Compare Amnesia: A Machine for Pigs prices across 50+ stores and find the best deal. Developed by The Chinese Room. Published by Frictional Games. Released on 9/10/2013. Available on PC. Genres: Action, Adventure, Indie. Metacritic score: 72/100.

A atmospheric first-person horror game where industrial dread replaces jump scares. Divisive follow-up to The Dark Descent that leans hard into story over survival.

Amnesia: A Machine for Pigs is a first-person horror game set in a fog-soaked Victorian London on the eve of the new century. You play as Oswald Mandus, an industrialist waking from fever dreams to find his mansion empty and something enormous grinding away beneath it. The Chinese Room, known for Dear Esther, handled development while Frictional Games published, and that handoff is basically the whole story of why this game is controversial. Compared to The Dark Descent, the survival mechanics are stripped almost to nothing. There is no sanity meter to babysit, no lamp oil to ration, no inventory to fuss over. Monsters are present but encounters are sparse and the game is much more interested in building dread through sound and architecture than in making you scramble. The sound design is genuinely exceptional. The mechanical groaning of the machine beneath the city, the wet industrial ambience, the score by Jessica Curry - these work together in a way that rewards headphones and patience. If you let the atmosphere do its job, the game gets under your skin in a slow, specific way that few horror experiences manage. The writing is the other place where this game earns real credit. Oswald Mandus is a tragic figure and the script treats him with literary seriousness. The story deals with grief, colonial guilt, and what a man will sacrifice to protect his children. It is heavier thematic territory than most horror games attempt, and it mostly lands. Collectible notes and environmental storytelling carry the bulk of the lore, and the final act has a payoff that genuinely recontextualizes everything before it. At around five to six hours, the game knows when to end, which is not nothing. Where it stumbles is exactly where fans of the first game expected it not to. If you came looking for the white-knuckle resource management and monster-avoidance that made The Dark Descent a classic, you will be disappointed and you should know that going in. The pacing in the middle third drags even by the standards of a deliberately slow game. Some of the puzzle design feels underdeveloped. And a handful of monster sequences feel like obligation rather than genuine tension, because the game never fully commits to making them threatening. The mixed Steam reviews reflect a real split: people who read this as a Dear Esther-style walking horror experience tend to come out satisfied, while people who expected a harder survival game feel let down. Both reactions are fair. What I would say is that The Chinese Room made the game they wanted to make, and it is a coherent, handcrafted piece of work with a specific emotional register that very few studios would have attempted. The machine in the basement is one of the more memorable set dressings in horror games, and the image it represents stays with you after the credits roll. Kai, Scout Team

Amnesia: A Machine for Pigs
ActionAdventureIndie

Amnesia: A Machine for Pigs

Sep 10, 2013The Chinese RoomFrictional Games
GamerScout Says

A atmospheric first-person horror game where industrial dread replaces jump scares. Divisive follow-up to The Dark Descent that leans hard into story over survival.

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About Amnesia: A Machine for Pigs

Amnesia: A Machine for Pigs is a first-person horror game set in a fog-soaked Victorian London on the eve of the new century. You play as Oswald Mandus, an industrialist waking from fever dreams to find his mansion empty and something enormous grinding away beneath it. The Chinese Room, known for Dear Esther, handled development while Frictional Games published, and that handoff is basically the whole story of why this game is controversial. Compared to The Dark Descent, the survival mechanics are stripped almost to nothing. There is no sanity meter to babysit, no lamp oil to ration, no inventory to fuss over. Monsters are present but encounters are sparse and the game is much more interested in building dread through sound and architecture than in making you scramble. The sound design is genuinely exceptional. The mechanical groaning of the machine beneath the city, the wet industrial ambience, the score by Jessica Curry - these work together in a way that rewards headphones and patience. If you let the atmosphere do its job, the game gets under your skin in a slow, specific way that few horror experiences manage. The writing is the other place where this game earns real credit. Oswald Mandus is a tragic figure and the script treats him with literary seriousness. The story deals with grief, colonial guilt, and what a man will sacrifice to protect his children. It is heavier thematic territory than most horror games attempt, and it mostly lands. Collectible notes and environmental storytelling carry the bulk of the lore, and the final act has a payoff that genuinely recontextualizes everything before it. At around five to six hours, the game knows when to end, which is not nothing. Where it stumbles is exactly where fans of the first game expected it not to. If you came looking for the white-knuckle resource management and monster-avoidance that made The Dark Descent a classic, you will be disappointed and you should know that going in. The pacing in the middle third drags even by the standards of a deliberately slow game. Some of the puzzle design feels underdeveloped. And a handful of monster sequences feel like obligation rather than genuine tension, because the game never fully commits to making them threatening. The mixed Steam reviews reflect a real split: people who read this as a Dear Esther-style walking horror experience tend to come out satisfied, while people who expected a harder survival game feel let down. Both reactions are fair. What I would say is that The Chinese Room made the game they wanted to make, and it is a coherent, handcrafted piece of work with a specific emotional register that very few studios would have attempted. The machine in the basement is one of the more memorable set dressings in horror games, and the image it represents stays with you after the credits roll. Kai, Scout Team

Tags

steamWalking HorrorAtmospheric StorytellingVictorian SettingLinear NarrativeEnvironmental StorytellingMinimalist SurvivalPsychological HorrorStory-Driven

System Requirements

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Reviews & Ratings

Metacritic
72
Steam
70%(11,973)

Game Info

Developer
The Chinese Room
Publisher
Frictional Games
Release Date
Sep 10, 2013

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