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Amnesia: A Machine For Pigs Discussion Topic Part 1 - Printable Version

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RE: Amnesia: A Machine For Pigs Discussion - Gilligan's Hell - 11-22-2012

[attachment=3501]
a glimpse of the pig monster's hand in the first trailer


RE: Amnesia: A Machine For Pigs Discussion - maarten12100 - 11-22-2012

(11-22-2012, 01:31 PM)Paint the man cut the lines Wrote: a glimpse of the pig monster's hand in the first trailer
[Image: attachment.php?aid=3501]
Well we all know what the monster is going to look like now
How could we've not have seen it all this time.
Spoiler below!

[Image: Abby-standing.jpg]




RE: Amnesia: A Machine For Pigs Discussion - Googolplex - 11-22-2012

(11-21-2012, 10:27 AM)jens Wrote: The game will come out simultaneous in all stores. Justine only came out on Steam first because it was created for the Portal 2 ARG.
Thank you, Jens. I know, I can trust you indies!


RE: Amnesia: A Machine For Pigs Discussion - Kein - 11-22-2012

(11-22-2012, 12:59 PM)Deep One Wrote: I assume that the girl in halloween trailer is his daughter, I mean she whispers "daddy" at the end of video and she seems to be quite important character. That wouldn't make much sense if she would be just a random girl, right?

Just speculating Wink


Does not mean it is HIS daughter.


RE: Amnesia: A Machine For Pigs Discussion - Googolplex - 11-22-2012

(11-22-2012, 06:41 PM)Kein Wrote: Does not mean it is HIS daughter.

No, it is the daughter of HIS wife.


RE: Amnesia:Justine: I want permadeath in the Machine for Pigs. - Fj128 - 11-22-2012

(11-21-2012, 12:49 PM)Hirnwirbel Wrote: Funny, permadeath in Justine had the exact opposite effect on me. I died five times or so in the sewers and after the first time everything that came before had lost all scaryness for me. I simply breezed through, knowing exactly where the monsters would appear and what I had to do for the puzzles. It became a tedious chore instead of a thrilling experience.
Yes, but the point is that this chore takes about ten minutes, maybe five if you do it right.

It's not the same time that it took you the first time
. That's what a lot of other posters miss, for me Justine was a five hour game that I, now, can run through in ten minutes. When you first go through a level, it can take you half an hour, being scared of dying, after you've figured it out it's a couple of minutes, but you've already spent that half an hour.
And each time you get to the unexplored part you switch to the "scared as hell, sticking to the walls, running back to safety at every sound" mode, and spend most of your time playing in that mode.

Of course you shouldn't be punished by having to retrace your steps for the entire five hours, even if knowing what you're supposed to do can reduce the time tenfold, to thirty minutes or so. As I said, autosave at the beginning of each chapter plus level design that does allow you to run through the familiar ground ten or twenty or fifty times faster than on your first trip, that might do the trick.

Quote: Having real life repercussions for death may increase tension, sure, but its a different kind of tension. It does not stem from the atmosphere and immersion but simply from the fear of peing "punished."



A valid point, but frankly I just don't see any viable alternatives. The A:TDD approach felt totally flat to me, even worse than giving the ability to save. I'm sorry, I can't get myself all hyped and scared if I know for sure that dying means that I'm revived nearby and the monster is no longer there. At least with manual saves I can impose my own restrictions on myself.

On the other hand, I assure you, I was not consciously thinking "OMG, I will lose five minutes of my time if I die here" when I was playing Justine, I just knew that the death is final there and my body did the rest. Also, a similar kind of restrictions worked for me in the original Aliens vs Predator, as in, I was scared shitless when playing as a marine on the hardest difficulty.

Also, to be honest I did not die at all after the potato basement, so my perception might be skewed. But I still stand by my statement: Justine was way more scary and therefore enjoyable for me than the core game, because of permadeath.

Maybe they can make permadeath-within-a-chapter an option, to accommodate for different kinds of playstyles, but if it is an option it also requires a proper level design, the whole "the second run-through is orders of magnitude faster" thing.


RE: Amnesia: A Machine For Pigs Discussion - Macgyverthehero - 11-23-2012

(11-22-2012, 06:58 PM)Googolplex Wrote:
(11-22-2012, 06:41 PM)Kein Wrote: Does not mean it is HIS daughter.

No, it is the daughter of HIS wife.
What if it is the daughter of his wife's friend's husband's wife?


RE: Amnesia: A Machine For Pigs Discussion - Paddy™ - 11-23-2012

It's the kid from The Sixth Sense and Mandus is Bruce Willis' great, great grandfather.


RE: Amnesia:Justine: I want permadeath in the Machine for Pigs. - GrAVit - 11-23-2012

Perhaps if you die, it wouldn't make you necessarily "respawn", but affect the outcome of the game. Maybe there would be this important part where you mustn't get knocked out, or else some important thing would be lost, like losing a character.
Events, where the outcome affects the story.


RE: Amnesia:Justine: I want permadeath in the Machine for Pigs. - Kman - 11-23-2012

See THAT would work, it would give you more of a reason not to die while not ruining the gameplay (though it still could if it wasn't executed right). They'd have to make sure you actually care about the character enough to save them for it to work though, otherwise it would just create that mindset of playing to win that FG have tried so hard to avoid in their games.