maarten12100
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RE: Amnesia: A Machine For Pigs Discussion
They stated you would never have a clear line of sight which I find absolutely terrifying.
Going around a corner while shrouded in darkness will make you bump into enemies allot a with no room to run.
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11-07-2012, 04:40 PM |
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Kreekakon
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RE: Amnesia: A Machine For Pigs Discussion
This thread has a severe case of posts that result in new pages not showing D:
(Posting to allow new post to see the light of day)
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11-07-2012, 04:59 PM |
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RE: Amnesia: A Machine For Pigs Discussion
Quote: They stated you would never have a clear line of sight which I find absolutely terrifying.
Going around a corner while shrouded in darkness will make you bump into enemies allot a with no room to run.
Thats what I found so scary about Condemned: Criminal Origins (I may have already rambled about that game in another thread... but damn, it's good!): There were alot of levels where you had these narrow tunnels with corners and crossings everywhere, so not only could there be something behind every corner, but you also had to quickly look left and right when arriving at a crossing. It was pretty stressful after a while!
The worst (or best ^^) level however was one where you were in an abandoned warehouse full of mannequins. Only some of them were really humans with porcellain masks. Turning around to see an empty spot where a mannequin used to be just seconds ago... whoah...
Which brings me to another point... (today is my incoherent rambling day it seems): small, subtle environment scares. Turning around to see that some inanimate object has disappeared or changed position, a mirror that shows a slightly different room than it should, paintings or statues that seem to look at you - for some reason things like that can freak me out way more than hearing a monster growl or the like.
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11-07-2012, 05:36 PM |
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Oink
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RE: Amnesia: A Machine For Pigs Discussion
(11-07-2012, 05:36 PM)Hirnwirbel Wrote: Quote: They stated you would never have a clear line of sight which I find absolutely terrifying.
Going around a corner while shrouded in darkness will make you bump into enemies allot a with no room to run.
Thats what I found so scary about Condemned: Criminal Origins (I may have already rambled about that game in another thread... but damn, it's good!): There were alot of levels where you had these narrow tunnels with corners and crossings everywhere, so not only could there be something behind every corner, but you also had to quickly look left and right when arriving at a crossing. It was pretty stressful after a while!
The worst (or best ^^) level however was one where you were in an abandoned warehouse full of mannequins. Only some of them were really humans with porcellain masks. Turning around to see an empty spot where a mannequin used to be just seconds ago... whoah...
Which brings me to another point... (today is my incoherent rambling day it seems): small, subtle environment scares. Turning around to see that some inanimate object has disappeared or changed position, a mirror that shows a slightly different room than it should, paintings or statues that seem to look at you - for some reason things like that can freak me out way more than hearing a monster growl or the like. Couldn't agree more - it's the dislocation of the 'normal' that can be so very effective.
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11-07-2012, 06:02 PM |
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RE: Amnesia: A Machine For Pigs Discussion
Quote: Couldn't agree more - it's the dislocation of the 'normal' that can be so very effective.
I think its the same reason why hearing that someone got tortured by having his teeth pulled makes people cringe more than hearing someone lost an arm. The closer something is to our everyday life or the easier it is to imagine what something would feel like, the more we can relate to it.
I don't know what it feels like to lose a limb, but I can easily imagine what getting a teeth pulled with local anaesthesia feels like - so its just a small step to imagine what it would be like without it.
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11-07-2012, 06:17 PM |
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Kreekakon
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RE: Amnesia: A Machine For Pigs Discussion
(11-07-2012, 06:17 PM)Hirnwirbel Wrote: I think its the same reason why hearing that someone got tortured by having his teeth pulled makes people cringe more than hearing someone lost an arm. The closer something is to our everyday life or the easier it is to imagine what something would feel like, the more we can relate to it.
I don't know what it feels like to lose a limb, but I can easily imagine what getting a teeth pulled with local anaesthesia feels like - so its just a small step to imagine what it would be like without it. I could swear you made a 80% similar post somewhere else before XD
Anyways, while what you said is valid, I don't agree with it being the reason for the "subtle" environment scares being effective. The thing you just posted right now is talking about something being scary because it's relateable.
Subtle environmental changes in my opinion are effective due to something most commonly referred to as "mind-fucks". The game will usually give you no obvious indicator that something has happened, but most people will be able to perceive that something is off here, and/or seriously wrong. This will likely lead to the player becoming paranoid about how far this small change will go. Will the statue that moved a bit come alive to chase you later? Will it do it again? How bad would it be then? That's what I think causes these changes to be scary in my onion.
(This post was last modified: 11-07-2012, 06:26 PM by Kreekakon.)
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11-07-2012, 06:25 PM |
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naseem142
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RE: [Amnesia: A Machine For Pigs] Fan Mod
It's too late to start working on that , i bet that they would release the game before you get to finish the CS.
I help people when i'm bored :U
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(This post was last modified: 11-07-2012, 06:42 PM by naseem142.)
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11-07-2012, 06:42 PM |
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Kein
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RE: Amnesia: A Machine For Pigs Discussion
(11-07-2012, 07:43 AM)Potato Wrote: http://beefjack.com/features/amnesia-a-m...preview/2/ Yeah, there it is, I recall now:
Quote:Thechineseroom are still keeping zip-lipped in terms of the specifics of that story. But Pinchbeck reveals that there’ll be several interlocking strands, which you’ll experience simultaneously as you progress through the game. There’s a story that plays out in the present, but there are also stories of what happened in the past – and while some of the strands are definitely real, some of them might have been invented by the disturbed minds of A Machine for Pigs’ characters. You’ll have to try to make sense of this fragmented narrative.
Some criticised the original Amnesia for having a story that wasn’t especially active as you played through it: it was, for the most part, about slowly uncovering the past. There’s a bit more motion in the storytelling this time around. “I didn’t want to do a kind of thing where you’re going to run down this road, effectively, and as you go you’ll remember everything that happened, and by the end of it you’ll be in full possession of your memories,” says Pinchbeck. “That’s great, and it works, but it’s been done.”
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11-07-2012, 07:13 PM |
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Damascus Rose
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RE: Amnesia: A Machine For Pigs Discussion
(11-07-2012, 04:40 PM)maarten12100 Wrote: They stated you would never have a clear line of sight which I find absolutely terrifying.
Going around a corner while shrouded in darkness will make you bump into enemies allot a with no room to run. Where did they say this? Where? WHERE??!!
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11-07-2012, 09:16 PM |
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palistov
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RE: [Amnesia: A Machine For Pigs] Fan Mod
I was gonna make a joke mod called A Machine for Flying Pigs. But that kinda died out, like...2 minutes after it started.
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11-07-2012, 09:21 PM |
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