. If they wanted to give us something different, that's fine, but they should have branded it differently as well, instead of using a pre-established brand. I don't speak for you, or anyone else of course, but for me personally, I would compare it to when Nintendo allowed other companies to make Mario and Zelda games. People bought and played the games expecting the same kind of awesomeness that they fell in love with before, only to be sorely disappointed. |