I haven't seen the ending yet, but I believe I have almost completed the game, so I'm going to make my "member review" on it.
First of all, let's mention what's good, shall we?
1. The monster no longer have a music attached to them.
Finally, there is no way to know wether there is a monster out there hunting for you, or there isn't. You don't get hinted "okay, Mr. Face spawned, time to get in cover" - and thus you naturally can get surprised by the monster or literally run into it (which was the most frightening experience for me in the game, but I won't tell you where and under what conditions does it happen, so you can experience it fresh youself).
2. The monster no longer despawns or "goes away" if you hide from him for some time.
Again, the big flaw of TDD is gone - now, you cannot just sit it out until the music is over, you have to actually go there and face the monster (like, advance through area it's patrolling). Which, granted the game is much darker now and soundwork is much more impressive, will be quite a thrill (or not - read below subjective flaw #2).
3. The music is better (some parts really freak you out) and soundwork is awesome (often the game just turns you inside out with its cues, or make it so noisy with all the machinery sound that you get quite ganged upon by the monster)
4. The game forces you to get quite close and personal with the monsters and even have a look at them, and there are moments when you know you'll be forced to go into where there's like several of them and they'll be after you and murder you horribly... TDD, honestly, didn't ever had you go face the monster, since you always could have just hidden, and the monster always appeared alone and at random scripted locations (I mean, random to the player who doesn't know those locations beforehead) so you had no real knowledge when you're going to face him. Turns out, knowing you will for sure meet the monster at some point can be more frightening than "jumpscare" of opening the door to find him right behind it.
5. Aside from that, everything you'd expect from Amnesia title is here (except the inventory and the sanity system, I guess, but that's quite advertised so you should know about that).
Unfortunately, the game has some questionable subjective flaws, and some quite objective flaws too.
Subjective flaws:
1. You cannot really remove features from a game when you make a sequel and get away with it. Well unless you're some big developer who is trying to cash in on a franchise people love, and you call it "Streamlining the game for broader audience" but even then the core audience will call you out on your BS and call your streamlining out as what it really is - "dumbing down", "evisceration" and so on and so forth. But I digress.
This is a sad problem, but even if the game would be better without it, you cannot remove features in sequels. It is quite simple as to why, really - those who got used to the feature or like it will miss it and thus feel the sequel is incomplete without it, while those who didn't really enjoy the feature won't be disappointed by it still being there, because they got used to having to bear with it while playing the original and won't really mind having to deal with it again in the sequel. So letting a feature stay is always a win-win situation.
I agree that a horror game without an inventory would be better than the one with. For example, I really felt vulnerable carrying some valueable quest items - what if a monster would pop and I'd have to run away, I could drop the item and then it would be hard to find it again? Also, all such abstractions such as "Endless bags" inventory which houses a head, three dozen tinderboxes, some clunky items and aboout 10 bottles of differet medicine are... quite immersion breaking, as is healing wounds while monster is pouding on you in order to last until you get to touch the door, as in the children's game where you're safe from "IT" if you touch something, and so on. And therefore, if you'd ask me which would be better for a horror game - with inventory or without, I'd say "without".
However, when you're doing a sequel, you just can't do it! It would be much better if original game had no inventory whatsoever - then, it would be no problem that Machine for Pigs would have none too. But since the original had it, Machine for Pigs will feel incomplete without it for many customers.
Inventory is not the thing I personally miss, however, but it was not the only thing removed. What I personally miss is the reliance on light and going crazy in the darkness, and also limited latern fuel, and these "features" are something I really miss every now and again. It feels strange being able to comfortably sit in the darkness, observing the mosnter, waiting for it to pass by you at a distance of less than a meter, and be perfectly safe from it noticing you because you naturally FREAK THE FUCK OUT! So yeah, I miss parts of sainity systems. But I see how others would miss inventory, or being unable to look at the monster without going mad, or picking up every single item, and so on.
2. The way your latern works when you point it at the monster is a very questionable design decision. I hope this isn't considered spoiler btw? Anyways, for whatever reason, when you look in the general monster direction with your latern out, it will flicker. Therefore, in all scenarios except tight corridors, having your latern out is THE best way to be safe against the monster. Since it will react to the monster even if the monster is behind an obstacle, like a crate, you will know that the monster is there about 2 or 3 seconds before it shows up in your view (and gets a chance to spot you for lighting him up). So you can always put the latern away and hide and wait for him to pass by.
3. Monsters still despawn on death. Yeah I know they're against trial and error and think that after you've experienced scare once, it won't scare but annoy you, but at the same time it makes bump-rushing monsters and just dying THE tactic to beat the game, because this will despawn them and make it safe for you. Worst kind of this despawning happens when....
4. The calling telephones are annoying as hell. Not only they kinda break the game flow for me in a bad way, but they also provide a clear "safe spots" that the game designer promised out will not exist. I guess they make sense, story-wise (you'll get it somewhere during the game) but still... I dunno. I just don't like them. But what's worse,...
5. Safe spots! Due to the game design (inside the machine), you very often find yourself in the spots where you will be absolutely safe from monsters, no matter how much the game tries to convince you otherwise. This is because of the obvious limitations of pathfinding and size of the monster - like, if you have to crawl to get around the place, going through thin areas between chunks of machinery, you know for sure that a monster would not be able to follow you there. Same if you're close to a ladder or have to use ladders. When you find a telephone you know it's going to be safe too. So yeah, unfortunately, quite a lot of those, even if there are less areas that have "peaceful" mood like those hubs in Amnesia (but even those do exist, and they practically scream "safe spot after intense monster scene").
6. The trailer was showing too much! Like, showing the secret bathroom door and the pig on the church altar really ruined those for me. Like, you come into bathroom and say to yourself "okay I knew it for almost a year, there's a secret door here". Or you come into church and creepy music start playing and you know "all right they'll try to surprise me with a pig on the altar now".
7. Repetitive paintings really get to you. Seeings this creepy stuff once is very interesting, but when you see it for like 10th time, it just screams "low budget". Same goes for every table in the house having same layout of bottles in its right door - at least in amnesia you had like skulls rolling out of there, or canisters hidden there... not to forget the awesome part where skull falls out and wrecks your sanity and then you see alexander face turn into a Creeper! That was sure awesome! Nope, not happening in the Pigs since it has no sainity system
8. Why aren't notes voiced? Really?....
9. The way the game conveys the "state of the mind" of the player's character is through adding notes to his "journal", which are like the notes you pick up but you seem to be writing them "on the go". I honestly don't get this sort of plot device. This makes me stop and read stuff every time the icon pops up on my screen in order to understand what is in my character's head. Thing is, in TDD, what was in my (player's) head WAS what was in my character's head. I felt as Daniel, I felt all that he felt and I thought what he thought. I felt puzzled and curiuous as to why he drank the mixture, as he did. I felt disgusted to learn the truth, as he did. I felt terrified, as he did. I felt the need to stop Alexander and help Agrippa, as he did. And so on. There was no need for notes to tell me so. The fact that now there is this need, means to me that some other way of conveying this have... failed? Or was deemed unworty? I dunno....
But then, evey one of those could be ignored and considered subjective. Like, someone might not care that paintings are repetitive or tables have same bottle layouts inside them, or consider latern flicker a good idea, or argue with me on terms of telephones. However, this game unfortunatley suffers from several objective flaws of the game, ones you cannot really argue are not flaws or are irrelevant, because this is something the game just has no excuse for.
So, on to objective flaws of this game:
1. Has anyone ever playtested this game like it's supposed to be played - in absolutely dark room? I guess not. Because, why on earth does this game has the damned bright logo and loading screens? My eyes constantly get strained by the loading screen, and I can't really just shut them and sit it out, because I want to read the loading screen text too (it is as important as in TDD). Really, I get it that you may want to fade screen to white once in a while (at least that doesn't happen with flashbacks anymore - Good Lord!).... but why the intro? Why every loading screen? The whole game is very dark, yet when you transition through doors, you get this flash... only to then see the darkness again. There was no harm if loading screens would be darker, so the decision to make them so brigh seems just.... stupid?
2. Has anyone of the beta testers actually tried poiting the player's sight downwards with latern out? Doesn't it look ridiculous that latern still points forward relative to the ground, but the light is displayed downwards? I mean, could you add the model of player's other hand to hold the latern, if you want the player to be able to illuminate the floor, or make the light point where the latern is pointing, if you wanted it to reallistically hang on the handle?
3. Why oh why is the distance fog still gray? I mean, if you sit in pitch black and stare at a room that is in your viewing distance, you'll see a darkness, however if you start to backpedal, eventually the room will start going outside your viewing distance and start being replaced by a fog... which is not black, but brighter! This creates the stupid effect of black things fading into or out of gray, allowing you to effectively see in the dark perfectly on the edge of your viewing distance. Is it so freaking hard to make your viewdistance fog ptch black? This issue pagued TDD, and it persists in MfP, which is very unfortunate and unexplainable.
4. And then, there are bugs and technical issues. You can't really blame the developers for the game not working under certian conditions, but then I must say, overall, this game IS very buggy, for a not really complex game it is. I mean, when your grand strategy simulator with thousands of people fighting at the same time bugs out (Rome II: Total War), it's not good, but it's kinda understandable. When your huge open world RPG with complex AI that tries to simulate a life of every npc, hundreds of thousands of quests and other complex stuff has bugs (TES: Skyrim), it's not good, but it's again kinda understandable. But when it's a simple linear single player game which has only several moving entities in the world except the player, and quite limited scope of the levels, a good Q&A and proper testing would have prevented this... quite a nasty bugfest.
For example, game won't work unless you unplug most of your your controllers... WUT? Game will crash randomly (usually on high graphics settings)! Now I have to constantly save&quit to not lose progress, which is, guess what, not good for immersion. For some people, game freees before every jumpscare or flashback, because for some strange reasons, dialogue isn't precached but actually played from the disk in real time. WHY? But there's more, if the disk is busy for any reason, it HANGS THE WHOLE GAME until it's ready to play... I mean, is this a joke? "Parallelism? Never heard of it!" or something? Also, Vsync is not working, gamma slider is not working... And a lot of people have the game just crash at all times for all sorts of reasons.
Okay, enough of bad stuff, conclusion time!
You think if I listed so many flaws I'm going to say the game is bad, or it sucks?
Nope!
It's great. It's still doing its job, and it's still a very different and unique approach to horror rather than, say, Outlast (which is cool in its own way I suppose, but not my cup of tea). If you want to be scared, stressed, thrilled, or immerse yourself in a dark, disgusting story - then play it and you will. However, the game has it's flaws and any potential customer should know about them before he buys it. And only buy it if he can live with them.
I hope the bugs will be fixed in reasonable time period, and maybe even some of the issues with gray distance fog too... And then again, there's nothing like Amnesia. There just isn't. Outlast is different, and every other "horror" game is different, and honestly, tries to ride the hype train started originally by Amnesia and it's youtube phenomenon. So you can't really miss THE thing that started it all, you cannot really miss Amnesia, can you?
Not going to give it a score, because IMHO scores are meaningless...