Is Frictional Games working on a new IP? I'm a bit curious as to why they outsourced development of the aptly-named A Machine for Pigs to the third-party developer The Chinese Room. Frictional's staff did stay on as "producers" for this game, so I'm sure that the final product is still consistent with what Frictional would have wanted if they had developed it themselves, and I think the overall story was still written by people at Frictional (but I could be wrong on that account). In any case, the change in development team has certainly had a dramatic effect on the way that the new game plays. The very core gameplay of exploring a linear dungeon with a flashlight is retained, but all the mechanics and the underlying feel of the game are completely different than its predecessor. This isn't necessarily a bad thing, as Amnesia: the Dark Descent wasn't perfect.
Once again, the underlying premise that sets up Amnesia: a Machine for Pigs is that your character wakes up in a mansion with no memory of who he is or why he is there. Your early exploration of the mansion reveals some vague threat, and you are forced to descend into a deep dungeon in order to discover who you are and resolve the threat. Along the way, you'll encounter deformed creatures and collect notes and documents from your former self explaining the situation, as well as have the occasional hallucinatory flashback as your memory slowly returns. But if you're worried that this sounds too much like the previous game, then fear not: A Machine for Pigs takes an entirely different approach to the gameplay and has a totally different feel to the entire experience. [More]
d070d945-e6da-4541-a97f-8240050b5cc7|1|4.0
Tags:Amnesia: a Machine for Pigs, Amnesia: the Dark Descent, review, the Chinese Room, Frictional Games, Steam, Victorian, England, industrial, survival, horror, survival horror, mansion, amnesia, Battle of the Somme, Silent Hill, Silent Hill Shattered Memories, Resident Evil, checkpoint, indie gaming
This review was originally published 06/21/2010 on Game Observer (now defunct as of 05/13/2014). It has been republished here for archival purposes.
I originally tried to review this game in the shoes of an objective game critic instead of a Silent Hill fan. As such, I was far too generous to it. In the time since the game's release, my opinions of it have changed dramatically, and I'm a big enough boy to admit when I'm wrong. Thus, I will include updated commentary in areas of this review where my opinion has changed, and I will not disregard my fandom for the sake of mass appeal. :/
Climax perfectly poorly mixes the premise of the first Silent Hill with the psychological story-telling of Silent Hill 2 while laying the foundation for new "Horror" gameplay mechanics.
I’m a long-time fan of Silent Hill. I started with Silent Hill 2, which is my favorite game to date, and eventually made my way through the first game all the way up to the PSP’s Origins and last year’s craptacular Homecoming. I was very bothered to hear that Konami had disbanded the team that had worked on the first four games after the mixed critical and fan reception of The Room, and gave the development to a new team. Developers Double Helix and Foundation 9 completely dropped the ball with Homecoming, but Climax did a passable job with the story of Origins (even though the gameplay mechanics weren’t all that great) and Climax did a horrible job with Origins as well.
As you’re probably already aware, Shattered Memories is a re-imagining of the first Silent Hill game. It is NOT a port, nor is it a remake. Harry Mason gets in a car crash in the outer edge of the town of Silent Hill and wakes up to find his seven-year-old daughter, Cheryl, missing. He’ll proceed to explore the town of Silent Hill to find her, and along the way, meet several interesting annoying characters including a police officer named Cybil Bennett. But the similarities end there. [More]
ce74f430-6c69-40c8-8e6a-1f362ceb5c93|6|3.3
Tags:Silent Hill Shattered Memories, review, Silent Hill, Climax Studios, Konami, survival, horror, survival horror, PS3, PSP, Wii, Harry Mason, Cybil Bennett, fan fiction
I've heard that a lot of players are complaining about the save system of Capcom's new Resident Evil 6. I haven't played the game yet because RE5 sucked, and the demo for RE6 sucked, so I can't comment on that game. What I can do, though, is take a moment to reflect on the genius of the classic Resident Evil save system.
Most of my readers know me as a Silent Hill fan [boy], so it's uncommon for me to heap praise upon Resident Evil. But I actually am a big fan of the original game (it was one of my favorite PlayStation games). Maybe some day, I'll get around to writing about how Resident Evil 4 killed my interest in the franchise...
Would you like to save your progress? [YES] NO
Resident Evil took a unique path in terms of it's save-game system. I'm not sure if it was the first to use this particular style of system, but it was definitely one of the best implementations that I played!
During the PSX era of the late 90's, game saves generally took one of 3 forms:
Resident Evil falls firmly in that last category, but with one significant (and game-changing) caveat: in addition to only being able to save at pre-defined locations, the ability to save was also tied to a consumable inventory item! [More]
11efae01-91a1-4c73-9ff1-8965e9a48534|9|4.2
Tags:Resident Evil, Resident Evil 5, Resident Evil 6, Shinji Mikami, save, save system, autosave, checkpoint, survival horror, resource management, typewriter, ink ribbon, Silent Hill, Amnesia: the Dark Descent
One of the greatest strengths of the early Silent Hill games - developed by internal Konami studio Team Silent - is their exceptional character design. The characters presented in these games are among the best in all of gaming history at illiciting emotional responses from the players - both positive and negative.
It all starts at the top, as the protagonists of all three games stand tall and proud as paragons of game character design. This blog will contain major plot spoilers for Silent Hill 1-3. Read at your own risk!
Having relatable and likable characters is essential to the success of just about any horror story (whether in the form of a book, movie, game, or any other medium). It's hard to feel afraid for a character that you just don't care for.
Harry Mason of Silent Hill is a great example of a relatable "Joe Everyman" protagonist. Harry is a simple writer trying to take his daughter on a vacation. He wrecks his car and wakes up to find his daughter is missing in a seemingly deserted and haunted town that is closed off from the outside world. Harry isn't a superhero or elite special forces operative. He's just a guy. He could be anybody. This makes him instantly relatable to an audience. [More]
Fathers in video games don't typically turn out to be very good role models or successful parental figures. Often, they end up being surprise villains, or they turn out to have been neglectful or abusive (physically or emotionally). A lot of times, parents in video games turn into cannon fodder, dying early in the game in order to push the protagonist into his or her heroic role.
Very rarely do you have a father character in a video game who sticks around and actually gives his children any amount of love or support. That's why I think Harry Mason is such a special character in video games, and quite possibly the best video game dad of all time. So this Father's Day, I'd like to take a moment to pay tribute to this wonderfully-designed gold-standard of video game parenting.
Harry Mason goes through hell and puts his life on the line to protect his seven-year-old adopted daughter in quite possibly the most fatherly display of love and dedication that you will find in a video game.
I recently had conversations with an old friend of mine from high school (screenname Huh?Mr.Box!) who had recently played the Silent Hill games for the first time. I expected to hear that his favorite game was Silent Hill 2, and that his favorite character would be James or Pyramid Head. I mean, that's what every Silent Hill fanboy says, right? Personally, I'm fond of Heather from Silent Hill 3. I'll admit, I had a huge crush on her when I played the game for the first time (and before you start calling me a perv, I was 17 when that game released!) because it was so unusual to see such a well-developed female character in a game.
I was surprised, however, when my friend's favorite character ended up not being James, or Pyramid Head, or even Heather, but rather Heather's father: Harry.
I guess with all the crazy characters that the Silent Hill series is known for, Harry kind of gets lost in the shuffle as being too "normal". But when asked why he liked Harry so much, my friend eloquently responded: "because he's such an awesome dad!"
And you know what, Harry is an awesome dad!... [More]
be3720db-cf6c-4bff-8f74-1c699fac1a42|6|4.5
Tags:Harry Mason, Father's Day, father, single father, parenthood, adoption, gender equality, Silent Hill, Silent Hill 3, Cheryl Mason, Heather Mason, Alessa, Christophe Gans, Huh?Mr.Box!
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