Frictional Games Forum (read-only)
Amnesia: A Machine For Pigs Discussion Topic Part 1 - 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: Amnesia: A Machine For Pigs Discussion Topic Part 1 (/thread-13197.html)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727


RE: Amnesia: A Machine For Pigs Discussion - Googolplex - 12-01-2012

(12-01-2012, 06:47 PM)Deep One Wrote: That's why Black Plague's enemy system is the best. You can't kill them and they don't disappear.
Maybe the enemy system, but to have a hammer or a pickaxe will make the game more complex.

It was fantastic to use "weapons" to solve puzzles. They never killed the immersion or feeling of helpless.
On the contrary, I felt most immersed in Penumbra Overture. Of course, the Infected are scarier than the dogs, but Overture was by far more plausible and real compared to Black Plague. BP was too much "fantasy" and a couple of strange minds. That was annoying for the atmosphere. I liked the mental realm part, because it was so creepy. But BP has less complexity compared to Overture and one of the main reasons is to have no weapons. I mean, a combat system would ruin BP, that seems not fitted for a game like that. I also said, to lose weapons will let you feel more helpless than if you never had weapons before. The feeling that you lose something will enhance the horror.
This is why Penumbra (as a collection) is good as it is. You have weapons, but only for the first part. It's better if you never would have weapons.
But Penumbra (as an own game) there was Overture with the best of story, atmosphere, immersion, puzzles and gameplay. The combat system also was a nice feature to improve the "danger" of potential enemies.
It's a difference whether you get a shotgun or an old rusty pickaxe (used mainly as a tool).

In general I think a combat system will destroy the immersion, ruin the atmosphere and is wrong in a horror game. But when you have a unhandly and sluggish combat system in Overture where the goal never is to fight (you have just the option), is the best result for a good game that will also enhance puzzle ideas and complexity.

A horror game never should be made for fight back. And Overture is not made for fight. You can fight, but that's not the meaning of the game. And the combat system is not really a "combat system" it's just the feature to swing a hammer or a pickaxe. And it's also intentionally sluggish and hard to control - a good idea to make weapons "weak" and ineffective.
You need 6 hits to kill a dog, and there is almost no chance to kill the spiders. So it's better when you hide and run away instead trying to fight back.
That's what most people not understand.

(12-01-2012, 12:30 AM)Alex Ros Wrote: I catch up on that. Surely you can make a better diffuse maps. But you will never achieve truly satisfying results with normal maps without baking them from a high-poly models. And those normals that are in the Amnesia are baked (most of them) and that's noticeable. And I do not know how you're going to make textures better than they're in the Amnesia without building high-poly models for your "real surfaces". Not baked normals are truly sucks in comparison with baked. I am not even mentioning height maps, what you gonna do with them to achieve good looking parallax? Anyway, I would love to see how you will make a better textures (diffuse, normal, specular and height maps) than they're now in Amnesia.

No trolling. I am really curious how u are gonna achieve the result u are talkin bout... I think u can't. But maybe I am very very wrong. And I do not mind to be wrong.
I understand what you mean. The gravel can't be parallaxed in this game because it's not possible to change the normal map texture. But for the other textures, I also created normal maps. Notice I have no professional tools, I only used GIMP and CrazyBump. Maybe I could enhance the intensity of a normal map, but then the diffuse will lose details. The parallax effect doesn't look automatically good, it also could blur the surface. And the diffuse map is the most important base texture for a surface.

For this brick wall I used a decent normal map, only 30% parallax effect.
When I would use 100% parallax, it would blur the surface and that doesn't look realistic. This perhaps could be because of the engine. Every engine is different and every texture will look different in an other game.
Here's a test of a brick wall:
http://s1.directupload.net/images/121201/cjkb53pj.jpg


RE: Amnesia: A Machine For Pigs Discussion - maarten12100 - 12-02-2012

(12-01-2012, 07:39 PM)Googolplex Wrote:
(12-01-2012, 06:47 PM)Deep One Wrote: That's why Black Plague's enemy system is the best. You can't kill them and they don't disappear.
A horror game never should be made for fight back. And Overture is not made for fight. You can fight, but that's not the meaning of the game. And the combat system is not really a "combat system" it's just the feature to swing a hammer or a pickaxe. And it's also intentionally sluggish and hard to control - a good idea to make weapons "weak" and ineffective.
You need 6 hits to kill a dog, and there is almost no chance to kill the spiders. So it's better when you hide and run away instead trying to fight back.
That's what most people not understand.

I found BP extremely scary as you start out in a room you partner went ahead knowing you're not alone you start to find dead human bodys.
Next thing you have to find yourself some alcohol and a syringe kill the power Boom first encounter.

As for Overture the controlls were extremely hard especially the not being able to use rotating objects while solving puzzels not as smooth as Amnesia would become.
I liked killing the dogs as they were not just one but were many how can they expect me to walk trough a gigantic labyrinth which contains 5 dogs.
Killing spiders can be done by ducking and then smashing twice after having them grouped.

BP only had 2 enemys at a time exept where they rush the door but that is just in the end with play trough on repeat.(the fantasy world about the mind)


RE: Amnesia: A Machine For Pigs Discussion - pinkribbonscars - 12-02-2012

(11-30-2012, 06:47 PM)GrAVit Wrote: I think Amnesia: The Dark Descent's beauty is blinding.
Me too. I loved TDDs visual style, despite it's flaws. I thought the texture work was pretty good for a fairly low budget indie game. Sure there wasn't alot of texture variation, but the textures themselves looked great, and the use of them to create Brennenburg Castle was amazing, due to the great level design. Brennenburg Castle was far more believable than most super duper graphical games, imo. That said, AMFP seems to have alot more texture and enviroment variety. Smile


RE: Amnesia: A Machine For Pigs Discussion - Alex Ros - 12-02-2012

(12-02-2012, 12:06 PM)pinkribbonscars Wrote: ...Brennenburg Castle...
Just could not walk by... Sorry. But "burg" in German is already a "castle", so what you've said is like "Brennen Castle Castle" Smile Please, do not be offended. Really. It's not about to offend anyone. It's just a funny and quite common funny mistake Big Grin


RE: Amnesia: A Machine For Pigs Discussion - Deep One - 12-02-2012

Oh my god...


RE: Amnesia: A Machine For Pigs Discussion - GoldenFalcon101 - 12-02-2012

Why can't you focus on the story instead of the graphics? You're hardly going to be chased by a monster and suddenly stop to say: 'Hey! That table texture doesn't look all that realistic!'
Think of RPG's. The graphics are terrible and that can put some people off, but if you play it, most of them turn out to have the best storyline ever.
Also most of the time you'd be too busy wanting to get the hell out of there as quickly as possible to pay much attention to the textures, so they probably made them repetitive so they didn't waste their time on something nobody would see :3


RE: Amnesia: A Machine For Pigs Discussion - Bridge - 12-02-2012

Am I the only one who thinks Amnesia has good textures? I am certain Googolplex only thinks they're bad because he has inspected them up close in an editor and he has given them too much thought. I was actually very impressed with the textures while playing (subconsciously of course); especially the use of colors which Frictional have always had a knack for. Who the hell cares if the bricks follow a certain pattern? Generally in masonry that's what you're supposed to be going for, also there are plenty of real life places that have "boring and uniform textures". I think you guys that hate the textures have your standards set too high. I personally think games like Half-Life, Morrowind, MGS and Thief also have great textures, and those are considered by most to be low-res and "ugly" textures. The way they blend together, especially through the brilliant use of colors, is why they are so great in my opinion, and the same applies for Amnesia. I don't give a shit if a game uses "real surfaces" and has super high quality textures if it's just all brown, lifeless and boring.


RE: Amnesia: A Machine For Pigs Discussion - pinkribbonscars - 12-02-2012

(12-02-2012, 12:59 PM)Alex Ros Wrote:
(12-02-2012, 12:06 PM)pinkribbonscars Wrote: ...Brennenburg Castle...
Just could not walk by... Sorry. But "burg" in German is already a "castle", so what you've said is like "Brennen Castle Castle" Smile Please, do not be offended. Really. It's not about to offend anyone. It's just a funny and quite common funny mistake Big Grin
Woops, my bad, I didn't know that. Tongue

(12-02-2012, 04:28 PM)Bridge Wrote: Am I the only one who thinks Amnesia has good textures? I am certain Googolplex only thinks they're bad because he has inspected them up close in an editor and he has given them too much thought. I was actually very impressed with the textures while playing (subconsciously of course); especially the use of colors which Frictional have always had a knack for. Who the hell cares if the bricks follow a certain pattern? Generally in masonry that's what you're supposed to be going for, also there are plenty of real life places that have "boring and uniform textures". I think you guys that hate the textures have your standards set too high. I personally think games like Half-Life, Morrowind, MGS and Thief also have great textures, and those are considered by most to be low-res and "ugly" textures. The way they blend together, especially through the brilliant use of colors, is why they are so great in my opinion, and the same applies for Amnesia. I don't give a shit if a game uses "real surfaces" and has super high quality textures if it's just all brown, lifeless and boring.
Yeah the textures are gorgeously designed. Everything "jumps out" at you. It's a beautiful looking game imo. I just wish it had more textures. Tongue While the rooms were different in design and geometry, they still looked similar due to the textures. That's my only complaint with the game, visually.


RE: Amnesia: A Machine For Pigs Discussion - MyRedNeptune - 12-02-2012

Bridge hit the nail on the head there. I've been following this discussion since it started, but I was too lazy to write my own reply.

My opinion is that graphics, in the wide sense of the word, should be built from the bottom up, with general visual style, composition and color balance (what I like to call "bias", for convenience' sake) coming before technical quality, and that consistency should not be sacrificed in favor of a more realistic or high-res texture.

With that in mind, I will dare point out that I don't see a particular appeal in what Googolplex presented in his screenshots as compared to Amnesia's graphics. The scenes lack visual integrity.


RE: Amnesia: A Machine For Pigs Discussion - Alex Ros - 12-02-2012

In truth, technically, Amnesia textures aren't bad in any way. Technically all of them (nearly most of them) were made absolutely properly. I mean in terms of the modern techniques of the textures production. And objectively when anyone is complaining on textures in particularly, he complaining about visual style of the game. No less, no more. Objectively there's NO technical problems. Everything's fine with textures, it's just a quite unique style. The problem is if someone personally doesn't like the visual style of the game. And in many ways it's not realistic style.

So you, anyone can't just make textures better. More realistic or whatever. It's not about better or worse. It's not that simple. It's about changing the WHOLE VISUAL STYLE of the game.

If I am wrong then please try to argue constructively.

P.S. The only real technical problems with HPL2 engine is that it's not optimized for dynamic lighting. Even if there's only 2 shadow-casting sources directly in the player's frustum - already it heavily lows framerate. That's the weakest point of the Amnesia and HPL2 engine itself.Of course there's some other weak spots of the HPL2, but I think it's a self-contained theme for discussion in a independent thread, not here...