Rock, Paper, Shotgun

Posts Tagged ‘frictional’

Afraid Of The Light? Amnesia: A Machine For Pigs Trailer

By John Walker on October 31st, 2012.

Squint. No, SQUINT. There - you can see something!

It’s been too long since we saw some moving pictures of the Amnesia sequel, A Machine For Pigs, this time developed by the Dear Esther team, thechineseroom. But we need wait no longer, as the fast approach of All Saints Day means spooky footage is of the highest order, and you can see the new trailer below. It’s a bit scary.

Read the rest of this entry »

, , , , .

110 Comments »

Decrypting & Dehairing Frictional’s ‘A Machine For Pigs’

By Alec Meer on February 21st, 2012.

It's only sleeping

Breaking news, if you were reading the internet a couple of days ago. Following a brief ARG, a tiny, hopeful squeak of detail has emerged for the next game from Amnesia devs Frictional. Frankly anything is more useful than ‘it might be set in China, possibly‘, but in this case we have a couple of pieces of creepy, bloody concept art and a possible title.

That title? ‘A Machine For Pigs.’ Which sounds ever so slightly like a change of direction for George R.R. Martin’s reader-mocking novels, but also appears to refer directly to the abbatoir-esque scenes in the concept art. But is that the real name, or just a codename? I’ve done some research into animal-slaughtering equipment and come up with some EXCITING ALTERNATIVES.
Read the rest of this entry »

, , , , , .

74 Comments »

Frictional: The Horror, Then More Horror

By Adam Smith on August 22nd, 2011.


I remember when Frictional released Amnesia, there appeared to be a lot of talk about whether a game so relentlessly horrible would have a broad appeal. Refreshingly frank about both potential and actual sales figures, the team said 100,000 copies would be a dream figure. What, then, would they make of four times that number? It can only be assumed that dreams have piled upon other dreams, Inception-style, for 400,000 units have been shifted. So, yes, they have their dreams and almost half a million people now have fresh nightmares. I, for one, am now so afraid that doors will not open in the correct direction for a hasty retreat that I must check every single one when entering a new building. Just in case.

Read the rest of this entry »

, , , .

95 Comments »

Hide And Shriek: Amnesia – Dark Descent

By John Walker on February 19th, 2010.

Dinner's ready!

Frictional, they behind the fascinating Penumbra series, have put up a teaser trailer for their next game, Amnesia: The Dark Descent. Well, they call it a teaser. It’s almost four minutes of game footage. It reveals that the game is going to work in a similar way to the Penumbras, first-person, but with a cursor on screen for interacting with the world. Which is splendid news, since it’s been my constant lament that no one else in adventure gaming has had the scrap of sense to copy this, or license Frictional’s self-made engine. It makes meaningful use of physics in first-person gaming, rather than leaving you feeling like some balloon-handed drunk crashing into everything. And you can lean. And get scared.

Read the rest of this entry »

, , , , , .

71 Comments »

RPS Interview: Penumbra’s Tom Jubert

By John Walker on July 21st, 2008.

It's still fun to bang the lamp back and forth and watch the shadows change.

Tom Jubert is the lead writer on the Penumbra series of games. After Frictional released the tech demo of their remarkable 3D engine, it became clear that creating a fully-fleshed game was the smart move. To do this well, they’d need to plug a weakness: the narrative. So London-based Jubert was brought on board to work alongside the Swedish developers, and the result was Penumbra: Overture. This was originally intended to be the first of a trilogy, which was then shrunk to a two-parter after difficulties discussed below, with the narrative completed in Penumbra: Black Plague. Now, somewhat confusingly, there is to be a third part – Penumbra Requiem – although we’re told it’s not a sequel, but rather an expansion of Black Plague.

In our chat with Tom Jubert, he explains the collaborative process of taking an amateur tech demo into the professional market, the role of fear in games, which publishers we should be slapping, and some juicy tid-bits about the nature of Penumbra: Requiem’s unique design, further taking advantage of the engine’s stand-out implementation of physics.

Read the rest of this entry »

, , , , .

18 Comments »

Respond to our gibber

Read our finest words

(Not) Rocket Science In Kerbal Space Program

Search for clues

Browse the archive