| Poll: What would you rate AMFP out of 10? You do not have permission to vote in this poll. |
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| 1-2 | 20 | 6.99% | |
| 3-4 | 29 | 10.14% | |
| 5-6 | 64 | 22.38% | |
| 7-8 | 96 | 33.57% | |
| 9-10 | 77 | 26.92% | |
| Total | 286 vote(s) | 100% | |
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AMFP Member Review Thread
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) I was a bit back and forth about not running out of resources being good or bad. At first, I was thinking that watching my oil usage and scouting for more was potentially a great boost to immersion, however I quickly realized that not having to worry about resources actually felt fitting. In The Dark Descent, you have an intense fear of the dark. The darkness is one of your primary enemies, and you have to stay away from it as much as possible. Therefore, the fear of running out of oil made much more sense. In A Machine For Pigs, Oswald is not even affected by darkness by anything but eyesight and vision, so I think a lantern running out might end up becoming worse than one that does not. Also, besides the obvious fact that the lantern is electric, its nature works well for a permanent light source. It does not illuminate your surroundings like the previous lantern in The Dark Descent, it shines infront of you as it were a flashlight. I felt that not having to worry about resources and being able to use the lantern as freely as I wanted without waste, I could focus more on my immersion and purpose. For A Machine For Pigs, a slightly different game than The Dark Descent, I felt the lantern system fit quite well, and its lighting design compensating for the lack of resources, if that makes any sense.