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		<title><![CDATA[Frictional Games Forum (read-only) - General Discussion]]></title>
		<link>https://www.frictionalgames.com/forum/</link>
		<description><![CDATA[Frictional Games Forum (read-only) - https://www.frictionalgames.com/forum]]></description>
		<pubDate>Sun, 08 Nov 2026 05:02:56 +0000</pubDate>
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			<title><![CDATA[MFP modding resources]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56724.html</link>
			<pubDate>Tue, 18 Feb 2020 10:37:55 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56724.html</guid>
			<description><![CDATA[This is an upload dump for MFP modding recources.<br />
<br />
Custom config files:<br />

<br />
<img src="https://www.frictionalgames.com/forum/images/attachtypes/zip.gif" title="" border="0" alt=".rar" />
&nbsp;&nbsp;<a href="attachment.php?aid=6839" target="_blank" title="">editor.rar</a> (Size: 14.7 KB / Downloads: 1364)
<br />
First, install the 1.3 modding tools into MFP. Then merge the downloaded folder with the existing one.<br />
<br />
MFP full conversion template:<br />

<br />
<img src="https://www.frictionalgames.com/forum/images/attachtypes/zip.gif" title="" border="0" alt=".rar" />
&nbsp;&nbsp;<a href="attachment.php?aid=6838" target="_blank" title="">MFP_mod.rar</a> (Size: 710.59 KB / Downloads: 1340)
<br />
Drag this into your main MFP folder. To run the mod, you need to go into /your_mod and start the .bat file. To edit the main_init, go into /config_mod. Don't edit the main_init when the mod is running. The rest of the config files are located in /your_mod/config and can be edited when the game is running.]]></description>
			<content:encoded><![CDATA[This is an upload dump for MFP modding recources.<br />
<br />
Custom config files:<br />

<br />
<img src="https://www.frictionalgames.com/forum/images/attachtypes/zip.gif" title="" border="0" alt=".rar" />
&nbsp;&nbsp;<a href="attachment.php?aid=6839" target="_blank" title="">editor.rar</a> (Size: 14.7 KB / Downloads: 1364)
<br />
First, install the 1.3 modding tools into MFP. Then merge the downloaded folder with the existing one.<br />
<br />
MFP full conversion template:<br />

<br />
<img src="https://www.frictionalgames.com/forum/images/attachtypes/zip.gif" title="" border="0" alt=".rar" />
&nbsp;&nbsp;<a href="attachment.php?aid=6838" target="_blank" title="">MFP_mod.rar</a> (Size: 710.59 KB / Downloads: 1340)
<br />
Drag this into your main MFP folder. To run the mod, you need to go into /your_mod and start the .bat file. To edit the main_init, go into /config_mod. Don't edit the main_init when the mod is running. The rest of the config files are located in /your_mod/config and can be edited when the game is running.]]></content:encoded>
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			<title><![CDATA[All Found Documents Locations]]></title>
			<link>https://www.frictionalgames.com/forum/thread-53421.html</link>
			<pubDate>Fri, 23 Dec 2016 01:32:20 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-53421.html</guid>
			<description><![CDATA[I am trying to get all found documents in A:AMFP since the new achievement beta, i got all achievements except for this one, so if you can tell me how many notes are in all maps I'll be happy <img src="https://www.frictionalgames.com/forum/images/smilies/biggrin.gif" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /><br />
<hr class="mycode_hr" />
Nevermind I just found a video explaining what I wanted, but thanks if you were going to say something!]]></description>
			<content:encoded><![CDATA[I am trying to get all found documents in A:AMFP since the new achievement beta, i got all achievements except for this one, so if you can tell me how many notes are in all maps I'll be happy <img src="https://www.frictionalgames.com/forum/images/smilies/biggrin.gif" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /><br />
<hr class="mycode_hr" />
Nevermind I just found a video explaining what I wanted, but thanks if you were going to say something!]]></content:encoded>
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			<title><![CDATA[A Machine for Pigs - Achievement Beta Released]]></title>
			<link>https://www.frictionalgames.com/forum/thread-53407.html</link>
			<pubDate>Tue, 13 Dec 2016 16:53:19 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-53407.html</guid>
			<description><![CDATA[With the release of the Amnesia Collection on PS4 we included support for Trophies.<br />
We have now added the same Achievements to Steam as a beta build.<br />
Any Achievements you unlock in the beta will be unlocked in the final version as well.<br />
<br />
To activate the Steam beta follow these steps:<br />
1) Right click the game in Steam<br />
2) Select Properties<br />
3) Select the Betas tab<br />
4) In the drop down box select "achievement_beta | Achievement Beta" and press ok<br />
<br />
If done correctly the game will have [achievement_beta] after the name in Steam<br />
<br />
The final version will come later when we have done testing on all the different operating systems.<br />
<br />
Report any bugs you encounter in this thread:<br />
<a href="https://www.frictionalgames.com/forum/thread-53406.html" target="_blank" rel="noopener" class="mycode_url">https://www.frictionalgames.com/forum/thread-53406.html</a>]]></description>
			<content:encoded><![CDATA[With the release of the Amnesia Collection on PS4 we included support for Trophies.<br />
We have now added the same Achievements to Steam as a beta build.<br />
Any Achievements you unlock in the beta will be unlocked in the final version as well.<br />
<br />
To activate the Steam beta follow these steps:<br />
1) Right click the game in Steam<br />
2) Select Properties<br />
3) Select the Betas tab<br />
4) In the drop down box select "achievement_beta | Achievement Beta" and press ok<br />
<br />
If done correctly the game will have [achievement_beta] after the name in Steam<br />
<br />
The final version will come later when we have done testing on all the different operating systems.<br />
<br />
Report any bugs you encounter in this thread:<br />
<a href="https://www.frictionalgames.com/forum/thread-53406.html" target="_blank" rel="noopener" class="mycode_url">https://www.frictionalgames.com/forum/thread-53406.html</a>]]></content:encoded>
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			<title><![CDATA[Machine for Pigs game design documents]]></title>
			<link>https://www.frictionalgames.com/forum/thread-52233.html</link>
			<pubDate>Sat, 06 Aug 2016 22:07:58 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-52233.html</guid>
			<description><![CDATA[The Chinese Room tweeted about their work and new game Total dark.<br />
<div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Spoiler below!</b> <input type="button" value="Click to show" style="width:75px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Click to hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Click to show'; }"><br />
</div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>isometric adventure thing that took inspiration from those old paper-based RPG systems</blockquote>
<br />
</div>
</div>
</div>
<a href="http://www.thechineseroom.co.uk/blog/whatever-happened-totaldark" target="_blank" rel="noopener" class="mycode_url">http://www.thechineseroom.co.uk/blog/wha...-totaldark</a><br />
<br />
<a href="http://www.thechineseroom.co.uk/blog/remember-amfp-part-1" target="_blank" rel="noopener" class="mycode_url">http://www.thechineseroom.co.uk/blog/rem...mfp-part-1</a><br />
<br />
There is nice concept art of <span style="font-style: italic;" class="mycode_i">Machine for Pigs</span> on page 6.]]></description>
			<content:encoded><![CDATA[The Chinese Room tweeted about their work and new game Total dark.<br />
<div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Spoiler below!</b> <input type="button" value="Click to show" style="width:75px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Click to hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Click to show'; }"><br />
</div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>isometric adventure thing that took inspiration from those old paper-based RPG systems</blockquote>
<br />
</div>
</div>
</div>
<a href="http://www.thechineseroom.co.uk/blog/whatever-happened-totaldark" target="_blank" rel="noopener" class="mycode_url">http://www.thechineseroom.co.uk/blog/wha...-totaldark</a><br />
<br />
<a href="http://www.thechineseroom.co.uk/blog/remember-amfp-part-1" target="_blank" rel="noopener" class="mycode_url">http://www.thechineseroom.co.uk/blog/rem...mfp-part-1</a><br />
<br />
There is nice concept art of <span style="font-style: italic;" class="mycode_i">Machine for Pigs</span> on page 6.]]></content:encoded>
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			<title><![CDATA[The Aztec pessimism of A Machine for Pigs]]></title>
			<link>https://www.frictionalgames.com/forum/thread-47423.html</link>
			<pubDate>Mon, 16 May 2016 12:51:40 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-47423.html</guid>
			<description><![CDATA[I found this Killscreen article on The Chinese Room's twitter page called: <a href="https://killscreen.com/articles/the-aztec-pessimism-of-a-machine-for-pigs/" target="_blank" rel="noopener" class="mycode_url">The Aztec pessimism of A Machine for Pigs</a> by Sam Zucchi. I think it is an interesting read and would recommend it to people who are interested in AMFP.]]></description>
			<content:encoded><![CDATA[I found this Killscreen article on The Chinese Room's twitter page called: <a href="https://killscreen.com/articles/the-aztec-pessimism-of-a-machine-for-pigs/" target="_blank" rel="noopener" class="mycode_url">The Aztec pessimism of A Machine for Pigs</a> by Sam Zucchi. I think it is an interesting read and would recommend it to people who are interested in AMFP.]]></content:encoded>
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			<title><![CDATA[The whole game explained *Spoilers*]]></title>
			<link>https://www.frictionalgames.com/forum/thread-36330.html</link>
			<pubDate>Tue, 12 Jan 2016 02:53:23 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-36330.html</guid>
			<description><![CDATA[Hi there,<br />
<br />
I just finished the game for the first time.<br />
<br />
I have read several posts about the story of the game. However, I do not completely agree with either of them. Therefore, I felt the urge of writing down my own interpretation.<br />
<br />
This would be p.s.: Actually, just before posting my two cents, I found the post by <a href="http://www.frictionalgames.com/forum/thread-22974-post-322665.html#pid322665" target="_blank" rel="noopener" class="mycode_url">PathOS</a>. It is extremely close to my interpretation and actually narrated much more beautifully!<br />
<br />
This is an extremely long post... Please do have a look at the open questions at the end.<br />
<br />
Thanks to the original story content on amnesia.wikia.com, I could refine my interpretation after playing the game. Something written in quotes is also original game content unless noted. However, I do not know anything about <span style="font-style: italic;" class="mycode_i">Amnesia: The Dark Descent</span> and deliberately haven't read anything about it, except for some stuff about the Orbs. Apparently, among others, Orbs have the power to "disrupt the welder's own spirit, splitting it as well". (<a href="http://amnesia.wikia.com/wiki/The_Orbs" target="_blank" rel="noopener" class="mycode_url">http://amnesia.wikia.com/wiki/The_Orbs</a>)<br />
<br />
All statements are numbered to facilitate later references.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Mandus Character</span><br />
<br />
C1. In the beginning of the story (not the game), Mandus was a broken man, financially and psychologically, yet healthy.<br />
<br />
C2. Mandus is depressed after his wife's death.<br />
<br />
C3. Mandus begins to suffer from a multiple personality disorder. He is not schizophrenic. This is probably due to the prolonged exposure to the Orb. According to Wikipedia, the term is obsolete and the condition is now called "dissociative identity disorder". This term is spot on, since Mandus even seems to forget that he is human himself sometimes.<br />
<br />
C4. Mandus has a sane, and grieving, even pathetic side. He loved his twins "all too much for this world". This can be called the good self. He also has an evil self that wrote most of the journal entries. It seems to grow more and more extreme over the year. Culminating on October 11th, he begins to exclusively speak of "product" when writing about humans. He begins to have a god complex.<br />
<br />
C5. His good self regains control of his consciousness.<br />
<br />
Aaand: The game is on!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Factory</span><br />
<br />
F1. A lot of the machinery has been built previously, probably by an ancestor. After all, the Mandus family has made themselves a name and the factory has existed since 1828.<br />
<br />
F2. The evil self takes the upper hand for the construction of the factory.<br />
<br />
F3. Mandus clearly needed and also had workers. He speaks of "loyal workers", Father Jeremiah of "his workforce are specially trained". A lot of them do not know what is actually going on (see Delivery Schedule note).<br />
<br />
F4. The most busy period is in October. Hence, less journal entries. His twins are complaining about his self-consumption in their diaries.<br />
<br />
F5. Mandus built a huge factory and a city around. There are tall walls around it and a lot of entrances to the factory. "I own this city, I am this city"<br />
<br />
F6. Mandus is very proud of the efficient production cycle. He optimised it a lot. Technical details can be found in his journals from October 11th to 22nd<br />
<br />
F7. Mandus describes the harvesting process in his journals from October 24th to 27th.<br />
<br />
F8. The city is used as a ruse to harvest raw material of different kinds for his product. For the rich, he built a mansion "We have set aside an entire wing of the mansion for their parties" -- the poor, he literally takes them off the streets: "Let the ground open under them and fall to the maw."<br />
<br />
F9. Most importantly, the start of the game: Mandus wakes up in the harvesting mansion! The beds are cages: "Three walls of steel bars dropping from the ceiling via the canopy to cage the product into the bed, preventing escape."<br />
<br />
F10. The drawings and mirrors are not partially transparent to spy on his wife and kids, but to observe the raw material and gather intel from them. Mandus is not a pervert.<br />
<br />
F11. "Father Jeremiah I thought could be trusted with the secret." He begins to have a god complex. He builds a church for his manpigs and uses Father Jeremiah to lead the religious service: "They will happily accept fealty to a God thrust upon them."<br />
<br />
F12. The sentence "[Father Jeremiah] says he will enter into our world with them" does not mean that he voluntarily fed himself to the machine, but merely that he supports Mandus' plans for the world. After all, "he is like all of the others" and as such, it would not be worth noting it.<br />
His support for Mandus might also have emerged from his financial problems, because now "my church is full and my charges are saved."<br />
<br />
F13. The factory still produces food for the people and is very successful: "Our fine foods are now exported to mansions and lodges across London." They also produce special meals like "an importer of fine teas stewed in his own leaves!" That must be tasty for sure.<br />
<br />
F14. Manpigs and humans are used as workers.<br />
<br />
F15. Mandus does charity in order to satiate the poor, improve the product.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">World View and Mexico</span><br />
<br />
W1. Mandus' world view was bad before it started all. In the first journal entry, he wrote: "The bank is refusing credit, the ignorant swine."<br />
<br />
W2. Mandus is an ingenious mechanic, but has financial problems. He spent too much money on improving the factory he inherited from his father. (Not for processing humans, yet.)<br />
<br />
W3. Mandus travelled to Mexico in his mission to find an Orb. He knew about it from his uncle.<br />
<br />
W4. He went with his twins. Irresponsible, but probably due to financial constraints.<br />
<br />
W5. Nothing actually happened in Mexico. A catastrophic event is merely suggested by the professor and the father. But not by any thoughts of Mandus. Bear with me.<br />
<br />
W6. He got infected with some disease.<br />
<br />
W7. The Orb did not really have an immediate severe effect on any of them.<br />
<br />
W8. He carried the precious Orb always close to himself. This leads to a dream on the ship home which started his idea of saving the world from humankind.<br />
<br />
W9. Mandus wants to create a new better species for the future by fusing humans and pigs.<br />
<br />
W10. He transformed the factory into a great machine for his beliefs.<br />
<br />
W11. On June 24th he dreams of a jaguar warrior of the Aztec military.<br />
<br />
W12. Perhaps he chose a fusion of pigs and humans because pigs are "loyal, clever, strong, easily sated".<br />
<br />
W13. He was infatuated with the Aztecs and using his machine, he could spill as much blood as possible.<br />
<br />
W14. He built a machine and a shrine where he ultimately sacrificed his twins.<br />
<br />
W15. He has an intense dialogue with the professor somewhen in the end of December. He has a mental breakdown and his good self awakens. Considering the wording of the journal entries, this seems to be Christmas. The birth of the redeemer in Christian religion.<br />
<br />
W16. He tries to sabotage the machine, but fails.<br />
<br />
W17. The good self awakens again, but is deceived by the evil self. (First part of the game)<br />
<br />
W18. The good self is stable and aware of the evil self. He ignores it and sobatages the factory for good (Second part of the game).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Reality and Voices</span><br />
<br />
R1. I like to think that all parts of the game are actually real and realistic. The game is played as the good self of the character. Inexplicable things are either hallucinations or an exaggerated magnitude of realistic possibilities. (Like a huge chamber with a pyramid inside below the surface.)<br />
<br />
R2. The blurry sight and reverberating voice is during some sort of flashbacks. The monologue then clearly is about past events.<br />
<br />
R3. The caller is his evil self wanting to persuade him to restart the machine. Since the evil self does know the whereabouts of the twins and the good self does not, he uses that to lure him and makes him an instrument for his own plan. The ringing phone is one of few unreal/imagined things in the game. The hallucination originates from his evil self, but the voice is in Mandus' head. It does not get lower when the moving away from the phone...<br />
<br />
R4. Sometimes referred to as the talking of The Machine, it simply is the voice of his evil self. It is his intrapersonal communication that the player hears, because he IS Mandus. His evil self notices that the illusion of calling is not enough and begins to speak to him directly. The good self also noticed that he has another self. It is not necessary to hide as another person anymore. The voice of both selves is always equally loud and is not echoed by the environment.<br />
<br />
R5. The first blackout is after fully restoring power to the machine and he realised that he has a split personality.<br />
<br />
R6. The sons' voices are Mandus' twins who actually found the Orb: "Come and see, Papa. We found an egg, a stone egg!" He think he lost his sons and in search for them, he recalls how they had called for him.<br />
<br />
R7. The sightings of the twins are hallucinations, because of his longing of getting them back.<br />
<br />
R8. The teleportation is not actually teleportation, but blackouts. They occur after some heavy hallucinations or sightings. (Like when they rip out their hearts.) And the game's title is Amnesia after all.<br />
<br />
R9. I do not question the dates of Edwin and Enoch's diary. In such a carefully crafted game, that would be a rather unfortunate and unlikely error. Neither, I do not think that they are written by Mandus in another state of mind. That would be a rather weird mental state that and does not fit into the story.<br />
<br />
R10. The music in the game is sometimes simply used as a soundtrack and sometimes it is coming from the speakers used to "soothe the product".<br />
<br />
R11. The professor is not a product of his imagination, but an actual person. Probably a psychiatrist. Mandus is "to have a visitor" after December 20th who is a member of a club. Apparently, Mandus is a member as well, but has been absent for a long time.<br />
Considering the late stage of Mandus' illness, it is rather unlikely that he came up with a new character (or split his personality again). Also, the professor took part in some investigations about The Ripper who is never mentioned again.<br />
<br />
R12. The Engineer is himself. He only mentioned him in a conversation with the professor. Apparently, he did not want to reveal himself to the professor.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Open Questions and Incertainities</span><br />
<br />
O1. Why does he wake up in a trap bed? Is he trapped by his own machine and manpigs?<br />
Or he was laid down to rest by the manpig staying in the other bedroom.<br />
<br />
O2. What about the ivories and glasses? No idea...<br />
Perhaps they are collected from the product.<br />
<br />
O3. Why are the journal entries spread all over the game? It is clearly a plot device for the game. But to explain it lining up with the story, Mandus might have lost them during a parasomniac or semiconscious adventure.<br />
<br />
O4. What does the last paragraph of the journal entry of March 15th mean?<br />
"And then we came to London and I set it upon the mantelpiece, and went into the house and gathered the servants and set on re-crafting them, and then I went into the garden and buried those tiny shattered skulls under the weeping bulges of the rhododendrons."<br />
They are Aztec death masks of killed children to pay respect and as a symbol for the fall of an era.<br />
<br />
O5. What is the relevance of the jaguar warrior? No idea...<br />
Perhaps just to emphasize the importance of Aztec culture.<br />
<br />
O6. Was the evil self caused by the Orb? I don't think so.<br />
It only seems an amplification of what he felt before. He said "I swear I will kill them, I will kill them all." in 1898 befor being in posession of the Orb. Only the vision about the twins being killed in the war is probably induced by the Orb.<br />
<br />
O7. What does the last paragraph of the journal entry of December 2nd mean?<br />
"By the egg I laid myself, under the garden where the children's skulls are buried. I call it my Mexico."<br />
The children's skulls are the masks that he and his servants re-crafted. The egg is the Orb. He calls it "my Mexico", because it's the grave of his soul.<br />
<br />
O8. What are the pig masks? They are hallucinations stemming from the buried Aztec masks. They are in pig shape because it is evil Mandus' theme.<br />
<br />
O9. Why does his self-sacrifice stop the machine? It does not stop the machine. The machine has been stopped by Mandus' second sobatage. (It is very quiet after that.)<br />
<br />
O10. Realising that he can not "tear himself apart down to the bricks and begin again", he thinks it is "better to die amongst my creations than to continue to live as a monster". He sacrifices himself in the device he built for his twins and it "is the only path to redemption to join us together again [...] and forgive him, and myself as well."<br />
<br />
O11. When did he sacrifice his twins? I assume at the end of November. He does not write in his journal and gives himself time to mourn. Even his evil self is frightened by his own actions: "Lilibeth, what am I become?" But for him, it was a necessary evil to spare them from being slaughtered by the human pigs in the war.<br />
<br />
O12. What is the heart doing in the last level? No idea...<br />
<br />
O13. Who is inside the container in the last level? No idea... But not Mandus!<br />
Some experiment perhaps... As is the heart.<br />
<br />
O14. Is the Orb an energy source? I would think so.<br />
<br />
O15. The game is pretty self-contained and is quite explicable with only little knowledge about the Orbs.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Interpretation</span><br />
<br />
I1. Pigs are an interesting choice.<br />
They are quite similar to humans: <a href="https://www.facebook.com/notes/271467086225869/" target="_blank" rel="noopener" class="mycode_url">https://www.facebook.com/notes/271467086225869/</a> (Note the references there.)<br />
<br />
I2. They are also the leaders in Animal Farm, just like the ones Mandus despised.<br />
<br />
I3. "A Machine for Pigs" refers to the world itself:<br />
The world is the nurturer for humans and nearly powers itself, just like perpetual motion.<br />
The machine built by Mandus is so efficient, it nearly powers itself, a "simple stroke of genius". It is also a nurturer for humans, pigs, and manpigs.<br />
<br />
<br />
<br />
There it is -- my emission from the processing of the food the machine fed me. And the machine feeds on me, it consumed me, it took away the desire of meat and wheat, it soothed me by telling a story as I contentedly let go of my time.<br />
<br />
I am going to rest now for me to ascend anew the day after.]]></description>
			<content:encoded><![CDATA[Hi there,<br />
<br />
I just finished the game for the first time.<br />
<br />
I have read several posts about the story of the game. However, I do not completely agree with either of them. Therefore, I felt the urge of writing down my own interpretation.<br />
<br />
This would be p.s.: Actually, just before posting my two cents, I found the post by <a href="http://www.frictionalgames.com/forum/thread-22974-post-322665.html#pid322665" target="_blank" rel="noopener" class="mycode_url">PathOS</a>. It is extremely close to my interpretation and actually narrated much more beautifully!<br />
<br />
This is an extremely long post... Please do have a look at the open questions at the end.<br />
<br />
Thanks to the original story content on amnesia.wikia.com, I could refine my interpretation after playing the game. Something written in quotes is also original game content unless noted. However, I do not know anything about <span style="font-style: italic;" class="mycode_i">Amnesia: The Dark Descent</span> and deliberately haven't read anything about it, except for some stuff about the Orbs. Apparently, among others, Orbs have the power to "disrupt the welder's own spirit, splitting it as well". (<a href="http://amnesia.wikia.com/wiki/The_Orbs" target="_blank" rel="noopener" class="mycode_url">http://amnesia.wikia.com/wiki/The_Orbs</a>)<br />
<br />
All statements are numbered to facilitate later references.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Mandus Character</span><br />
<br />
C1. In the beginning of the story (not the game), Mandus was a broken man, financially and psychologically, yet healthy.<br />
<br />
C2. Mandus is depressed after his wife's death.<br />
<br />
C3. Mandus begins to suffer from a multiple personality disorder. He is not schizophrenic. This is probably due to the prolonged exposure to the Orb. According to Wikipedia, the term is obsolete and the condition is now called "dissociative identity disorder". This term is spot on, since Mandus even seems to forget that he is human himself sometimes.<br />
<br />
C4. Mandus has a sane, and grieving, even pathetic side. He loved his twins "all too much for this world". This can be called the good self. He also has an evil self that wrote most of the journal entries. It seems to grow more and more extreme over the year. Culminating on October 11th, he begins to exclusively speak of "product" when writing about humans. He begins to have a god complex.<br />
<br />
C5. His good self regains control of his consciousness.<br />
<br />
Aaand: The game is on!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Factory</span><br />
<br />
F1. A lot of the machinery has been built previously, probably by an ancestor. After all, the Mandus family has made themselves a name and the factory has existed since 1828.<br />
<br />
F2. The evil self takes the upper hand for the construction of the factory.<br />
<br />
F3. Mandus clearly needed and also had workers. He speaks of "loyal workers", Father Jeremiah of "his workforce are specially trained". A lot of them do not know what is actually going on (see Delivery Schedule note).<br />
<br />
F4. The most busy period is in October. Hence, less journal entries. His twins are complaining about his self-consumption in their diaries.<br />
<br />
F5. Mandus built a huge factory and a city around. There are tall walls around it and a lot of entrances to the factory. "I own this city, I am this city"<br />
<br />
F6. Mandus is very proud of the efficient production cycle. He optimised it a lot. Technical details can be found in his journals from October 11th to 22nd<br />
<br />
F7. Mandus describes the harvesting process in his journals from October 24th to 27th.<br />
<br />
F8. The city is used as a ruse to harvest raw material of different kinds for his product. For the rich, he built a mansion "We have set aside an entire wing of the mansion for their parties" -- the poor, he literally takes them off the streets: "Let the ground open under them and fall to the maw."<br />
<br />
F9. Most importantly, the start of the game: Mandus wakes up in the harvesting mansion! The beds are cages: "Three walls of steel bars dropping from the ceiling via the canopy to cage the product into the bed, preventing escape."<br />
<br />
F10. The drawings and mirrors are not partially transparent to spy on his wife and kids, but to observe the raw material and gather intel from them. Mandus is not a pervert.<br />
<br />
F11. "Father Jeremiah I thought could be trusted with the secret." He begins to have a god complex. He builds a church for his manpigs and uses Father Jeremiah to lead the religious service: "They will happily accept fealty to a God thrust upon them."<br />
<br />
F12. The sentence "[Father Jeremiah] says he will enter into our world with them" does not mean that he voluntarily fed himself to the machine, but merely that he supports Mandus' plans for the world. After all, "he is like all of the others" and as such, it would not be worth noting it.<br />
His support for Mandus might also have emerged from his financial problems, because now "my church is full and my charges are saved."<br />
<br />
F13. The factory still produces food for the people and is very successful: "Our fine foods are now exported to mansions and lodges across London." They also produce special meals like "an importer of fine teas stewed in his own leaves!" That must be tasty for sure.<br />
<br />
F14. Manpigs and humans are used as workers.<br />
<br />
F15. Mandus does charity in order to satiate the poor, improve the product.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">World View and Mexico</span><br />
<br />
W1. Mandus' world view was bad before it started all. In the first journal entry, he wrote: "The bank is refusing credit, the ignorant swine."<br />
<br />
W2. Mandus is an ingenious mechanic, but has financial problems. He spent too much money on improving the factory he inherited from his father. (Not for processing humans, yet.)<br />
<br />
W3. Mandus travelled to Mexico in his mission to find an Orb. He knew about it from his uncle.<br />
<br />
W4. He went with his twins. Irresponsible, but probably due to financial constraints.<br />
<br />
W5. Nothing actually happened in Mexico. A catastrophic event is merely suggested by the professor and the father. But not by any thoughts of Mandus. Bear with me.<br />
<br />
W6. He got infected with some disease.<br />
<br />
W7. The Orb did not really have an immediate severe effect on any of them.<br />
<br />
W8. He carried the precious Orb always close to himself. This leads to a dream on the ship home which started his idea of saving the world from humankind.<br />
<br />
W9. Mandus wants to create a new better species for the future by fusing humans and pigs.<br />
<br />
W10. He transformed the factory into a great machine for his beliefs.<br />
<br />
W11. On June 24th he dreams of a jaguar warrior of the Aztec military.<br />
<br />
W12. Perhaps he chose a fusion of pigs and humans because pigs are "loyal, clever, strong, easily sated".<br />
<br />
W13. He was infatuated with the Aztecs and using his machine, he could spill as much blood as possible.<br />
<br />
W14. He built a machine and a shrine where he ultimately sacrificed his twins.<br />
<br />
W15. He has an intense dialogue with the professor somewhen in the end of December. He has a mental breakdown and his good self awakens. Considering the wording of the journal entries, this seems to be Christmas. The birth of the redeemer in Christian religion.<br />
<br />
W16. He tries to sabotage the machine, but fails.<br />
<br />
W17. The good self awakens again, but is deceived by the evil self. (First part of the game)<br />
<br />
W18. The good self is stable and aware of the evil self. He ignores it and sobatages the factory for good (Second part of the game).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Reality and Voices</span><br />
<br />
R1. I like to think that all parts of the game are actually real and realistic. The game is played as the good self of the character. Inexplicable things are either hallucinations or an exaggerated magnitude of realistic possibilities. (Like a huge chamber with a pyramid inside below the surface.)<br />
<br />
R2. The blurry sight and reverberating voice is during some sort of flashbacks. The monologue then clearly is about past events.<br />
<br />
R3. The caller is his evil self wanting to persuade him to restart the machine. Since the evil self does know the whereabouts of the twins and the good self does not, he uses that to lure him and makes him an instrument for his own plan. The ringing phone is one of few unreal/imagined things in the game. The hallucination originates from his evil self, but the voice is in Mandus' head. It does not get lower when the moving away from the phone...<br />
<br />
R4. Sometimes referred to as the talking of The Machine, it simply is the voice of his evil self. It is his intrapersonal communication that the player hears, because he IS Mandus. His evil self notices that the illusion of calling is not enough and begins to speak to him directly. The good self also noticed that he has another self. It is not necessary to hide as another person anymore. The voice of both selves is always equally loud and is not echoed by the environment.<br />
<br />
R5. The first blackout is after fully restoring power to the machine and he realised that he has a split personality.<br />
<br />
R6. The sons' voices are Mandus' twins who actually found the Orb: "Come and see, Papa. We found an egg, a stone egg!" He think he lost his sons and in search for them, he recalls how they had called for him.<br />
<br />
R7. The sightings of the twins are hallucinations, because of his longing of getting them back.<br />
<br />
R8. The teleportation is not actually teleportation, but blackouts. They occur after some heavy hallucinations or sightings. (Like when they rip out their hearts.) And the game's title is Amnesia after all.<br />
<br />
R9. I do not question the dates of Edwin and Enoch's diary. In such a carefully crafted game, that would be a rather unfortunate and unlikely error. Neither, I do not think that they are written by Mandus in another state of mind. That would be a rather weird mental state that and does not fit into the story.<br />
<br />
R10. The music in the game is sometimes simply used as a soundtrack and sometimes it is coming from the speakers used to "soothe the product".<br />
<br />
R11. The professor is not a product of his imagination, but an actual person. Probably a psychiatrist. Mandus is "to have a visitor" after December 20th who is a member of a club. Apparently, Mandus is a member as well, but has been absent for a long time.<br />
Considering the late stage of Mandus' illness, it is rather unlikely that he came up with a new character (or split his personality again). Also, the professor took part in some investigations about The Ripper who is never mentioned again.<br />
<br />
R12. The Engineer is himself. He only mentioned him in a conversation with the professor. Apparently, he did not want to reveal himself to the professor.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Open Questions and Incertainities</span><br />
<br />
O1. Why does he wake up in a trap bed? Is he trapped by his own machine and manpigs?<br />
Or he was laid down to rest by the manpig staying in the other bedroom.<br />
<br />
O2. What about the ivories and glasses? No idea...<br />
Perhaps they are collected from the product.<br />
<br />
O3. Why are the journal entries spread all over the game? It is clearly a plot device for the game. But to explain it lining up with the story, Mandus might have lost them during a parasomniac or semiconscious adventure.<br />
<br />
O4. What does the last paragraph of the journal entry of March 15th mean?<br />
"And then we came to London and I set it upon the mantelpiece, and went into the house and gathered the servants and set on re-crafting them, and then I went into the garden and buried those tiny shattered skulls under the weeping bulges of the rhododendrons."<br />
They are Aztec death masks of killed children to pay respect and as a symbol for the fall of an era.<br />
<br />
O5. What is the relevance of the jaguar warrior? No idea...<br />
Perhaps just to emphasize the importance of Aztec culture.<br />
<br />
O6. Was the evil self caused by the Orb? I don't think so.<br />
It only seems an amplification of what he felt before. He said "I swear I will kill them, I will kill them all." in 1898 befor being in posession of the Orb. Only the vision about the twins being killed in the war is probably induced by the Orb.<br />
<br />
O7. What does the last paragraph of the journal entry of December 2nd mean?<br />
"By the egg I laid myself, under the garden where the children's skulls are buried. I call it my Mexico."<br />
The children's skulls are the masks that he and his servants re-crafted. The egg is the Orb. He calls it "my Mexico", because it's the grave of his soul.<br />
<br />
O8. What are the pig masks? They are hallucinations stemming from the buried Aztec masks. They are in pig shape because it is evil Mandus' theme.<br />
<br />
O9. Why does his self-sacrifice stop the machine? It does not stop the machine. The machine has been stopped by Mandus' second sobatage. (It is very quiet after that.)<br />
<br />
O10. Realising that he can not "tear himself apart down to the bricks and begin again", he thinks it is "better to die amongst my creations than to continue to live as a monster". He sacrifices himself in the device he built for his twins and it "is the only path to redemption to join us together again [...] and forgive him, and myself as well."<br />
<br />
O11. When did he sacrifice his twins? I assume at the end of November. He does not write in his journal and gives himself time to mourn. Even his evil self is frightened by his own actions: "Lilibeth, what am I become?" But for him, it was a necessary evil to spare them from being slaughtered by the human pigs in the war.<br />
<br />
O12. What is the heart doing in the last level? No idea...<br />
<br />
O13. Who is inside the container in the last level? No idea... But not Mandus!<br />
Some experiment perhaps... As is the heart.<br />
<br />
O14. Is the Orb an energy source? I would think so.<br />
<br />
O15. The game is pretty self-contained and is quite explicable with only little knowledge about the Orbs.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Interpretation</span><br />
<br />
I1. Pigs are an interesting choice.<br />
They are quite similar to humans: <a href="https://www.facebook.com/notes/271467086225869/" target="_blank" rel="noopener" class="mycode_url">https://www.facebook.com/notes/271467086225869/</a> (Note the references there.)<br />
<br />
I2. They are also the leaders in Animal Farm, just like the ones Mandus despised.<br />
<br />
I3. "A Machine for Pigs" refers to the world itself:<br />
The world is the nurturer for humans and nearly powers itself, just like perpetual motion.<br />
The machine built by Mandus is so efficient, it nearly powers itself, a "simple stroke of genius". It is also a nurturer for humans, pigs, and manpigs.<br />
<br />
<br />
<br />
There it is -- my emission from the processing of the food the machine fed me. And the machine feeds on me, it consumed me, it took away the desire of meat and wheat, it soothed me by telling a story as I contentedly let go of my time.<br />
<br />
I am going to rest now for me to ascend anew the day after.]]></content:encoded>
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			<title><![CDATA[So what is the purpose of the machine ?]]></title>
			<link>https://www.frictionalgames.com/forum/thread-34920.html</link>
			<pubDate>Tue, 15 Dec 2015 18:26:19 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-34920.html</guid>
			<description><![CDATA[So i have just finished the game and i have read almost all of the notes, but i still don't get it.<br />
<br />
What is the real purpose of the machine?]]></description>
			<content:encoded><![CDATA[So i have just finished the game and i have read almost all of the notes, but i still don't get it.<br />
<br />
What is the real purpose of the machine?]]></content:encoded>
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		<item>
			<title><![CDATA[Can I play AMFP without having played TDD?]]></title>
			<link>https://www.frictionalgames.com/forum/thread-31357.html</link>
			<pubDate>Sat, 17 Oct 2015 05:32:16 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-31357.html</guid>
			<description><![CDATA[Hey there people!<br />
<br />
Just yesterday I've finished "SOMA", which was one of the best experiences in gaming I've ever had (and yeah, I'm turning 33 next Tuesday and have been a gamer since 1991, mostly addicted to adventure games and other heavily story-based games, so... that says a lot about the power of "SOMA").<br />
<br />
I've only just seen a spoiler-free review of "Amnesia: A Machine for Pigs" on Gametrailers.com and the game looks very story-based, too, just like "SOMA". I'm not that much of a fan of the <span style="font-style: italic;" class="mycode_i">"hide from terrifying creatures"</span> kind of gameplay, so I thought "A Machine for Pigs" might fit my tastes better than "Amnesia: The Dark Descent".<br />
<br />
Is it possible to play "AMFP" <span style="font-style: italic;" class="mycode_i">BEFORE</span> playing "TDD"?<br />
Would I miss a lot of references or even... I don't know... not fully understand the world it plays in?<br />
<br />
(Please keep your answers spoiler-free. <img src="https://www.frictionalgames.com/forum/images/smilies/wink.gif" alt="Wink" title="Wink" class="smilie smilie_2" /> )<br />
Thanks in advance for any info!]]></description>
			<content:encoded><![CDATA[Hey there people!<br />
<br />
Just yesterday I've finished "SOMA", which was one of the best experiences in gaming I've ever had (and yeah, I'm turning 33 next Tuesday and have been a gamer since 1991, mostly addicted to adventure games and other heavily story-based games, so... that says a lot about the power of "SOMA").<br />
<br />
I've only just seen a spoiler-free review of "Amnesia: A Machine for Pigs" on Gametrailers.com and the game looks very story-based, too, just like "SOMA". I'm not that much of a fan of the <span style="font-style: italic;" class="mycode_i">"hide from terrifying creatures"</span> kind of gameplay, so I thought "A Machine for Pigs" might fit my tastes better than "Amnesia: The Dark Descent".<br />
<br />
Is it possible to play "AMFP" <span style="font-style: italic;" class="mycode_i">BEFORE</span> playing "TDD"?<br />
Would I miss a lot of references or even... I don't know... not fully understand the world it plays in?<br />
<br />
(Please keep your answers spoiler-free. <img src="https://www.frictionalgames.com/forum/images/smilies/wink.gif" alt="Wink" title="Wink" class="smilie smilie_2" /> )<br />
Thanks in advance for any info!]]></content:encoded>
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			<title><![CDATA[Tesla pig.]]></title>
			<link>https://www.frictionalgames.com/forum/thread-31341.html</link>
			<pubDate>Thu, 15 Oct 2015 09:53:04 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-31341.html</guid>
			<description><![CDATA[Is Fictional Games makers are fan of Nikola Tesla? If that I wish they added the Tesla coils in the game.]]></description>
			<content:encoded><![CDATA[Is Fictional Games makers are fan of Nikola Tesla? If that I wish they added the Tesla coils in the game.]]></content:encoded>
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		<item>
			<title><![CDATA[Beta and Editor screen]]></title>
			<link>https://www.frictionalgames.com/forum/thread-30400.html</link>
			<pubDate>Sun, 16 Aug 2015 10:39:44 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-30400.html</guid>
			<description><![CDATA[Hi.. Dear FG . Can you show to us some beta screenshots and Some making of from Level editor ?<br />
I want to see some making of screenshots from Machine for Pigs]]></description>
			<content:encoded><![CDATA[Hi.. Dear FG . Can you show to us some beta screenshots and Some making of from Level editor ?<br />
I want to see some making of screenshots from Machine for Pigs]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Great game, but a lot of missed opportunities. In-depth feedback]]></title>
			<link>https://www.frictionalgames.com/forum/thread-30330.html</link>
			<pubDate>Tue, 28 Jul 2015 20:18:39 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-30330.html</guid>
			<description><![CDATA[I realize this is all coming long after release and likely few care anymore. But SOMA's upcoming release has gotten me revisiting these games.<br />
<br />
I was one of those who actually didn't mind the direction A Machine For Pigs (AMFP) ended up going being different than The Dark Descent (TDD) and that TheChineseRoom (TCR) didn't want to straight up copy that game and instead focused their talents and experience in creating something that they knew they could do well. And I definitely had fun with the game overall and enjoyed the time I put into it.<br />
<br />
That said, there are some points I think could have been improved upon or expanded further, which may be contrary to TCR's direction, but nonetheless I feel should be considered in order to have made the game more like a "game" as opposed to an interactive story. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">More Interactions</span> - I think this was pretty much the biggest criticism of the game from most people. Compared to TDD, there was almost no interactions in the game with the physical environment. Not to say that TDD's mechanics in this area were perfect, but the lack of being able to touch most of the Level/World contributed to the feeling that it was a "Sterile" environment without much "life" to it. In addition it felt there were far too many "artificial barriers" to exploration, with so many locked doors and such preventing the player from going places, something which wasn't too obvious in TDD (or at least, there was a more plausible reason for why those areas were blocked off)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">A better Sense of Progression</span> - Despite being a more "linear" game than TDD (which was linear already), I would argue that with AMFP, you as the player did not get as good of a sense of logical progression through the game compared to TDD. Which is funny because AMFP had "You are Here" maps throughout the Factory (and I did like the Artwork symbolizing each Section), but it didn't feel like there was any logical layout thought out to the Map, and you would be warped from here to there without really feeling like you traveled there. It's funny because TDD had no map or markers, but the layout and progression through and under the Castle felt more "natural" than moving through Mandus' plant.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Revealing their Hand too soon</span> - In Horror, I feel it is more effective when it is nebulous and unseen. TDD did well with this by forcing the player not to look directly at the Monsters and thus keeping their appearance shrouded. AMFP however decided to be up front with them and allow the viewer to see them up close and personal, in which case their effectiveness at being scary was pretty much cut to nil (aside from the "Tesla" you only encounter twice). I understand this was a story decision as TCR likely wanted the player to empathize with the pigmen in their horrid conditions and being what they were, but I feel they revealed them too soon. Though I suppose "soon" is relative given the game is fairly short at 5-6 hours. But I feel the "Nest" scene should have been moved to the end.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Missed Opportunities in Themes</span> - It goes without saying that most of the points noted so far are "missed opportunities", but one area I felt was sadly not explored to its fullest potential was the whole "Butcher/Meat Packing" theme and the brutality and raw/visceral nature of Butchery. Actually I thought overall the gore factor was pretty tame compared to TDD (especially the Torture sections) in spite of the location. The only time you ever see any of this at play was in the Pigline/Tripery level and even then it was not much. It was also particularly teasing having all those locked doors in the penultimate level Orgone Complex leading to different parts of the Butchery process, and I'd have loved to see more. Would have added a bit of length to the short game as well if done correctly.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The "Twist" wasn't handled very effectively</span> - In a story-rich game, the poignant and important moments are supposed to stand out. In this case the betrayal of the Machine and the revelation of the deaths of the Sons. Both are revealed simultaneously, but sadly the cutscene utilized did not deliver the intent well. From the almost laughable line of the Machine stating "MORE PIG! MORE PIG!" to the comical models of the twins ripping out their hearts, it's supposed to be sad, but it came off too goofy to be such. Even odder is the animation of the twins ripping out their hearts is used randomly again later in the game as a level transition, again going back to an earlier point of breaking logical progression through the game.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Showing is better than Telling</span> - It's fair to say that TCR relied upon their storytelling skills and writing to divulge the plot to the player, in the form of Notes/Journal Entries and the Recordings. But I feel they went overboard in the amount of writing the player had to read in order to understand the plot fully. Again, In TDD, while there were similar notes, there were also areas where the player was told the "Story" through music/vfx/dialogue cues (such as the infamous torture rooms, we all know what happened in there from how they were portrayed without needing to read anything). Basically in TDD you could mostly get the overall plot without having to read too much, which was not the case in AMFP. Of course one can go too far in the other direction, as I feel games such as Souls/Bloodborne overdo "show not tell" to the point where the lore becomes almost too Cryptic to follow closely.<br />
<br />
<br />
Anyway, those are my thoughts. If anyone is still around <img src="https://www.frictionalgames.com/forum/images/smilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_1" />]]></description>
			<content:encoded><![CDATA[I realize this is all coming long after release and likely few care anymore. But SOMA's upcoming release has gotten me revisiting these games.<br />
<br />
I was one of those who actually didn't mind the direction A Machine For Pigs (AMFP) ended up going being different than The Dark Descent (TDD) and that TheChineseRoom (TCR) didn't want to straight up copy that game and instead focused their talents and experience in creating something that they knew they could do well. And I definitely had fun with the game overall and enjoyed the time I put into it.<br />
<br />
That said, there are some points I think could have been improved upon or expanded further, which may be contrary to TCR's direction, but nonetheless I feel should be considered in order to have made the game more like a "game" as opposed to an interactive story. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">More Interactions</span> - I think this was pretty much the biggest criticism of the game from most people. Compared to TDD, there was almost no interactions in the game with the physical environment. Not to say that TDD's mechanics in this area were perfect, but the lack of being able to touch most of the Level/World contributed to the feeling that it was a "Sterile" environment without much "life" to it. In addition it felt there were far too many "artificial barriers" to exploration, with so many locked doors and such preventing the player from going places, something which wasn't too obvious in TDD (or at least, there was a more plausible reason for why those areas were blocked off)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">A better Sense of Progression</span> - Despite being a more "linear" game than TDD (which was linear already), I would argue that with AMFP, you as the player did not get as good of a sense of logical progression through the game compared to TDD. Which is funny because AMFP had "You are Here" maps throughout the Factory (and I did like the Artwork symbolizing each Section), but it didn't feel like there was any logical layout thought out to the Map, and you would be warped from here to there without really feeling like you traveled there. It's funny because TDD had no map or markers, but the layout and progression through and under the Castle felt more "natural" than moving through Mandus' plant.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Revealing their Hand too soon</span> - In Horror, I feel it is more effective when it is nebulous and unseen. TDD did well with this by forcing the player not to look directly at the Monsters and thus keeping their appearance shrouded. AMFP however decided to be up front with them and allow the viewer to see them up close and personal, in which case their effectiveness at being scary was pretty much cut to nil (aside from the "Tesla" you only encounter twice). I understand this was a story decision as TCR likely wanted the player to empathize with the pigmen in their horrid conditions and being what they were, but I feel they revealed them too soon. Though I suppose "soon" is relative given the game is fairly short at 5-6 hours. But I feel the "Nest" scene should have been moved to the end.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Missed Opportunities in Themes</span> - It goes without saying that most of the points noted so far are "missed opportunities", but one area I felt was sadly not explored to its fullest potential was the whole "Butcher/Meat Packing" theme and the brutality and raw/visceral nature of Butchery. Actually I thought overall the gore factor was pretty tame compared to TDD (especially the Torture sections) in spite of the location. The only time you ever see any of this at play was in the Pigline/Tripery level and even then it was not much. It was also particularly teasing having all those locked doors in the penultimate level Orgone Complex leading to different parts of the Butchery process, and I'd have loved to see more. Would have added a bit of length to the short game as well if done correctly.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The "Twist" wasn't handled very effectively</span> - In a story-rich game, the poignant and important moments are supposed to stand out. In this case the betrayal of the Machine and the revelation of the deaths of the Sons. Both are revealed simultaneously, but sadly the cutscene utilized did not deliver the intent well. From the almost laughable line of the Machine stating "MORE PIG! MORE PIG!" to the comical models of the twins ripping out their hearts, it's supposed to be sad, but it came off too goofy to be such. Even odder is the animation of the twins ripping out their hearts is used randomly again later in the game as a level transition, again going back to an earlier point of breaking logical progression through the game.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Showing is better than Telling</span> - It's fair to say that TCR relied upon their storytelling skills and writing to divulge the plot to the player, in the form of Notes/Journal Entries and the Recordings. But I feel they went overboard in the amount of writing the player had to read in order to understand the plot fully. Again, In TDD, while there were similar notes, there were also areas where the player was told the "Story" through music/vfx/dialogue cues (such as the infamous torture rooms, we all know what happened in there from how they were portrayed without needing to read anything). Basically in TDD you could mostly get the overall plot without having to read too much, which was not the case in AMFP. Of course one can go too far in the other direction, as I feel games such as Souls/Bloodborne overdo "show not tell" to the point where the lore becomes almost too Cryptic to follow closely.<br />
<br />
<br />
Anyway, those are my thoughts. If anyone is still around <img src="https://www.frictionalgames.com/forum/images/smilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_1" />]]></content:encoded>
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			<title><![CDATA[Version History / Patch Notes]]></title>
			<link>https://www.frictionalgames.com/forum/thread-30177.html</link>
			<pubDate>Sun, 28 Jun 2015 12:54:14 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-30177.html</guid>
			<description><![CDATA[Is there a full list anywhere of the version/patch history for Amnesia: A Machine For Pigs? The only thing I could find was the Software Updates thread in this forum:<br />
<br />
<a href="http://www.frictionalgames.com/forum/thread-24335.html" target="_blank" rel="noopener" class="mycode_url">http://www.frictionalgames.com/forum/thread-24335.html</a><br />
<br />
That post only listed a patch released on December 4th of last year and contains no information on previous updates/patches. Even if there isn't a comprehensive changelog, the main thing I'm looking for is what version exactly was on Steam prior to the 1.02 patch]]></description>
			<content:encoded><![CDATA[Is there a full list anywhere of the version/patch history for Amnesia: A Machine For Pigs? The only thing I could find was the Software Updates thread in this forum:<br />
<br />
<a href="http://www.frictionalgames.com/forum/thread-24335.html" target="_blank" rel="noopener" class="mycode_url">http://www.frictionalgames.com/forum/thread-24335.html</a><br />
<br />
That post only listed a patch released on December 4th of last year and contains no information on previous updates/patches. Even if there isn't a comprehensive changelog, the main thing I'm looking for is what version exactly was on Steam prior to the 1.02 patch]]></content:encoded>
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			<title><![CDATA[The final speech of the Engineer. What the ?..]]></title>
			<link>https://www.frictionalgames.com/forum/thread-30107.html</link>
			<pubDate>Tue, 09 Jun 2015 12:24:24 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-30107.html</guid>
			<description><![CDATA['I have stood... and they will eat your hearts!' AND THAN 'I... AM BEGGING YOU. YOU MADE ME. YOU ARE MY CREATOR... MY FATHER! YOU CANNOT DESTROY ME!' Is that real? Haven't heard this in the game...]]></description>
			<content:encoded><![CDATA['I have stood... and they will eat your hearts!' AND THAN 'I... AM BEGGING YOU. YOU MADE ME. YOU ARE MY CREATOR... MY FATHER! YOU CANNOT DESTROY ME!' Is that real? Haven't heard this in the game...]]></content:encoded>
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			<title><![CDATA[Wanting to try make a fan translation but no language font support?]]></title>
			<link>https://www.frictionalgames.com/forum/thread-29875.html</link>
			<pubDate>Sat, 02 May 2015 10:23:57 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-29875.html</guid>
			<description><![CDATA[Heya.<br />
<br />
This has been bugging me for a few months, and I've been wanting to try to make a Japanese translation for both TDD and AMFP (because I want to put my understanding of Japanese to real-world use). However, whenever I load the game to see the results, either the text doesn't appear or is garbage character or symbols.<br />
<br />
I've looked into how the font files work and they seem to be mapped to .dds files that when opened in visual studio, only show the russian characters? I've given a go at making my own  .fnt files with Japanese characters in the .fnt files, but this results in a crash <img src="https://www.frictionalgames.com/forum/images/smilies/sad.gif" alt="Sad" title="Sad" class="smilie smilie_8" /><br />
<br />
I really want to give translation a go, but being unable to even see my results as I go is a little disheartening. I'm working off a Mac game, and I'm assuming that the files FG made for the game are multiplatform across all versions of the game. If FG could make a multilanguage .fnt pack, that would be great, but forum help is the first place to go to.<br />
<br />
Many thanks for any help.]]></description>
			<content:encoded><![CDATA[Heya.<br />
<br />
This has been bugging me for a few months, and I've been wanting to try to make a Japanese translation for both TDD and AMFP (because I want to put my understanding of Japanese to real-world use). However, whenever I load the game to see the results, either the text doesn't appear or is garbage character or symbols.<br />
<br />
I've looked into how the font files work and they seem to be mapped to .dds files that when opened in visual studio, only show the russian characters? I've given a go at making my own  .fnt files with Japanese characters in the .fnt files, but this results in a crash <img src="https://www.frictionalgames.com/forum/images/smilies/sad.gif" alt="Sad" title="Sad" class="smilie smilie_8" /><br />
<br />
I really want to give translation a go, but being unable to even see my results as I go is a little disheartening. I'm working off a Mac game, and I'm assuming that the files FG made for the game are multiplatform across all versions of the game. If FG could make a multilanguage .fnt pack, that would be great, but forum help is the first place to go to.<br />
<br />
Many thanks for any help.]]></content:encoded>
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			<title><![CDATA[Don't mean to make light of a real person's death...]]></title>
			<link>https://www.frictionalgames.com/forum/thread-29633.html</link>
			<pubDate>Fri, 20 Feb 2015 05:28:52 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-29633.html</guid>
			<description><![CDATA[... But the first thing that came to my mind after reading this was "More pig! More pig!"<br />
<br />
<a href="http://www.nbcnews.com/news/us-news/american-sniper-trial-eddie-ray-routh-believed-kyle-was-pig-n309096" target="_blank" rel="noopener" class="mycode_url">http://www.nbcnews.com/news/us-news/amer...ig-n309096</a>]]></description>
			<content:encoded><![CDATA[... But the first thing that came to my mind after reading this was "More pig! More pig!"<br />
<br />
<a href="http://www.nbcnews.com/news/us-news/american-sniper-trial-eddie-ray-routh-believed-kyle-was-pig-n309096" target="_blank" rel="noopener" class="mycode_url">http://www.nbcnews.com/news/us-news/amer...ig-n309096</a>]]></content:encoded>
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			<title><![CDATA[Thank You FG - AMFP Is Happy On App Store!]]></title>
			<link>https://www.frictionalgames.com/forum/thread-29515.html</link>
			<pubDate>Sun, 18 Jan 2015 22:49:28 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-29515.html</guid>
			<description><![CDATA[Thank you so much for going back and teaching the bad manpigs to behave.  Our Apple App Store versions are singing the award winning music and scaring the pants off us once again.  I have a feeling it was a hefty amount of extra work to put in.  I left you a nice review on the U.S. store (<span style="color: #006400;" class="mycode_color">DaftPuzzler</span>).<br />
<br />
<img src="https://www.frictionalgames.com/forum/images/smilies/heart.gif" alt="Heart" title="Heart" class="smilie smilie_16" />]]></description>
			<content:encoded><![CDATA[Thank you so much for going back and teaching the bad manpigs to behave.  Our Apple App Store versions are singing the award winning music and scaring the pants off us once again.  I have a feeling it was a hefty amount of extra work to put in.  I left you a nice review on the U.S. store (<span style="color: #006400;" class="mycode_color">DaftPuzzler</span>).<br />
<br />
<img src="https://www.frictionalgames.com/forum/images/smilies/heart.gif" alt="Heart" title="Heart" class="smilie smilie_16" />]]></content:encoded>
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			<title><![CDATA[Amnesia story award]]></title>
			<link>https://www.frictionalgames.com/forum/thread-25713.html</link>
			<pubDate>Fri, 18 Jul 2014 16:39:16 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-25713.html</guid>
			<description><![CDATA[Why haven't the game (especially <span style="font-style: italic;" class="mycode_i">A Machine For Pigs</span>) got an award for the best story? Which is in my opinion totally worth to get it.<br />
Video games often wins several awards, and the story of Amnesia is by far the best and most intellectual. Not just a good fantasy story like Lord of the Rings, instead it illustrate the dark side of our real world. The game normally should be for instructive and scientific purposes.<br />
<br />
It's not simply a horror game.]]></description>
			<content:encoded><![CDATA[Why haven't the game (especially <span style="font-style: italic;" class="mycode_i">A Machine For Pigs</span>) got an award for the best story? Which is in my opinion totally worth to get it.<br />
Video games often wins several awards, and the story of Amnesia is by far the best and most intellectual. Not just a good fantasy story like Lord of the Rings, instead it illustrate the dark side of our real world. The game normally should be for instructive and scientific purposes.<br />
<br />
It's not simply a horror game.]]></content:encoded>
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		<item>
			<title><![CDATA[Amnesia updates release]]></title>
			<link>https://www.frictionalgames.com/forum/thread-25509.html</link>
			<pubDate>Thu, 19 Jun 2014 15:30:47 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-25509.html</guid>
			<description><![CDATA[Hi,<br />
<br />
it's already more than a half year passed since the updates were "almost ready" and "finished next week".<img src="https://www.frictionalgames.com/forum/images/smilies/cool.gif" alt="Cool" title="Cool" class="smilie smilie_3" /><br />
<br />
So what is the reason for the long delay? Are the patches still in the works?<br />
<br />
Not that people have no patience, but it has become very quiet about the patches.]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
it's already more than a half year passed since the updates were "almost ready" and "finished next week".<img src="https://www.frictionalgames.com/forum/images/smilies/cool.gif" alt="Cool" title="Cool" class="smilie smilie_3" /><br />
<br />
So what is the reason for the long delay? Are the patches still in the works?<br />
<br />
Not that people have no patience, but it has become very quiet about the patches.]]></content:encoded>
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			<title><![CDATA[I Like This Guys Review]]></title>
			<link>https://www.frictionalgames.com/forum/thread-25462.html</link>
			<pubDate>Wed, 11 Jun 2014 09:19:47 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-25462.html</guid>
			<description><![CDATA[<br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/L7ZvAcAezLs&quot; target" frameborder="0" allowfullscreen></iframe><br />
]]></description>
			<content:encoded><![CDATA[<br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/L7ZvAcAezLs&quot; target" frameborder="0" allowfullscreen></iframe><br />
]]></content:encoded>
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			<title><![CDATA[Franz Schubert inspiration?]]></title>
			<link>https://www.frictionalgames.com/forum/thread-25367.html</link>
			<pubDate>Sun, 25 May 2014 20:08:11 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-25367.html</guid>
			<description><![CDATA[Hey guys. I was just listening some classical music and I found Schuberts Ave Maria, and it sounded very familiar for me. After listening it couple times, I found out that it reminds me a lot of Dieses Herz. (especially the beggining)<br />
<br />
What do you think about this?<br />
<br />
<a href="https://www.youtube.com/watch?v=2bosouX_d8Y" target="_blank" rel="noopener" class="mycode_url">Ave Maria</a><br />
<br />
<a href="https://www.youtube.com/watch?v=RBj1YUu0lqY" target="_blank" rel="noopener" class="mycode_url">Dieses Herz</a>]]></description>
			<content:encoded><![CDATA[Hey guys. I was just listening some classical music and I found Schuberts Ave Maria, and it sounded very familiar for me. After listening it couple times, I found out that it reminds me a lot of Dieses Herz. (especially the beggining)<br />
<br />
What do you think about this?<br />
<br />
<a href="https://www.youtube.com/watch?v=2bosouX_d8Y" target="_blank" rel="noopener" class="mycode_url">Ave Maria</a><br />
<br />
<a href="https://www.youtube.com/watch?v=RBj1YUu0lqY" target="_blank" rel="noopener" class="mycode_url">Dieses Herz</a>]]></content:encoded>
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