Frictional Games Forum (read-only)

Full Version: Amnesia: A Machine For Pigs Discussion Topic Part 1
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727
thats not a bad idea Rapture. indeed, you should get the lantern early on, seeing as the "flashlight" was brand spanking new technology in the time AMFP is set in, so indeed, it should be a rare item that isnt found until some way into the game..

how about the player has 2 types of lantern, the old "Hurricane lamp" type from amnesia that gets lost early on, and the Gas Jet type (wich were more prevailant in victorian english factories) later in the game.

the problem with forcing the player to loose equipment is, its only scary once, if its done too often, it can make the game feel artificial, its one of the things that sadly really lets "deadlight" down (great potential, but, sadly, let down by some very bad decisions that lower it from "potential masterpeice" to "not a bad little xbla game"), you loose your equipment too many times, the first time it happens, it is Scary! the second time it feels forced, and on the third instance, it feels like "treyarchisinfinitywarditus", otherwise known as "incompetant developers disease", sometimes called "bad programming!" (thankyou Ben "yahtzee" Crosshaw!). so yes, i agree the player should loose Everything at the midpoint of the game, it should only happen the once, so it feels like a scare mechanic and not lazy design.

@Hirnwirbel. Lols. im with you there, i could rant enough against how awfull QTE is alone to fill a whole thread.
yes, i do see what you mean, it can open up so many vulnerabilities that it could make the game totally unplayable, although i myself would be fascinated to play a horror game with a totally vulnerable charachter, as id be able to relate to that charachter, increasing the immersion and fear factor, i quess AMFP is not the game for that mechanic. indeed it is a very slippery slope, seeing as Crystal Dynamics have implimented that slippery slope (injuries, sprains, falls, etc) into the new tomb raider, it will be very interesting, i think, to see how that turns out.

yes, i can think of many players who would mess up and chop the charachters fungers off on purpose for the "lols factor" im one of them! indeed, that was a bit of a bad idea...

indeed, that sounds good, gives a nice realistic impression of focuss (maybe blur out the periphial surroundings as he focuses to replicate the eyes "feild of focus") and still makes the player vulnerable without feeling artificial, great idea.
Quote: [...]although i myself would be fascinated to play a horror game with a totally vulnerable charachter, as id be able to relate to that charachter[...]
Oh that reminds me - have you ever played "the Void"? It's not really a horror game, more of a surreal-creepy-artsy-game but its very dark, atmospheric and unique. In that game you only have one resource and its at the same time your lifeforce(quite literally!), your weapon and the only way to interact with NPCs and the environment.
Combined with the scary, dark world it is set in it really feels as if everything you do only serves to drag you closer to death - which makes sense story-wise as the game is set in a world between life and death. It really excels at making you feel incredibly vulnerable and alone - at times you even get the feeling the game itself doesn't want you to win...
Quote: so yes, i agree the player should loose Everything at the midpoint of the game, it should only happen the once, so it feels like a scare mechanic and not lazy design.
Sounds good - but how should it be implemented? I have the feeling, thechineseroom will try and stay away from cutscenes (and rightfully so!) in favor of more interactive storytelling. And the ol' bump-on-the-head-wake-up-in-a-cell-later-without-your-stuff thingy has been done too often I think...
Maybe the game could simply have a part where the player needs to dive through water and as a result the lamp doesn't work anymore afterwards. That could be very scary, too - imagine if you could only see blurry there (as it should be) and while your head is underwater you hear faint sounds you couldn't hear above the surface. Deep moaning, more felt than heard, clicking and cracking, the sound of something huge slowly closing in on you from below...but you have to dive down into that black abyss nonetheless, not knowing what will await you there.

Which REMINDS me - why aren't there more horror games taking place in the deep sea? One would think it would be a no-brainer, especially if you take Lovecraft as inspiration...
Flashlight!
No Hirnwirbel, i havnt played "the void" i am afraid, it sounds brilliant though, atmospheric and challenging, ill definatly get searching for it (age is no issue, as ive got a Dual OS on this (xp 32 and win 7 64, switchable) sounds like id really enjoy it, thanks for the suggestion my freind.

indeed, "bump on the head" is now a total cliche, its never worked well either as its such a contrived bit of writing, the only time it has worked is NOLF, were it was treated with humour.

yes, the chinese room will almost certainly stay away from cutscenes, wich is good, seeing as the player needs to feel the horror is happening to them in a horror game, so, the game has to stay in first person, and "first person" cutscenes are about the Cheapest and most boring game mechanic Infinity ward has ever cursed us with. so i agree, Interactive storytelling in the style of "Dear Esther" is the perfect way to go with horror, Cutscenes only really belong in shooters and RPG, and even there they Really need to be third person as then you can tell the "villains" side of the story and the "backroom support" side, not just the protragonists, wich really cheapens the story and limits the scope, it can even make the story fail to make sense.

speaking of chinese room, i hope Nigel Carrington is doing some VO for AMFP, i can listen to him all day!

i like your underwater idea, indeed, water incursion would ruin all of your supplies, forcing the player to dump them as useless, and indeed, as AMFP is set in the Victorian times, were factories were powered by Giagantic Newcome And Watt Beam type Steam Engines, there would be need to be a giant resevoir fed by a river at some point, to slake the unending thirst of the gigantic boilers that make the steam for the pig machine. so its a very logical and realistic inclusion.

indeed, underwater sections, in the games they are in, are always tense, as you cant see much, and sound is both amplified, but also heavilly distorted, it is the perfect environment for Horror. remember how tense the sunken frighter was in NOLF, all the creaking metal and the sound of the sharks swimming around looking for a Cate Archer flavoured Snack? that level had a proper scary atmosphere, and its not even a horror game, (although its nowhere near as scary as "ice station evil" in Nolf 2, that one is a full bore horror level!) so, if a non horror game can be made pretty creepy by having an undwater segment, an underwater segment in a proper full blown horror game would probably sent the old heart rate absolutly Stratospheric.

i dont know why there arnt many Underwater Horrors, i think there was one on the original Playstation..but im sad to say its name escapes my right now, as indeed, underwater is a perfect horror environment, and ideed, Lovecraft was rather fond of "terror from the deep" style stories himself.

we need more underwater segments in games, and thats all genres.
(08-08-2012, 07:22 PM)the dark side Wrote: [ -> ]No Hirnwirbel, i havnt played "the void" i am afraid, it sounds brilliant though, atmospheric and challenging, ill definatly get searching for it (age is no issue, as ive got a Dual OS on this (xp 32 and win 7 64, switchable) sounds like id really enjoy it, thanks for the suggestion my freind.

indeed, "bump on the head" is now a total cliche, its never worked well either as its such a contrived bit of writing, the only time it has worked is NOLF, were it was treated with humour.

yes, the chinese room will almost certainly stay away from cutscenes, wich is good, seeing as the player needs to feel the horror is happening to them in a horror game, so, the game has to stay in first person, and "first person" cutscenes are about the Cheapest and most boring game mechanic Infinity ward has ever cursed us with. so i agree, Interactive storytelling in the style of "Dear Esther" is the perfect way to go with horror, Cutscenes only really belong in shooters and RPG, and even there they Really need to be third person as then you can tell the "villains" side of the story and the "backroom support" side, not just the protragonists, wich really cheapens the story and limits the scope, it can even make the story fail to make sense.

speaking of chinese room, i hope Nigel Carrington is doing some VO for AMFP, i can listen to him all day!

i like your underwater idea, indeed, water incursion would ruin all of your supplies, forcing the player to dump them as useless, and indeed, as AMFP is set in the Victorian times, were factories were powered by Giagantic Newcome And Watt Beam type Steam Engines, there would be need to be a giant resevoir fed by a river at some point, to slake the unending thirst of the gigantic boilers that make the steam for the pig machine. so its a very logical and realistic inclusion.

indeed, underwater sections, in the games they are in, are always tense, as you cant see much, and sound is both amplified, but also heavilly distorted, it is the perfect environment for Horror. remember how tense the sunken frighter was in NOLF, all the creaking metal and the sound of the sharks swimming around looking for a Cate Archer flavoured Snack? that level had a proper scary atmosphere, and its not even a horror game, (although its nowhere near as scary as "ice station evil" in Nolf 2, that one is a full bore horror level!) so, if a non horror game can be made pretty creepy by having an undwater segment, an underwater segment in a proper full blown horror game would probably sent the old heart rate absolutly Stratospheric.

i dont know why there arnt many Underwater Horrors, i think there was one on the original Playstation..but im sad to say its name escapes my right now, as indeed, underwater is a perfect horror environment, and ideed, Lovecraft was rather fond of "terror from the deep" style stories himself.

we need more underwater segments in games, and thats all genres.
Oh yes... do you remember that leaked concept art picture?(can't post it here)
Spoiler below!
There will be underwater areas.


Don't tell Traggey!
Well the only underwater horror game I can think of is this one: Deep Sea It doesn't really count though, because it requires wearing a special gasmask and can only be played on festivals, exhibitions etc. But I find it very interesting how it creates fear by completely blinding the player, forcing him to depend on his hearing alone.

This would be an interesting thing to implement, too, right after the player loses his lamp and before he finds a new one. Only problem is, you would completely lose orientation and you coudn't even tell if you were walking against a wall because there's no feedback for that. So I guess it would only work if you had a huge hall or something like that...and you were walking towards a sound source maybe?

Or just make it so that it doesn't really matter where you go: Like you're in a huge room with electric lights that suddenly go out. And you're left to stumble around in the darkness for two minutes before the lights come back on - of course while being terrorized by awful sounds that make you feel like you should try and run away from them...naaah, I don't know, it probably wouldn't work very well.

Edit: Aaaaaaaaaaaaaaaaaaaaaaah! *fansqueal*
i remember the picture (dont shoot me mods!)

oh jeez, i could never play that "deep sea" one, i H-A-T-E having Anything touch my face! (its an autism thing) sounds bloomin scary though!

well, i did say the game should have near-total darkness segments, if you forget to charge the gas jets fuel pressure and the flashlight is broken. having total darkness wouldnt work, as the player would just keep slamming into walls, it would be more frustrating than scary.

what would work, i think, is "near total" darkness, say there is still one, small, faint lightsource, say light filtering through an air system grille, wich means you can just about see the outlines of items in the room at very close range, but they are very heavilly distorted, with the howls and screams eminating around the factory, combined with the whooshing of steam and the hearbeat like thumping of the steam engines, it would totally terrify the player, "is that black outline a Table or a monster?" youd be scared to even move because by the time you see the outline, two more steps and youll be in the monsters strike range, if it is one, it will be up to the player to discern via the sounds if the outline is machine or scenery by seeing how close the monster sounds are. sort of an "audio puzzle". I think that would work. of course, once you reach that little light source, youll have just enough light to repump the lamp, but in the equipmentless section, that would be properly scary i think.

err...what is with the fansqueal? (confused!)
Trolls, there is no leaked concept art picture
(08-08-2012, 11:06 PM)Damascus Rose Wrote: [ -> ]Trolls, there is no leaked concept art picture
Not anymore there isn't.
Yeah I don't think I could play that either. Especially since the mask is designed specifically so it's very hard for you to breathe with it - and the thought of drowning or suffocating is just unbearable for me.

Having almost no light would be the best solution, yes. It would be a bit like playing slender without the flashlight - you just start to see all kinds of things in the darkness. Also the loud noise of the machinery could make it much harder to hear from where an enemy is coming thus adding to the tension. (In quieter parts of the game you can just hide and wait for the enemy sounds to disappear)

I'd also like to see the concept of enemies carrying a lightsource make a reappearance in one way or an other. That really freaked me out in Black Plague, because you could never be sure if your dark hiding spot would be flooded with light the next moment. So imagine a dark room and the terrible, huge, walking piggymachine that's searching for you is powered by hot coals in its metal belly that give off a faint, red glow and throw bizarre shadows on the walls whenever the creature moves. It's hissing steam and the air bends from the heat and because the lightsource is under the monster you still can't really see what it looks like, only rimlights on its twisted anatomy.

The fansqueal referred to the spoiler above. Because I just had to spoil the fun for me and click on it. I'm stupid like that...
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727