Amnesia Machine for Pigs Explained Part 2 (3D , 2020)

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AMNESIA MACHINE FOR PIGS EXPLANATION
I feel like, in general, this game's reviews are too negative, or, at least they were when it came out.

Now, when it comes to gameplay, it's a complete downgrade from The Dark Descent: The inventory system is gone, implying that you don't have to manage your usage of oil, tinderboxes or health; this also means that most puzzles are dumbed down, most of them becoming "carry this item from this room to the other".
Along with this, the sanity meter is also gone and the lantern is infinite. This takes a bit of the horror away, since you can pretty much shine the lantern on the monsters' faces and face no consequences.
But my biggest gripe in terms of gameplay is the monsters, unlike TDD, where they would spawn unexpectedly to make you retreat and think about how to get past the area, in this game they're all thrown at you in scripted events that act as chase scenes, you'll never have monsters lurking about or to avoid, they'll just appear in certain places and, instead of having to crouch to get past them without them noticing you, you just sprint away.

All of this surely makes the game feel even closer to a walking simulator, but even with this in mind, there's one really great thing about A Machine For Pigs, that being the story: it's a bit more confusing than TDD's, but at the same time, it's also more fleshed out and complex. While the storyline in TDD's mainly felt like an afterthought to make the game more interesting, AMFP is ALL about the story, and it's a pretty good one too.

TL;DR: The gameplay mechanics have been dumbed down from TDD, but the story side of the game is great and it will still manage to scare you, even if not as much as it's predecessor.

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