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Full Version: Amnesia: A Machine For Pigs Discussion Topic Part 2
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I'm curious. Considering the game is intending on removing the inventory, this leads me to believe the interaction of items (like picking up a box) is the main feature. Have you changed the interaction system at all to make picking up things and moving them more "enjoyable" and easier? or is it the same as TDD?
(05-01-2013, 07:06 PM)GOAT Wrote: [ -> ]1) How many types of enemies will we encounter? Are there any different formulas you guys plan to undertake to add a sense of desperation and eeriness when we are faced with the huge open areas aside from the usual closed area or underground/sewer/cellar, etc?

You'd be surprised just how frightening and desperate a big open area can be. Just remember, if you can see them....

[quote='brute360' pid='228469' dateline='1367431641']
Can we pre-order the game later?

Don't know - that's a production/FG thing

(05-01-2013, 07:07 PM)Kreekakon Wrote: [ -> ]Are there any drastically altered, or added mechanics in AMFP? If so, can you tell us a bit about them?

Yes and No. We're not going to make this easy for you. You don't want that do you? This ain't Resident Evil... this is proper horror.
What about NPCs? Will there be fully programmed NPCs that can be interacted with? Not something like Agrippa in Amnesia or Red in Penumbra, but something much more developed? Will we see something like random characters walking through the street or something like that?
What's the story on custom story implementation?
(05-01-2013, 07:07 PM)bluel0bster Wrote: [ -> ]Will the game support modding and custom story development?

It's built in HPL2, so should be. There's a fair bit of custom stuff in there though, so it might be tricky at first.

(05-01-2013, 07:08 PM)Chieftain1 Wrote: [ -> ]How many hours of gameplay do you expect to be in this game?

Depends on how long you spend hiding and/or being mutilated really. I think we clock our playthroughs at a run, knowing the game really well, etc, at around 4-4 1/2 hours, so I think you're probably looking at 5-6.
Fun one: What's the best reaction you've gotten out of a designer play testing the game?
(05-01-2013, 07:09 PM)Paddy Wrote: [ -> ]Is death handled any differently than it was in the original game in terms of how it alters the environment or aims to avoid tedious trial and error?

Yeah, we share FG's hatred of trial and error. But I always thought they were kind of soft on players at times as well. I actually considered disabling the save key at one point, so if you screwed up, it was right back to the beginning, make it really count. Love permadeath. Love DayZ. Bit of a psycho like that.
Are we going to see the same "safe hubs" that were present in tdd? Is the level design in "machines" at all similar to this formula, with danger-filled levels surrounding these hubs?
(05-01-2013, 07:10 PM)Zgroktar Wrote: [ -> ]TDD had a lot of unfathomable Lovecraftian forces and horrors lurking in the background, and that were indirectly always present. Maybe I am asking too much, but can we expect something similar in the sequel?

You can expect a deep, dark and twisted story with many layers of horror, confusion, lies and madness. We want a game that isn't just scary to play, but one that gets into your head and fucks with you for nightmares to come.
Is there alot more to explode in this game then TDD?