Amnesia: A Machine for Pigs

released on Sep 10, 2013

From the creators of Amnesia: The Dark Descent and Dear Esther comes a new first-person horrorgame that will drag you to the depths of greed power and madness. It will bury its snout into your ribs and it will eat your heart.


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More amnesia, i prefer dark descent but this is pretty cool.

Great story, mind-numbingly boring gameplay

O inicio de toda indústria de react e de ir na casa dos amigos se cagar de medo com qualquer coisa de terror. A nota é baixa pq para além disso não é grande coisa e pq sou medroso.

A compelling story wrapped in an average game, this amnesia installment lacks a lot of the scares, tension, and atmosphere notable in the other games, making it less viscerally engaging. This is particularly disappointing due to the interesting setting and themes that had significant potential, but were ultimately squandered by underwhelming interaction. However, the substance of the plot resulting in enough to think about to make the overall experience positive.

I realize that the second entry in the franchise has received a sort of reappraisal amongst Amnesia fans in recent years, but I’m afraid I can’t agree with their praise of the game. I still feel like it is a mere shadow of what its predecessor was able to achieve.

My main issue is that during my playthrough it felt like I was sprinting through the game. Unlike the original entry in the franchise, there are hardly any puzzles (going to two different corners in a level and rotating valves does not count as a puzzle) that will make you stop and think on your next move. The levels are streamlined, which kills the necessity to roam around a maze-like environment, collecting necessary items to make it to the next part and at the same time watching out for enemies that can be lurking in any corner. There are dozens upon dozens of closed doors which make you feel like you’re being led by the devs rather than figuring out the right way on your own.

There is a lot less interactivity compared to ‘The Dark Descent’, where you were able to pick up most items. Here it feels more like you’re in a museum, and only allowed to touch objects absolutely necessary to make your way further. Even many drawers are permanently shut - why?

I appreciate the game taking its time to build tension and only introducing enemies after an hour or so, but when they do appear, they mostly show up in tight spaces where you’re forced to run around them before realizing they take forever to spot you and deal any real damage (which isn’t really an issue anyway, since your character regenerates health automatically). This kills any feeling of tension when traversing through levels, as enemies become a nuisance that can be ignored surprisingly often.

The part I liked best was its story, and I genuinely was curious to see what happens next to Mandus. I was quite satisfied with the ending, and witnessing the bedlam unfold on the streets of London was definitely a memorable sight. There are plenty of diary entries written by the protagonist that should allow players to sympathize with him more, although I feel like the writers had a greater opportunity to turn the events of the game into more of a social commentary (there are some nuggets hidden in some of the notes pointing to this), but in the end opted for a more standard horror story fitting the genre.