If you had to pick a game which blended horror and
atmosphere to the point of near perfection, you could certainly do far worse
than Amnesia: The Dark Descent. With
creepy hallways, hauntings and Outer God incursions into reality; it took its
ideas and proceeded to take them to near pitch perfection. Suffering only from
largely unavoidable issues of enemies outstaying their welcome, and billions of
screaming youtubers trying to make money off of it. Now we have a sequel
subtitled A Machine For Pigs, with
The Chinese Room partnering up to create a dark, petrifying, nightmarish
experience worthy of Steven King’s bad dreams.
The results were decidedly mixed.
Set in another disturbingly dark building with another
memory lapsing main character, A Machine
For Pigs follows the tale of industrialist Oswald Mandus. Recovering from a
fever he awakens with months of his life gone and the voices of his twin
children calling him. Nothing is quite as it seems however, and as Mandus
begins to encounter other figures patrolling the depths of the building it
becomes clear something unnatural has been unleashed. Something unnatural,
barely contained and ready to continue its machinations against the population
of Earth…
Many mechanics which were crucial to making The Dark Descent such an engaging and
fearful experience had unfortunately been removed. Chief among these is the
necessity to hunt down fuel for your lamp and the item inventory. A great deal
of the fear of the original was managing what resources you had on hand while trying
not to attract the attention of the monsters, and choosing when to light an
area. An act which could get you killed but was necessity for maintaining your
sanity meter. Speaking of which, you can say goodbye to that as well. Far too
many mechanics have been removed wholesale and as a result the game feels like
it’s pulling its punches, not with you facing down a dozen threats from every
direction.
The removal of such micromanaging does make the game
somewhat more streamlined, but it’s not for the right reasons. Rather than
tweaking something so it wasn’t so intrusive or problematic to the game’s pace,
removing so many wholesale just makes the game feel less threatening. Not to
mention less involved, as you have far less to do than stroll about the place
doing a few things to stay alive but mostly sticking on track to follow the
story. Overall it simply feels far less like a video game and more like a very
well made “virtual experience” like some new version of an interactive film.
Don’t get the wrong impression, you still play
this game but it’s just not as involving as before.
This is the massive black mark against an otherwise
spectacular game as everything else here is brilliant.
Many details and aspects of A Machine For Pigs feels like a proper extension of what came
before. Improving upon graphics, atmosphere, style and story to present a
familiar yet very different experience from the last game. One similar enough
to be recognisable, but different enough to stand out on its own.
The big visual shift comes in two specific areas: The
greater level of technology present throughout the game as you find deeper
layers of insanity to confront, and the Orientalist fascination within the
games themes. Both of these themes comment and reflect upon the specific year
in which the game is set, 1899, and play upon the overall themes of the story
right to its very core. You won’t know it until you see where the story is
actually going, lending to more visual subtlety than the previous title
featured.
More prominently is the step up in characterisation and voice
acting. The story is much more personal than the original and driven by the
inner demons of those involved, feeling much tighter and better driven than
what came before. Just for starters, the protagonist feels as if he has much
more of a presence within the tale beyond a silent figure for the player to
project themselves into and greater involvement. This is again a detail which
does diminish much of the personal scares and horror for obvious reasons, but
it does lengths to make the narrative far more engaging. What definitely
assists in this manner is the choice of voice acting as well. While The Dark Descent was definitely no
slouch in the voice acting department, the involvement of Toby Longthworth and
Mark Roper ups the quality to the next level. Both giving a level of conviction
which helps to press upon the player the importance of the story.
The monsters themselves are also a well-designed and
interesting addition to the title, once more serving as visual metaphors and working
towards a final point. The problem is that while they’re interesting, they’re
far from scary as they will likely only kill you if you’re forced into a
corner.
Ultimately that’s the biggest problem of the story: It’s
more interesting than it is scary. Whereas The
Dark Descent was a truly terrifying experience, A Machine For Pigs evokes more a feeling of “huh, that’s interestingly disturbing.” Many parts are well made,
there’s no doubt about that, but much of it simply feels toothless and empty
far too much of the time. It really is a game of extremes, on the one hand so
many elements truly are expertly implemented and designed, but on the other it
lacks so much of what the original made great.
If you are looking purely for story or were scared away from
the original Amnesia by all means
take a look at A Machine For Pigs.
Otherwise, if you’re actually looking for a good game with better immersion and
interactive design, stick with the original. It holds up just as well now as it
did upon release, perhaps even better than before now it has a sequel to
compare itself with.
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