So, Amnesia: A Machine for Pigs reviews have been lifted from their embargo and they’re flooding the online publications as we sit here, idly. So far, the new stuff has been a fairly successful endeavor, though not yet as favorable as its predecessor. I’m one of the people that are dangling a little beneath the median of reception, though not by much. You can read the full review here.
What follows below has spoilers written all over it, so stop reading and move away now, if you don’t want any of that.
Spoilers are ahead.
Seriously; there are some core designs that get, at the very least, revealed. It’s not going to change a lot about how you play the game, but you’ll already be in the know, you know?
Ok, we’re going to assume that 4 separate lines of spoiler warnings is going to be enough for you to decide if you clicked the wrong link or not.
I thought I’d try to concisely go into detail outside of my review, by providing you with a little video commentary on some of A Machine For Pigs’ main flaws in game design. Its basic rundown is that the game is too linear to feel like there’s a sense of getting lost in the world and the lighting system is like a tracker for dangerous events, letting players prepare and so quelling fear. Jump to the video for more information.
As with the previous post, I’m still looking forward to seeing the debate between the new release and the old game. I can see both being a player’s preference, so it would be interesting to see how we can develop the genre from here.