Creamy Muffin
Augur
Nope, no joke. But hey, at least it flickers at times to telegraph that an enemy is nearby.
http://steamcommunity.com/app/239200/discussions/0/864978110202594467/Where can I get a refund?
I paid for an Amnesia game, not a walking simulator. I'm very disappointed in this game, I waited weeks for it and I can't even express in words how let down I am.
I'm rather apprehensive even about Frictional by now. They seem to be moving steadily from Penumbra: Overture where the narrative and gameplay played off each other well although neither was exactly perfect, to more of a focus on storytelling first, with some light interactivity thrown in. Amnesia was still acceptable (but the trend was already worrying), but the "Justine" expansion was really weak (complete with a nonsensical no-save policy to make up for non-existent gameplay). The problem is of course (as has been said above), once you take the gameplay out of the equation, their whole storytelling medium changes into something much closer to a film or a book, and suddenly (even for people who are in theory willing to accept this) the demands on plot, sujet, writing and overall presentation are much higher. In my opinion at least, none of the previous Frictional titles could live up to such standards, because if you take away (most of) player agency, sense of threat, etc., the stories and writing are pretty mediocre.Somehow I thought Frictional would be more involved in this.
I liked The Walking Dead for what it was - the natural endpoint of the game that tries to be immersive and story-driven and emotionally engaging and what have you. It's not a game I want to see more than maybe one other game aping per year, and it's certainly not something I think represents the capabilities of the medium well. What it is is a really damn engaging story that makes you feel like you're genuinely taking part, and relies on you not prodding it too hard or... well, playing it more than once, to maintain that illusion. It was a fun ride once, but I don't think anything like it will hold my interest in future. The last thing I wanted was for Amnesia to follow in its footsteps. Frankly, given the reception this one's getting, I don't think I'll even bother playing it. I don't want to be frogmarched down a fucking haunted house ride and it's not going to be scary or interesting if that's all there is to it. Amnesia 1 kind of stood at a midpoint between Penumbra and Dear Esther as it was - here we seem to have something that's gone right off the deep end.Well, that's what The Walking Dead "game" is.
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Only buy it if you think removing the puzzles, tinder/oil, insanity mechanic, and 90% of the monsters from the first Amnesia is a good idea.
'cuz that's what Machine for Pigs is.
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have you played it?
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I've watched the whole ~4 hour video.
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lol
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(Oh it's also short)
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i don't really see how any of those are inherently negative things
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Yikes.
You don't see how stripping gameplay elements out of a game is a bad thing?
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inherently? no
it's not the same game
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Okay, I'm going to make a sequel to Pacman
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it seems weird to judge a game based on what you want to be there
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Except I'm removing the ghosts, power pellets, and the maze is now a straight line.
But still a good game in its own right, ya?
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...
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exactly, still a good game in its own right
You obviously haven't got what they were trying to do with Justine. Let me explain it to you.[...]
Yeah, Justine actually has better gameplay than vanilla Amnesia, as linear as it is - more difficult and clever puzzles, enemies who don't despawn after you run away (except for once at the very beginning I think?), situations with real rather than fake time pressure. Writing is also better, and the structure of the game (where you actually have a non-trivial choice) makes the obvious twist a lot more meaningful.
Now that I think about it, it's kind of an anti-Bioshock twist, isn't it? In Bioshock the revelation is that you don't have any agency, but haven't even noticed it in your eagerness to do what you're told and follow the railroad. In Justine, you do have choices, and they feel meaningful, because doing the right thing is actually more difficult for a change, but the revelation is that they don't matter because you're literally playing a game, and can restart any time you wish and choose differently. So the player is actually the real Justine, a deranged psychopath toying with others for their own pleasure.