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How the Amnesia sequel's sausage was made

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  • How the Amnesia sequel's sausage was made

    You may not know Dan Pinchbeck by name, but chances are you've heard of some of his games. The British indie developer made waves in the industry a few years back with his experimental Half-Life 2 mod, Dear Esther - a project Pinchbeck and his company The Chinese Room remade as a standalone release last year - and more recently he headed development on the divisive Amnesia sequel A Machine For Pigs. The Chinese Room's games are often characterised by their arcane prose, abstract storytelling, and an almost complete lack of conventional game mechanics.
    It would be easy to imagine Pinchbeck as a snooty artiste. Instead, it may surprise you to learn than Pinchbeck is an extraordinarily approachable, modest man who put 170 hours into Just Cause 2 and argues that Doom is an under-appreciated gem of video game storytelling.
    Speaking to Pinchbeck over Skype, it's impossible to bring up A Machine For Pigs without first discussing its most criticised aspect: it's simply not as scary as its predecessor, Amnesia: The Dark Descent. Why's that the case? Many of Pigs' harshest critics have attributed this to The Chinese Room nixing the first game's sanity mechanic that caused your character's vision to get blurry and imaginary cockroaches to crawl over your face and make skittering, crunching sounds in the back of your skull when gazing upon an enemy or staying in the dark for too long.
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