Esther synonyms, Esther pronunciation, Esther translation, English dictionary definition of Esther. In the Bible, the Jewish queen of Persia who saved her people from massacre. 'My child,' he said, holding out his hands, 'my dear Esther, welcome home again! View in context. Rachael, our only servant, who took my light away when I was in bed.
Let me say right off the bat: This game would have done so much better for itself if it didn't have 'Amnesia' in the title.Here are some of the most common complaints, so people understand the problems here:-This game was developed entirely by the team behind Dear Esther. (The Chinese Room). This explains why the game is so lackluster (in terms of 'amnesia'-ness).
Dear Esther was a story appended to a very long scenic walk. They tried to turn Amnesia into this.-Chase sequences. The Dark Descent had a ton of these. A Machine for Pigs has 6. 3 of those are patrols, and the other 3 are specific parts of the story. That is SIX opportunities to die in the whole game.-Length. Even the devs have said the game is 4 hours shorter than The Dark Descent.-Hiding places.
Ties into Chases, but there are next to no hiding places. Because you don't NEED them.-Enemies.
The enemies are played as being insanely quick, given all the times you see them out of the corner of your eye or at the end of a hall. They blitz past you during these scripted sequences. And when you DO encounter them? They scream at you for 20 seconds, then chase you at nearly walking speed. Not to mention the fact that they walk THROUGH you.-Sanity.
This isn't present. The Sanity mechanic is completely gone from A Machine for Pigs.-Health. You can't even gauge it. In fact, it has FPS health mechanics. You can take 4 hits from an enemy before you die. You just need to avoid being hit (which is pathetically easy) and you can go through the whole game without dying.-Items.
Literally the only items you can pick up are chairs (for some reason), and everything else is important. You can tell something is important because you can pick it up. This store room has nothing to interact with but a candlestick? Surprise: you need the candlestick.-Inventory. In relation to above: There is NO inventory, because there is nothing to put in it.
No healing items, no sanity restoring items, no key items to store.-Exploration. There are very, very few areas to explore. You are essentially confined to a specific path. Because there are NO items to find but notes.-As a standalone title, Amnesia: A Machine for Pigs isn't terrible. But as an Amnesia title? No, this should not have been marketed as related to Amnesia.
This is a game that the Dear Esther team got too involved with. Its basically the same to Dear Esther. You walk forever, sometimes press a button or pull a lever. The only difference is death is actually possible. If you can actually be terrible enough to stand still long enough for a pig-man to run at you, hit you, run through you, turn and repeat until you die.So here it is: If you liked Dear Esther, buy this.
If you want a legitimate survival horror game, like Amnesia: The Dark Descent was, go elsewhere. Check out the original Amnesia, or the indie game Outlast.The Chinese Room surely did a great deal to make this game unique, and I commend them for a quality title. But it isn't a quality AMNESIA title. So, they call it Amnesia and it's bad.If they remove Amnesia, it become all of a sudden the greatest horror game that everyone where expecting?Isn't a little silly? If the game where good or bad where for it's own, not by it's name.
If you like it you can't say 'But it's called Amnesia so it isn't really that good'I bet if A Machine for Pigs went out before The Dark Descent, for sure we've been here complainin for the same reasons, being so different one from the other.Why different is always seen as a bad thing? So they should had made a custom stories to applease the 'hard fan'?I'd rather play an amatour and free storie instead if there where the same after all.And innovations isn't always 'put new things into keeping the old one' but even get rid of what defocus from the game itself, reducing i interaction yes, but ampliating the deepness.Who cares if i can't pick up pots? What's use for the story or the lore?
The lamp is electric and don't need of oil? Nice, i haven't used so much in Dark Descent anyway. Originally posted by Majestic Pocahontas of Atlantis:-Chase sequences. The Dark Descent had a ton of these. A Machine for Pigs has 3.
That is THREE opportunities to die in the whole game.This isn't true. Well about opportunities to die. There are times when a monster can see you and kill you if you aren't careful. Also both of the Electro-Piggy encounters aren't chase sequences especially the one where you have to flip the two switches.The only real 'chase-sequence' I remember is when you fall in the water (or muck) off the broken walkway and the electricity trails after you from two different directions. I guess you could also count the pig when you in London who is across from the fenced in pig that is either eating or humping a body O.o but I died the first time and then just walked by the area with my lantern off.
Originally posted by Majestic Pocahontas of Atlantis:-Sanity. This isn't present. The Sanity mechanic is completely gone from A Machine for Pigs.Someone yesterday pointed this out so i wont take credit for thinking it up, but how can there be an insanity meter in this game? Mandus is already totally insane. With all the ♥♥♥♥ed up things he sees, like the bombs going off when the pigs were released, and just the simple fact he would design a machine to kill all humans is crazy.
To even further my point, he thinks a machine, made of metal, is talking to him, where in reality, it is just his mind messing with him (possibly a schizofrenic?). Originally posted by Majestic Pocahontas of Atlantis:-Sanity. This isn't present. The Sanity mechanic is completely gone from A Machine for Pigs.Someone yesterday pointed this out so i wont take credit for thinking it up, but how can there be an insanity meter in this game?
Mandus is already totally insane. With all the ♥♥♥♥ed up things he sees, like the bombs going off when the pigs were released, and just the simple fact he would design a machine to kill all humans is crazy. To even further my point, he thinks a machine, made of metal, is talking to him, where in reality, it is just his mind messing with him (possibly a schizofrenic?).This is really apparent when you seem to teleport near the end of the game (it happens a few times). There are even times when it seems like he is legitimately arguing with himself (although in deeper voice) something that is very much a sign of Schizophrenia. Originally posted by:To be fair, they did publicly state that TCR were developing it, that the TDD mechanics were being dropped, and that it would be a substantially different experience.
That information was out there. However it isn't indicated anywhere on the official site for the game or on the storefront that this is the case.
That combined with the use of the name 'Amnesia,' means unless you were obsessively following development you would have no reason to expect something so divergent from the first game.Especially since the storefront literally refers to it as a sequel, when imo it's more of a spinoff than anything else. Sequel implies similar mechanics and gameplay, with possibly a new narrative. Basically, there's a good game here for those receptive to it and to whose tastes it caters, but they marketed it as a true Amnesia sequel and imo it doesn't really live up to what that implies in most people's minds.Yep. There's an amount of leeway you have before what you're doing with a game can't be referred to as a sequel. That word carries the expectation of similar gameplay. In reality the only similarity are the few and far chase sequences and the plot. Originally posted by Majestic Pocahontas of Atlantis:-Sanity.
This isn't present. The Sanity mechanic is completely gone from A Machine for Pigs.Someone yesterday pointed this out so i wont take credit for thinking it up, but how can there be an insanity meter in this game? Mandus is already totally insane. With all the ♥♥♥♥ed up things he sees, like the bombs going off when the pigs were released, and just the simple fact he would design a machine to kill all humans is crazy.
To even further my point, he thinks a machine, made of metal, is talking to him, where in reality, it is just his mind messing with him (possibly a schizofrenic?).I would agree, but one thing stops me. Daniel from TDD was (maybe not to a'kill all humans' degree) insane already, but TDD had the insanity mechanic. So while I agree, Mandus is certainly crazy already, that's no excuse (in my opinion) for them to exclude the mechanic.
Originally posted by:I would agree, but one thing stops me. Daniel from TDD was (maybe not to a'kill all humans' degree) insane already, but TDD had the insanity mechanic. So while I agree, Mandus is certainly crazy already, that's no excuse (in my opinion) for them to exclude the mechanic.SPOILERS FOR AMNESIA:TDD.How exactly is Daniel insane? There isnt anything to indicate that he is. Everything Daniel did in TDD was to protect himself. And Alexander influenced his decision, which was that the only way to survive was to kill.
Daniel and Mandus are very differnent characters, one kills out of pure desparation for survival, the other kills because he feels like he is going to be the salvation of the world. Which sounds crazy to you?