![]() ![]() 1: ‘Fattening’ Concept art from the developers’ website The international team was made up of members from the United Kingdom (Portsmouth, Brighton, London, and Winchester), Belgium as well as Sweden where the Frictional Games members were based. Many of the team members had already experience of working with one another on earlier projects such as the Half Life 2 mod Off Limits. In 2011, the studio then decided to approach head designer Dan Pinchbeck of Thechineseroom, and in December that year, development on Pigs began (Matos 2012). Frictional Games had been thinking about developing an Amnesia sequel some two years earlier, but had concluded that it lacked the time resources to do so, also because it was already working on Soma (2015). In February 2012 came the announcement that the studio would be also working on Pigs in collaboration with Frictional Games (Chalk 2012). ![]() Founded in 2007 by game designer Dan Pinchbeck and composer Jessica Curry, the first work saw the Brighton-based studio designing mods for Half Life 2, including the 2008 walking simulator Dear Esther, which was successfully released as a standalone game in 2012. Whereas its predecessor was both developed and published by Frictional Games alone, the game development of Pigs was taken over by The Chinese Room (previously: Thechineseroom). Platforms: Microsoft Windows PlayStation 4 Xbox One Nintendo SwitchĪmnesia: A Machine for Pigs (‘ Pigs’ appears to be the title abbreviation favoured by developers and the media, author’s note) is the official sequel to Amnesia: The Dark Descent (Frictional Games hereafter: Descent), which was released in 2010. Or to reiterate using Christoph Schlingensief’s tagline for his 1990 film The Blackest Heart ( Das deutsche Kettensägenmassaker): They came as friends and became sausages. This is about what people do to people all the time.” This is how the game’s developer, Dan Pinchbeck, succinctly sums up the story of Amnesia: A Machine for Pigs (2013), as told in an interview. “This isn’t really about a monstrous clockwork AI. I play Oswald Mandus, a London industrialist whose wealth is built on the family slaughterhouse business he now owns (second generation), and who after a trip to an Aztec temple in Mexico turns his sights on more than the slaughter of pigs with the help of a gigantic machine. The original German version ca n be found here.)
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