Amnesia Postmortem

Amnesia postmortem on the Frictional Games Website reflecting on the first week of availability of the survival horror game from the creators of the Penumbra series (thanks joao). The post outlines a good news/bad news situation. The good news is that, as is reflected by comments in the forums here, the game has been very well received, both by critics, and by gamers, as reviews from both have even exceeded their optimistic expectations. The bad news is that sales of the game are trailing a little below the level they need to remain in business, expressing concern that a day 0 pirate version of the game was available 24 hours before its retail release, as apparently some unscrupulous website leaked their review copy. Here's part of their assessment of this situation: "This is of course not all the income we will make from the game, but is still a bit discouraging when comparing to recent XBLA releases and similar. So why is [sic] not sales [sic] higher? Piracy? People waiting for future massive discounted sales? Game too scary / niched? Right now we have not got a clue, but hopefully it will become clearer further on." Here's their conclusion:
On almost all fronts, we area extremely pleased with this release. It has in many ways exceeded our expectations and it makes all the hard work, pay cuts, etc worth it in the end.

The most distressing thing is the sales though. Even though we are far from complaining, it feels like we do not have the financial security we would like to have, to truly be able to focus on making the best game possible. So what should we do? The things we have discussed include: Increase the cost of the game, doing a console port instead of Linux/Mac, do a less niche title and more. Now is too soon to make a decision though and we have to see how the coming weeks and months go.

Finally, I know I say this a lot but we truly mean it: Thanks to all who have supported us by buying the game, spreading the word, and what not. We hope you all will continue supporting us in the future as well! All of Frictional Games sends their finest regards and thanks for this support!
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86.
 
Re: Amnesia Postmortem
Sep 20, 2010, 15:07
86.
Re: Amnesia Postmortem Sep 20, 2010, 15:07
Sep 20, 2010, 15:07
 
Obviously we did play the same game, but FOR YOU it would have been a much better game without FOR YOU "forced" action sequences.

Um, it's not an opinion that the game forced you to shoot enemies during several parts of the game. It was completely scripted and confrontation was unavoidable. You said that DCotE always gave you a choice but that isn't true.

Making the controls as unintuitive as possible is a mechanic in these games and one I've never enjoyed.)

There's a big difference between tank controls and using a mouse to manipulate objects. Tank controls are not intuitive because in real life, you can walk sideways. The prerendered backgrounds and inconsistent camera angles also had the effect of flipping directions around, so pressing up wouldn't always move your character up the screen.

But I really don't see how you can call Amnesia's control scheme "unintuitive." You pull your mouse down to pull objects. You push your mouse up to push objects. That's the very definition of intuitive.

This comment was edited on Sep 20, 2010, 15:16.
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