Dungeons & Dragons might be its low tech form, but video games have not strayed far from the formula of getting some friends together, killing some monsters, and collecting loot. From Gauntlet to Diablo to Torchlight, the hack and slash game is an experience both social and individualistic, steeped ironically in both greed and co-operation.
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Following up on our discussion from last week of Amnesia: The Dark Descent, this week we discuss that game’s follow up A Machine for Pigs.
Machine for Pigs was handed off from Frictional Games to The Chinese Room. As a result, we consider how the new developer handles a classic property and reconsiders what kind of horror the Amnesia franchise can offer.
This week we revisit one of our discussions of how difficulty contributes to the pleasure and pain of gaming.
Amnesia: The Dark Descent was one of the more well regarded games of 2010, but we recently discovered that none of our regular Moving Pixels podcasters had played it at the time.
So, this week we catch ourselves up and take a look at one of the most critically acclaimed horror games of the past ten years, Amnesia: The Dark Descent, discussing (among other things) its unique approach to provoking horror and player vulnerability along with its commitment to environmental storytelling.
The Deed‘s conceit is that it is a murder mystery in reverse, a kind of anti-procedural, in which you plot a crime, rather than solve it.
By playing The Deed we find ourselves in the uncomfortable position of inhabiting the mind of a murderer. This week, we consider the implications of this role reversal.