Everyone’s dead and there's no hope. It’s a premise that Dan Pinchbeck approaches with surprising positivity. Pinchbeck, creator of Dear Esther, is currently at work on a post-apocalyptic survival game, Everybody’s Gone To The Rapture, and his GDC talk took us through some of design principles behind it - starting with the notion that if the world has ended, at least things can’t get much worse.
As reported earlier, The Chinese Room have released the latest trailer for Amnesia: A Machine for Pigs, the follow-up to Frictional Games’ deeply unsettling Amnesia: The Dark Descent. Set in Victorian London, some sixty years after the events of the first game, Pigs isn’t a straight continuation of that story, but a wholly new tale set in the same universe. That doesn’t mean it won’t be looking to recapture the same sense of giddy terror that the Dark Descent induced in its hapless, cringing players, however. We got in touch with The Chinese Room’s boss-man and creator of Dear Esther, Dan Pinchbeck, to discover how the scares shake down.
Horror sequel, Amnesia: A Machine For Pigs, has a new and suitably unheimlich trailer, showing off the game's gloomy Victorian locales and the terrible contraptions which lie beneath them. A Machine For Pigs is the follow-up to Frictional Games' indie classic, Amnesia: The Dark Descent, though this time development is helmed by The Chinese Room, makers of Dear Esther. It's not a straight continuation from the last Amnesia game, either - the story takes place sixty years later, on the eve of the 20th century, and swaps the dank confines of the Prussian Brennenburg Castle for the smoggy streets of London.
The Chinese Room's Dan Pinchbeck also has a special request to make of viewers: "What we really need are some screams," he says. "We want fans to record themselves screaming, puking and freaking out. Tape it all, send it through to us, and we'll sift through it and the best stuff will end up going into a background mix for one of the levels."
Dear Esther, the sombre Half Life 2 mod where you steer a tortured man around an abandoned island listening to his internal monologues, diary entries, or whatever that constant talking is, has been quietly polished up by Robert Briscoe. He's released a ton of screens and a little walk-about trailer, showcasing his rendition subterranean world where you spend a significant portion in the middle of the game. It's gorgeous.