Amnesia: A Machine for Pigs Message Board

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Posted by Rock, Paper, Shotgun Nov 02 2013 21:00 GMT
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It was not so long ago that our own Adam “Murder Maestro” Smith lamented the lack of imagination in horror stories. Implausibly trap-laden asylums, spoooooky forests, and hastily cobbled-together castles dominate, while more interesting locales and subject matters are few and far-between. While I wouldn’t go so far as to say that horror’s stuck in a full-blown rut, it could certainly end up there if it keeps wandering down the same predictable trail. I’ve been thinking about it, though (largely while replaying Amnesia: The Dark Descent as Halloween nightmare fuel), and I’ve come to realize that there are some amazing avenues ahead for stomach-lurching scares in gaming. Problem is, there are a few major, perhaps even primeval forces that could slip a dangling noose around possibility’s all-too-exposed neck.

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Posted by Rock, Paper, Shotgun Oct 17 2013 18:00 GMT
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As you didn’t notice, I’ve been away for the last three months, to focus on helping raise the child which will one day destroy the universe. In between prising the crushed, partially-chewed remains of smaller star systems from her tiny, iron grip, I managed to play a few videogames. Some for a while, but most only for a couple of hours. Despite myself, it was difficult not to have opinions about them, and to want to write those opinions on some manner of ‘web’ ‘site.’ I bided my time. I waited. And now here I am, able to force you to listen to my single-sentence opinions on 13 recent videogames – the likes of Saints Row IV, Gone Home, The Bureau, Papers Please and even that car-stealing thing on console. For the first time on RPS, I have even included a rating for each game. (more…)


Posted by Kotaku Sep 27 2013 20:00 GMT
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The horror game Amnesia: A Machine For Pigs had its share of gruesome moments. But one scene, cut from the game for being too disgusting, would have overshadowed them all.Read more...

Posted by Rock, Paper, Shotgun Sep 27 2013 20:00 GMT
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Looking through the recent releases on Steam, a casual observer might believe that there’s a horror game renaissance underway. In the last few weeks, several games have appeared, with titles like Paranormal and The Orphanage. I’ve installed a few of them, heard them go bump in the night, and then moved on. Despite some quality releases, horror is in a rut. And it’s an unpleasant one.

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Posted by Rock, Paper, Shotgun Sep 20 2013 19:00 GMT
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I’ve spent most of the week thinking about Amnesia: A Machine For Pigs. I finished the story at the weekend and spent the last five minutes of the game with a huge grin plastered across my face. Not the reaction that a horror game might hope to elicit but thechineseroom’s cleverly concealed secret, hidden behind the dark curtain of that title, is that in some ways they haven’t really constructed a horror game at all. Thankfully, they’ve made something far more interesting instead.

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Posted by Kotaku Sep 17 2013 21:00 GMT
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When Amnesia: A Machine for Pigs and Outlast launched a week apart from each other, I was not going to play them. I’m a wimp when it comes to getting scared, so the idea of subjecting myself to hours of cowering in the dark while terrifying creatures hunted me down? Please, not going to happen.Read more...

Posted by Valve Sep 10 2013 07:02 GMT
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Amnesia: A Machine for Pigs is Now Available on Steam!

From the creators of Amnesia: The Dark Descent and Dear Esther comes a new first-person horror game 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.

A Machine for Pigs takes both the world of Amnesia and the technology of The Dark Descent to new heights of horror. The game features stunning visual and environment design, incredible music and audio effects and adapted artificial intelligence. These are all driven by a gut-wrenching, blood-curdling new story, set sixty years after the events of the original game.

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Posted by Joystiq Sep 09 2013 14:30 GMT
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Amnesia: A Machine for Pigs has made me question my sanity, or, at least, it's made me question my memories of playing the original Amnesia: The Dark Descent nearly three years ago. Admittedly, I don't have an acute recollection of the entire experience, but the sheer, overriding terror that The Dark Descent instilled in me is something I will likely carry forever.

But now I find the truth of that ingrained emotion in doubt, because the same terror is seldom to be found in Amnesia: A Machine for Pigs. Don't get me wrong, its gruesome world is lovingly crafted in disgusting detail, and its tale is horrifying in the truest sense of the word - but I wouldn't really call it frightening.

Posted by Rock, Paper, Shotgun Sep 09 2013 13:00 GMT
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Fear is the event of the season. We shouldn’t be surprised. As Ol’ Grandfather Gillen pointed out so long ago, it’s something that games are good at. It might be the thing that they are best at. Amnesia: The Dark Descent was one of the highlights in that regard: a world where vulnerability and atmospherics smothered you like the pillow in the hands of a maniac. Its sequel, A Machine For Pigs, wants to pull off the same tricks. Only more. Only worse.

The horror? The horror? Here’s wot I feel.(more…)


Posted by Rock, Paper, Shotgun Aug 19 2013 07:00 GMT
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How long have we been waiting for Amnesia: A Machine For Pigs now? Has it been years? Decades? Centuries? Eons? I forget. Perhaps it’s because I HAVE AMNESIA. No, no, that’s not actually true. I just don’t feel like looking it up. But today is a good day, because there’s finally a dim, ominously flickering light at the end of the tunnel. Though the machine might be intended for pigs, we’ll be able to wrap our non-cloven hands around it early next month.

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Posted by Joystiq Aug 16 2013 14:30 GMT
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Amnesia indirect sequel A Machine for Pigs is set to finally freak out on September 10, priced at a 20 percent off pre-order tag of $16 on GOG. The follow-up to The Dark Descent was first slated for around this time last year, but saw delays as the PC, Mac, and Linux survival horror grew from a "short experiment" into a "fully fledged Amnesia game."

A Machine for Pigs carries on Amnesia's brand of first-person scares, with development in the hands of Dear Esther studio The Chinese Room, with Dark Descent dev Frictional Games handling publishing duties. The second Amnesia is set in 1899, some 60 years after the first game, this time focusing on a business magnate who returns to Victorian London after encountering tragedy abroad - and we doubt it was food poisoning.

The Chinese Room isn't just working on A Machine for Pigs; the British studio has signed up with an unnamed "major publisher" on a next-gen console game, due summer 2015.

Posted by Joystiq Jun 05 2013 21:15 GMT
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Frictional Games has pushed back the release date of its Amnesia: The Dark Descent follow-up A Machine for Pigs, citing a need to optimize the game on multiple fronts.

"We are optimizing, tweaking and in general putting [our] expertise to good use," Frictional Games co-founder Jens Nilsson explains in a forum post at the developer's website.

"[Co-developer thechineseroom] keeps putting in work as well," Nilsson continues. "There are companies working on the translations (will launch with 9 languages in addition to original English). The porting guys are porting away. Deals are being made. Things are prepared for launching the game through more online stores than any other [Frictional Games] game before."

Amnesia introduced its unique brand of first-person horror to PC platforms in 2011, and while A Machine for Pigs was originally set to launch in time for Halloween last year, subsequent delays set its release back to the second quarter of 2013. Frictional Games has not announced a new release date for A Machine for Pigs, but notes that the game will launch "as the summer comes to an end."

Posted by Rock, Paper, Shotgun Jun 05 2013 14:00 GMT
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I do not have amnesia, but I just nearly rewrote the intro from my last post about an Amnesia: A Machine For Pigs delay, so that’s kind of eerie. Also, indicative! Thechineseroom’s slow-roasting, pork-flavored reinvention of Frictional’s modern classic has missed the mark a few times now, and it’s all starting to kind of run together. Granted, the last slippage yielded a larger, much more Amnesia-esque experience, so delays definitely aren’t silently slurping this one’s bones in the dark. At this point, it’s all about polish, and the dynamic developer duo would much rather be great than fast.

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Posted by Rock, Paper, Shotgun Mar 12 2013 11:00 GMT
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After spending many eerily silent ages in the dark, Amnesia: A Machine For Pigs is finally just about ready to see the light of day. Games, however, don’t usually stew in the boiling juices of development because it feels nice. (That’s why I do it, but shush, don’t tell anyone.) Thechineseroom’s take on Frictional tour de force of terror, then, has fleshvomited all manner of new appendages, morphing itself into an entirely different beast than originally conceived. But what, exactly, does that entail? During a recent interview with RPS, thechineseroom creative director Dan Pinchbeck outlined what’s happened and explained why A Machine For Pigs ultimately ended up a far more natural successor to Amnesia: The Dark Descent than anyone – himself included – expected.

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Posted by Rock, Paper, Shotgun Feb 20 2013 09:00 GMT
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Machines are hard to build. So many nuts and bolts and gears and rubber bands and ceaseless triathlete hamsters to arrange. But machines for pigs? They make regular ol’ mazes of mechanical madness look easy. I say this, of course, not from a place of personal experience, but from watching Amnesia: A Machine For Pigs slip ‘n’ slide from Halloween last year all the way into the indiscriminate reaches of 2013. But now, finally, it’s gracefully pirouetting into place, and Frictional’s seen fit to both paint a target and explain exactly what took so long in the first place.

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Posted by Giant Bomb Oct 31 2012 17:41 GMT
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Celebrate Halloween with a new trailer for the sequel to a game you should get a t-shirt for finishing.

Posted by Rock, Paper, Shotgun Oct 31 2012 12:00 GMT
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It’s been too long since we saw some moving pictures of the Amnesia sequel, A Machine For Pigs, this time developed by the Dear Esther team, thechineseroom. But we need wait no longer, as the fast approach of All Saints Day means spooky footage is of the highest order, and you can see the new trailer below. It’s a bit scary.

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Posted by Rock, Paper, Shotgun Sep 11 2012 10:00 GMT
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It’s easy to forget Amnesia. And I don’t mean that in the sense that it’s a forgettable experience (it’s most certainly not) or that amnesia, the unfortunate mental condition, might lead to forgetfulness (duh). Rather, Dark Descent’s been out for two years, and it’s become pretty far removed from the public eye. Sure, it’ll occasionally pop up on the cover of some trashy tabloid rag (Did you know that it’s become both fat and Bigfoot?), but thechineseroom-developed A Machine For Pigs is now the series’ main attention hog. Over on Frictional’s blog, though, there’s an “Amnesia – Two Years Later” post that provides some super interesting info about the oppressively scary hit’s present and a brief taste of what Frictional’s up to now.

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Posted by Joystiq Aug 13 2012 21:20 GMT
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One of the keys to creating Dear Esther, said thechineseroom's Dan Pinchbeck, was allowing the player as much control over the narrative as possible. Speaking at a panel during GDC Europe, Pinchbeck addressed the intentional ambiguity of Dear Esther, saying that it gave players more freedom, thus making their time with the game more enjoyable. Rather than presenting the player with predetermined series of events, Dear Esther's story is filled with ambiguity and revealed randomly, leaving it to the player to interpret it. In a very real sense, they actually participate in the story's creation.

While most games lay out their stories in a clear, linear fashion - think big budget FPS and action games - Pinchbeck likens Dear Esther's story to a toy box. Instead of giving players a cohesive, linear story, thechineseroom created story blocks and lets players put them together. It's a bit like "story Minecraft," he said. "The story of Dear Esther doesn't actually particularly tell you anything. It just suggests things that could have happened, but you can do the work."

People are driven to think of events in terms of story, he said. "If something looks and feels enough like a story, people are likely to interpret the action in a storied way." As such, when creating Dear Esther, thechineseroom wasn't concerned with creating a complete, fully rounded story. "What we can try and do in games, is not tell a story, but to provide the player with the toolbox - the tools, the bricks that they need to tell the stories themselves," said Pinchbeck. "In exactly the same way that we consider things like physics sandboxes," he adds, "if you provide those units of useful, interesting stuff that players can play with, they will create an experience from it."

During the Q&A session, we asked Pinchbeck if Thechineseroom's next project, Amnesia: A Machine for Pigs will follow the same model of abstract storytelling. Unlike Dear Esther, said Pinchbeck, A Machine for Pigs exists within the constraints of a "classic horror story," so it won't follow the same model entirely. "What we're going to try and do is we're going to try and keep the lessons that we've learned in terms of not funneling the plot down, not being really explicit with the player about what's going on, using inference, using suggestion," he said. "We're trying to have any opportunities we can to keep that open" for players to do the work of piecing together the ambiguous bits, which he says are especially important in a horror game. "You pretty much can't represent anything in a horror game that's going to be more scary than what the player thinks you're going to represent, and the moment you actually show it, you've lost an awful lot of the power you've got to scare them."

Posted by Rock, Paper, Shotgun Jul 13 2012 08:00 GMT
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It’s Halloween night, and you’re safe and sound in your own home. Even so, you feel a creeping sense of dread slowly start to take hold, but you can’t put your finger on what exactly is causing it. You glance over your shoulder. A werewolf. You glance over your other shoulder. A giant spider with masses of smaller spiders for eyes. You look in a mirror. Turns out, you’re dissolving into a writhing pile of centipedes. Then, the horror begins: “Sorry, guys,” you say. “Amnesia got delayed into 2013. We can’t play it tonight like we’d planned.” So your party’s really boring and anticlimactic – just like the end of this little story.

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Posted by Joystiq Jul 13 2012 02:30 GMT
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Excellent news for the sanity of survival horror fans everywhere: Amnesia: A Machine for Pigs will not be making its intended 2012 launch. Originally slated to arrive in time for Halloween, A Machine for Pigs will now be released in early 2013, thechineseroom creative director Dan Pinchbeck said in a recent interview with GameZone. "The quality of the game is the absolute first, last, and always with this development," he told the outlet, adding that the game "could do with a few more months' work."

In a follow-up with Giant Bomb, Pinchbeck noted that thechineseroom will "definitely have more to show in the not too distant future."

Posted by Giant Bomb Jul 12 2012 16:36 GMT
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I’m unsure if this is good news or bad news, but Amnesia: A Machine for Pigs has been delayed into early 2013. Creative director Dan Pinchbeck of thechineseroom broke the news in an interview with GameZone.

“The quality of the game is the absolute first, last, and always with this development, and we felt it could do with a few more months' work to make sure that's really going to happen,” he said.

thechineseroom was also responsible for the spooky, beautiful Dear Esther from earlier this year.

Pinchbeck confirmed the delay to me in an email this morning, and teased the next couple of months.

“The fat just ain't dripping off the bones yet,” he told me. “But we'll definitely have more to show in the not too distant future.”

Clearly, Pinchbeck pushed back A Machine for Pigs because I haven’t written about Amnesia yet. (Soon.)

It’s part of my job to know about games, even when I’d like to join the chorus of people in a media blackout. A Machine For Pigs is a game that falls into that camp for me, and while I’m not actively avoiding it, I’m also not interested in knowing every detail prior to its release. It’s why the reason A Machine For Pigs exists surprised me.

“Frictional are working on a new game but wanted to get another Amnesia out and didn't have time to do it, so they were looking for a studio to take it on,” said Pinchbeck. “We know each other anyway, mutual fans, and we just got talking. It cemented over a few beers at GDCE last year, and we got cracking. Frictional are executive producers for the project, and we're making the game. It's a lot of fun.”

Yes, fun. That describes Amnesia. Fun.


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Posted by Joystiq Jun 18 2012 20:00 GMT
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If it's horror, Colette Bennett knows it. This column is dedicated to everything frightening gaming has to offer, from ghostly little Japanese girls to flesh eating zombie dogs.
You fumble through the darkness, your feet slopping in the rain. You have no idea where you are or how you even got here. An unfamiliar sound reverberates in the distance, its tinny undertones stinging your ears and furthering your sense of confusion. You're alone and have nothing to defend yourself with. And the only sound you can hear is that of your breathing, ragged with panic.

There's no mistaking it - this is survival horror.

Unlike the basic action and platform genre, the evolution of horror titles has followed a slow, twisty path. By the mid-nineties, it was known for its signature talent: the ability to reel you into an dark, unknown world like a helpless fish. Titles like Silent Hill and Resident Evil acted as some of the first passports into the journey we now refer to as "psychological horror." System Shock, Parasite Eve, Fatal Frame, and Siren were memorable trips into less-than-reassuring territory. Throw in some unexplained, mysterious figures, watch the world spin out of control, and you've got one hell of a recipe for an addictive genre. Who would have thought that fog-choked towns and shambling creatures who greet you with a spray of vomit could be so appealing?

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Posted by Giant Bomb Jun 15 2012 23:13 GMT
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There is no amount of liquid courage that can prepare you for this.

Posted by Joystiq Jun 15 2012 18:00 GMT
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The terror of Frictional's first Amnesia game never involved the almost comical squeals of a pig wielding what sounds like an axe. In Amnesia: A Machine for Pigs, that's all gonna change. See - er, hear - for yourself in the latest teaser, above.

Posted by GameTrailers Jun 15 2012 18:28 GMT
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The sequel to Amnesia has us squealing with equal parts anticipation and dread with Amnesia: A Machine for Pigs.