Review: Amnesia: A Machine for Pigs

Amnesia: A Machine for Pigs: a church altar draped with dead pigs
Before you start being offended, think of how the pigs must have felt!

Those days – when you wake up without a memory and then are stalked by a pig-man, who tries to kill you in a vast labyrinthian underground meat processing plant at the turn of the last century.

‘Amnesia: A Machine for Pigs’ was a fantastic, creepy ride. It took all that stopped me from finishing its predecessor and threw it over board or at least reduced it to a minimum. While ‘The Dark Descent‘ was closer to a classic adventure game, with more elaborate (and annoying) puzzles, an inventory and a lot of backtracking, ‘A Machine For Pigs’ is closer to a walking simulator and therefore a much tighter experience. Freed from boring gameplay mechanics like going-insane-because-I-can’t-find-a-match, and cleverly guided through the levels, I was able to concentrate exclusively on the things I enjoyed about the game. The writing is absolutely great, as is the voice acting. I really enjoyed discovering the gruesome story, which, while pretty over-the-top, stayed mostly interesting throughout the entire game and even managed to give a satisfying ending – a thing that is seldom witnessed in video games or life in general.

Amnesia: A Machine for Pigs: a dimly lit corridor
Sometimes it’s like walking in a painting.

It’s not just the inner values that count. ‘A Machine for Pigs’ is beautiful. Regardless wether you wade knee deep in blood or fecal matter or both, I often paused just to take a look at the scenery. Sometimes the art design reminded me of the Bio Shocks, but I prefer that it has a more realistic feel to it. The sound design also is great. The developers made a better use of agonized pig squeals than most Death Metal bands. I also appreciated the restrained use of the very good music (no Death Metal, though).

Yes, there were still things, that I could have done without. Too much running away from pig-men for example, or that short part in the middle, where the story lost me for a moment, but those are minor complaints.

I really enjoyed my three and a half hours with ‘Amnesia: A Machine for Pigs’. That may sound like a rather short experience, but I prefer a tight compact game, that keeps me excited end-to-end, to a artificially drawn out Alan Wake-like experience – at least as far as story driven games are concerned. What have I learned? There are horror games out there that I can actually enjoy and kids are great for cleaning clogged up steam vents, when they manage to get out in time.

Amnesia: A Machine for Pigs: a view from inside a box
Yes, I had to restart the game because I got myself stuck in a box permanently.

Review: American Truck Simulator

American Truck Simulator: beautiful scenery
It’s pretty, and/but nobody dies.

‘American Truck Simulator’ aka ‘the thing I do when I want to listen to a podcast, but I have already done the dishes’ is, depending on your needs, a deep Truck Driving Simulation with superficial economics, or a serious alternative to Zen meditation. I mainly care for the latter and I really appreciate that the game let’s me decide how much of a simulation I get. I don’t care for complex parking maneuvers and accurate fuel calculation. I just want to WASD myself on the highway, drive frozen vegetables from Show Low (AZ) to Sacramento (CA), stare into the golden sunset and listen to some questionable gaming podcast while my brain slowly drains itself. That is until I crash my truck into a police car at 75mph, because I didn’t realize that I  already left the highway a few moments ago. It’s spectacular proof of why video games are so important for our society. I can live my truck driving fantasies, which I didn’t know I had until I played Euro Truck Simulator 2, right here in the comfort of my own home, and nobody has to die.

American Truck Simulator: night
At night it’s dark.

I already spent some time with ‘American Truck Simulator’ before, but as many others, I didn’t like that they changed the scale of the map from 1:20 in ‘Euro Truck Simulator 2’ to 1:35 in the new game. America felt too small. So, as many others, I was more than excited to hear that SCS Software decided to rescale the map back to 1:20. This is my first time revisiting ‘American Truck Simulator’ after the rescale, and I am happy to say that SCS did a fantastic job. It’s still just three states, but the scale feels right now. I can finally try to repay that generous bank loan I thought was a sensible investment when I first started the game. I don’t play often enough to ever build up that truck empire I dream of while running a red light in Reno at 80mph, but it’s always fun to come back and do another tour. It certainly beats washing the dishes.

Again Information: ATS was and is still being developed by SCS Software and was released in 2016. You can buy it on Steam.

Review: Alan Wake’s American Nightmare

Alan Wake's American Nightmare: a typical alan wake riddle
Now, which of these three switches should I pull?

Not just an American nightmare

Unfortunately, playing games in alphabetical order means that ‘Alan Wake’s American Nightmare’ was next, trying its best to undo the semi-good impression that ‘Alan Wake’ had left me with. The spinoff to the original game was released in 2012 and supposed to tell a more action oriented and less serious episode.

As I already stated in my review of the original, the action part of ‘Alan Wake’, while solid, grew boring fast on me and it was the same with the spinoff. Yes, they expanded the weapon arsenal, but that didn’t change the point-flashlight-then-shoot mechanic. Very much like in the real world, fighting gets much easier if you are handed a machine gun, which is either a good or a bad thing – the fights are boring, but they are over fast.

No more madness

I was hoping they’d go for all out weirdness story wise, but there isn’t much story to begin with. Everything feels much cheaper compared to the original. Instead of an insane Heavy Metal shootout, we only get a regular shootout with some Heavy Metal playing in the background. The game looks worse. It has a lot less cinematic cut scenes. The writing is bad and the voice acting bland. The only thing that made me happy, was that they kept the guy who did the puzzles – they are still so insultingly easy, that it feels like the one good joke in the game.

I did a lot of running from A to B and back, only to find out that they used the cheapest trick in game writing to not only reuse all of their three locations, but also had me basically do the same stuff I had already done there, again – and again. At that point I decided I didn’t want to spend another minute with this game, but I had to return and make a screenshot and finished it anyway. It’s probably not as bad as I make it sound. It’s just that you shouldn’t play this right after the far superior original game.

We might not have become the best of friends, but you deserved better Alan Wake.

Review Part 2: Alan Wake

Alan Wake: riding a mining car in darkness across a bridge surrounded by birds
Alan Wake continues the old gaming tradition of making birds most annoying

Not the brightest bulb on the porch

Welcome to finishing off ‘Alan Wake‘. I liked my adventure with him, but I am also glad it’s over. The second part of the game felt less like a chore than the first three episodes, but it still felt artificially stretched in many places.

I enjoyed how the game left me in the dark (ha!) about what’s really going on. There are multiple ways to interpret the story, but fortunately the game never explains what’s actually ‘real’ in the game. This serves the atmosphere quite well, and leads to some clever moments.

Which stands in stark contrast to the dumber than dumb puzzles the game still feels like throwing at me. ‘Press B to solve’. Then again, more challenging puzzles probably would have ruined Alan Wake’s pacing. Remedy should have left them out completely. They fulfill no other purpose than to insult the player’s intelligence, which the game doesn’t hold in high regard anyway. The hints the game gives via Alan’s inner monologue are as subtle as a fat man charging at you with a chainsaw: ‘The viking boat looked imposing – almost like a battering ram’.  Gee, I wonder how I’ll get the door open.

Alan Wake: Car driving on a road
It’s like Forza Horizon 3, but more stable.

Who are you?

While ‘Matthew Porretta’, the voice of Alan Wake, clearly has never been drunk in his live and thus fails to voice act appropriately, the game designers and writers certainly didn’t lack the experience. I appreciate that the game doesn’t take itself too seriously and manages to wink at you at the right moments. That is until the second half, where the tone of the game goes all over the place. From completely over the top weirdness in Episode 4 (heavy metal concert shootout) to a more Hollywood action comedy in Episode 5. Yes, that pump action shotgun is fun, but a wacky sidekick added on top of that and your already brittle horror mood evaporates. Even though these episodes felt out of place, they still were a lot of fun. The finale on the other hand felt like a couple of end battles strung together that ended in an underwhelming boss battle (but at least it was over fast).

This would have been a great six hour game, but they stretched it into an okay twelve hour game. Still I enjoyed my time with ‘Alan Wake’. It’s pretty looks (even for an seven year old game) and the interesting story kept me entertained til the end.

Review Part 1: Alan Wake

Alan Wake staring at a bed
Finally – all the repetitive shooting had worn me out.

Confessions of a writer descending into madness

First the good news: Alan Wake is good enough to make me want to play the whole game. The bad news: it’s too long (more on that later) and thus it keeps me from writing on this here blog. I decided to split my review into two pieces. Alan Wake consist of six episodes. In this part of the review I will tell you about my experience of episodes 1 to 3 and part two will tackle the rest. I will probably use this method again in the future – Alien Isolation lingers right around the corner.

About the other guy (Alan Wake)

Alan Wake is a third person horror action adventure released by Remedy Entertainment (Max Payne, Quantum Break) in 2010. The story focuses on psychological horror elements with a good dash of mystery thriller. For reasons I can’t explain, I am enjoying it – it’s really not my kind of genre (neither the perspective, nor the setting). Maybe it’s because as a fan of video games I am just thankful for any story that had at least some thought put into it. Also the writing is decent and the voice acting great. The sad thing is, that it’s rather hard to get to the story bits. For some (probably wrong, business related) reasons, they get interrupted by repetitive fight sequences and a lot of running around in the woods. The combat system is entertaining, but after killing your 50th possessed woodworker with a flashlight and a shot gun it just feels like a grind. The same goes for the woods: they’re dark and atmospheric (even though littered with uncharged batteries and ammunition), but after a while you start wondering why they didn’t just let you jump to the next cut scene. It’s a gripe I have with many of these games, whether they be Max Payne, Uncharted or Tomb Raider. Entertaining, movie-like stuff, cut to pieces by repetitive stuff. The actual gameplay often feels tacked on.

Another thought on atmosphere – all the shooting of ghostly burly men doesn’t feel scary. I think Alan is a bit too much of a bad ass.

I am now getting ahead of myself by predicting the conclusion for the second part of my review: This would have been a great six hour game, but they stretched it into an okay (at least) twelve hour game.

Review: ABZÛ

ABZU: protagonist swiming with blue wales
Those ain’t fish!

ABZÛ is an underwater walking simulator by Giant Squid, released in summer of 2016. I knew what I was getting into, because I had heard and read a lot about this game beforehand. I pretty much got what I expected. You steer your diver from one location to the next and that’s basically it. For me ABZÛ worked best, when it tried least to be a game and focused on being a beautiful trip through a lovingly crafted underwater world. There are passages that nearly take all control from you and just let you bathe in the glory of it’s art design and huge masses of fish (put your fish settings on ‘Ultra’!). The orchestral soundtrack is fantastic. At some points the game even managed to trigger some childhood-Disney-movie-emotions in me. Well done! As soon as the game made me do it’s over simplified ‘puzzles’, especially in its second half, I got bored. I can accept that it’s more about style and atmosphere, than story or gameplay – so why shove those tedious elements down my throat? Still, if you happen to own a large TV, a decent controller and manage to buy the game on a sale, I think it’s worth to dive in for it’s roughly two hours of play time.

ABZU: protagonist swiming with a swarm of fish
So long.

Review: 80 Days

80 Days: A view of possible items for the journey
Now… will I take the rifle or the evening jacket?

Glorious! Discovering games like ’80 Days’ by inkle studios is one of the finest reasons to continue besting the mountain and brush up your 19th century English. Originally released in 2014 the game found it’s way to steam only at the end of 2015. I bought it a few months after release but it didn’t really get me hooked at the time. I am very happy, I gave it another go.

In ’80 Days’ I play Passepartout, valet to Phileas Fogg. Fogg has a wager going on that he’ll travel the Jules-Vernian 1872 steampunk version of the world in 80 days. As his loyal valet it’s my job to plan the route, organize transport and secure health and well-being of Fogg throughout the entire journey. Alas, in my first playthrough I missed the mark by two days and ended the journey in melancholy and with a heavily indebted Fogg. But what a journey it was! The story of the game is mainly told by text and the world map, but still it was an thrilling ride. I explored every city we visited via a short ‘Chose Your Own Adventure’-like episode, that often ended in a small Adventure itself. This way you discover new routes or new ways to fund your travels. Sometimes the decisions you make can end in utter disaster – Fogg and I brushed with death more than once during our trip. Sometimes events weighed heavily on our relationship, often it was a pleasant an interesting ride. The writing in ’80 Days’ is superb, and I hardly recommend the game to anyone just slightly interested in classic adventure stories.

80 Days: A view of the world map with London in the center
Start and finish of the journey

In my first try we visited 20 cities of over 160 available in the game. I can’t wait for my next journey, in which I will make sure to take another route. One that will keep me far away from the Cholera-ridden ports of Manila. That illness nearly cost us a week!

Go play ’80 Days’!