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 - PutraenusAlivius - 09-13-2013 It seems like you only care about the scares and didn't give a shit about the story. Since TCR is a pro in story telling, AAMFP is in favor for Story more, but less for scares. I mean the dead children and pigs. They kinda get into you, y'know? Like bluel0bster said, some crazy shit goes on behind the curtain. That means something crazy is happening BEHIND the curtain, not in front. What I mean is shit happens in the Story, not in the scares. RE: How they ruined the game - Diango12 - 09-13-2013 (09-13-2013, 02:44 PM)bluel0bster Wrote:(09-13-2013, 02:40 PM)Sanji202 Wrote: Previously they promised the community a game that would make the "TDD veteran quiver in fear". That clearly is not what they have presented us with. Perhaps you disagree? Do you find this game scary at all? I agree with this to an extent. Everyone is going to have their own experience and while for most people the playthrough was about 4 hours, it took me a solid 7 to finish. The implied horror and ambiguous expositions didn't deliver all the way through. Early game spoiler: Spoiler below!
Sadly thats the only scare I got out AAMFP. The story was simply too dry and I feel like TCR tried to hard to be ambiguous, but did not have substance. The remaining horrible discoveries were so very predictable by the time I had some evidence that they happened it didn't really phase me. RE: Amnesia: AMFP is underwhelming (minor spoilers) - Draug - 09-13-2013 (09-13-2013, 09:29 AM)Khelim Wrote:(09-13-2013, 07:09 AM)SurvivalHorror Wrote: What atmosphere is everyone talking about? The sound of pounding machinery and lack of chase music removed any type of a sense of dread brought about by suspenseful and terrifying music, a key element of scare factor in any type of game. This was a key element of TDD imo. Rich story? The lack of a twist and the painful predictability more like. The horror element was piss poor and the story average at best, not even gonna talk about the gameplay.Fully agree. AMFP is inferior to TDD in every possible way. I see you totally understand the story... "has something to do with pigs"... very obvious. RE: Amnesia: AMFP is underwhelming (minor spoilers) - Kreekakon - 09-13-2013 (09-13-2013, 07:09 AM)SurvivalHorror Wrote: The lack of a twist Where do you get the idea that a good horror story, or any story for that matter requires a twist to be good? RE: How they ruined the game - Sanji202 - 09-13-2013 (09-13-2013, 02:50 PM)Delirium92 Wrote:(09-13-2013, 02:12 PM)Sanji202 Wrote: ... why... how... how could they fail so hard with this game. All they had to do was keep all the mechanics from "The dark descent" and implement the new story and new environment. Apparently that was to much to ask. I was expecting a video game, not Dear Esther 2. RE: How they ruined the game - PutraenusAlivius - 09-13-2013 (09-13-2013, 03:14 PM)Sanji202 Wrote:(09-13-2013, 02:50 PM)Delirium92 Wrote:(09-13-2013, 02:12 PM)Sanji202 Wrote: ... why... how... how could they fail so hard with this game. All they had to do was keep all the mechanics from "The dark descent" and implement the new story and new environment. Apparently that was to much to ask. Do you even know that The Chinese Room made this, not FG? RE: How they ruined the game - Artyom - 09-13-2013 (09-13-2013, 03:14 PM)Sanji202 Wrote:(09-13-2013, 02:50 PM)Delirium92 Wrote:I was expecting a video game, not Dear Esther 2.(09-13-2013, 02:12 PM)Sanji202 Wrote: ... why... how... how could they fail so hard with this game. All they had to do was keep all the mechanics from "The dark descent" and implement the new story and new environment. Apparently that was to much to ask. Maybe amnesia isn't your type of game then. RE: How they ruined the game - felixmole - 09-13-2013 (09-13-2013, 02:12 PM)Sanji202 Wrote: -In addition, the enemies are pathetic. You can take several hits without dying. You will also regenerate health... YES... REGENERATE... this is not F#%&ING CALL OF DUTY. Did you know that in TDD, your health regenerated by itself too? I think what lacks in this game, are encounters like in TDD where monsters could break through doors. The chases sequences aren't intense because the music and the terror meter (which sounds like a steam-powered train) are too low. As to the rest... the lantern and the oil, seriously, who cares. AMFP has its own way to force the player to use their lantern by making some levels very dark and by implementing a very poor night vision. RE: Amnesia: AMFP is underwhelming (minor spoilers) - Janakev - 09-13-2013 (09-13-2013, 02:04 AM)Nuits Grace Wrote: And the storytelling in TDD wasn't passive? All one did in TDD was walk down hallways, hide from monsters and do puzzles. The levels were slightly less linear but still linear (ie you could technically go to an area before the other but oftentimes you'd have to backtrack to find the items that were in the other rooms). That's still linear design. And besides, why do people care so much about it being linear? Some of the best games i've played have been linear. It's all about how a developer uses it and TCR used it well. And how did TCR use that linearity? To tell a cohesive and well written story and to show off their level design skills. TDD's levels were boring. You really can't do much with a setting such as a castle but I found it lacking. While in AMFP the level design is such a treat to behold. I must strongly disagree with this. Both were linear games but I felt AMfP hid it far worse than TDD. In TDD you can at least branch off and even circle around; it may only be an illusion of freedom but at least there is that illusion. In AMfP doors are conspicuously locked across the game and you're funnelled along corridors. I never felt as if I had a real choice except to push on. While AMfP had some beautiful aesthetic choices in its architecture and the scale and design of the machinery I wouldn't say the design of the levels was good in terms of its ability to disguise its linearity or otherwise provide a convincing world. Quote:I barely remember any setpieces from TDD besides the water chase sequence and the ending. That's it. The game was such a hit in youtube and such because people tended to play it as a haunted attraction and ignored the meh writing. It seemed like such a lost opportunity to me, especially after playing through the Penumbra series years before. I came into the game being so excited and by the time the credits rolled I was a little disappointed. I know FG can write a good story, they did so with the Penumbra series so hopefully their secret project delivers. So far it looks like they're on the right road. Funnily, it's because of Penumbra that I enjoyed TDD so much. It retained what I loved about it while improving on those aspects. AMfP... the puzzles felt far less rewarding to complete and in all honesty I just didn't enjoy the narrative. I scoured the game to find every note I could, as I've done in the rest but I've still come away shaking my head in confusion about most of it. I won't cry pretension but I do get a feeling of vagueness for its own sake. Quote:And so far the writing in AMFP has been, with all due respect to FG, incredibly better than FG's attempts in TDD. FG's usual Lovecraft tribute-y writing started well and then it fell flat and turned dreadfully boring and uninteresting. TCR are skilled at storytelling and it's pretty obvious to me. Again, we've had opposite experiences. The writing in AMfP has left me deeply dissatisfied and it's because despite finding every note I've still come away with more questions than answers as to what was going on. Maybe it's that I tried to much to tie the narratives of TDD and AMfP together but frankly when they share the same title--and indeed, there are a number of references to the events of TDD--I don't think that's unreasonable. Quote:While TDD focused almost purely on scares and atmosphere, AMFP focused on storytelling and a more cerebral fear, a less jump scare-y fear. And don't get me started on the useless sanity system, i've already talked enough about it. I would contend that it was AMfP that relied on jump scares: the monsters that are mostly glimpsed than being real threats, the constant (and very irritating in how cliché it is) chatter of the children, the music which further directed one's attention in a very pointed manner... And it all only served to pull me out and remind me that I was playing a game. Quote:The story in AMFP isn't a ''who-dunnit'' or the usual, it's deeper than that but that'd require actually immersing one's self into the game and paying attention. I've already said my piece about Mandus elsewhere so I'll just quote it: (09-13-2013, 01:32 PM)Janakev Wrote: I'll be slated for saying this, I'm sure but I have to go with Daniel. Mandus feels... almost cartoonish in his villainy. He's the archetypal "well-intentioned extremist" who damns humanity to save it from itself. I couldn't connect with him because everything he does is so much larger than life, like a Dickensian villain who's been turned up to hyperbolic proportions. Mandus's pontificating was just that and only made worse by the copious purple prose. It was tiresome instead of profound. RE: How they ruined the game - Tesseract - 09-13-2013 (09-13-2013, 03:14 PM)Sanji202 Wrote: I was expecting a video game, not Dear Esther 2. Dear Esther and AMFP are not the same thing from what I recall, though both games are quite poetic and thought provoking. I still think you have missed the point. |