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is chair is used when one of the alienists needs to switch bodies or when a young intellect devourer is to be implanted for the first time 54 tunnels entrance this square storage room reeks of rotten meat and animalistic musk a hole in the wall gapes like an open wound leading into a roughly dug tunnel winding down into darkness you can hear dripping from within and the vague splash of something moving in water 55 symbiont chamber half a dozen glass jars are arrayed on counters along the edges of this room canisters brimming with bilious liquid suspended the jars are various creatures each seemingly more alien and disturbing than the last there is a high chance of finding an intellect devourer in an alienist host in this room if the alarm hasn t been raised carefully injecting one of the symbionts with a syringe containing an alchemical mutagen a description of each symbiont and its abilities follows jar 1 suspended in this jar is a grotesque fleshy thing that looks like a pair of sallow skinned bony hands joined at the wrists long digits spread as if ready to clamp down upon something two small fanged maws are visible on the palms of the creature when placed around someone s neck the necklace clamps down around them fingers interlacing tightly it will not choke the person to death but it does constrict their neck somewhat making their face slightly paler than normal meanwhile the small mouths feed on the host s blood tongue like tendrils flickering from the mouths into the host s neck the necklace can be used to cast the spell spectral hand at will the necklace occupies a magic item slot normally used for an amulet or broach it has an ego of 6 and is chaotic evil in alignment it has a speed of 1 ft jar 2 floating in this jar is a segmented worm like thing that somewhat resembles a disembodied human tongue pinkish yellow in hue at its base are a number of cruel organic barbs while at its tip there s a small worm like mouth as you watch the tongue thing spasms and twitches elongating itself considerably the tongue is placed in someone s mouth it uses its barbed hooks to sever the host s tongue 1d4 con damage and implant itself in its place the tongue endows its host with a bite attack with a reach of 10 ft 1d6 damage plus 1d4 acid it gives its user the ability to speak and understand aklo it has an ego of 4 and is chaotic evil in alignment it has a speed of 1 ft jar 3 a vaguely insectoid creature somewhat resembling a scarab beetle or cockroach swims about in the fluid of this jar chelicerae wriggling the creature has a skull shaped design on its carapace the roach attaches to its host by burrowing beneath their flesh dealing 1d6 damage upon attachment it feeds on the host s blood the roach functions similarly to a scarab of protection endowing its host with spell resistance 20 and absorbing up to 12 energy draining attacks death effects or negative energy effects before dying upon perishing it erupts out of its host s flesh dealing another 1d6 damage the roach has an ego of 6 and is chaotic evil in alignment it has a speed of 20 ft jar 4 bobbing in this jar is another hand like organism this one with seven extremely long many jointed fingers with membranous webbing between them and some kind of suckered tendril at its wrist the fingertips of the hand thing are likewise equipped with suckers the caul adheres itself to the back of a person s head using its suckers which is uses to feed it gives its user 2 intelligence and telepathy 100 ft though it does not grant the ability to detect thoughts the caul occupies a magic item slot normally used for a cap or helm it has an ego of 10 and is chaotic evil in alignment it has a speed of 1 ft jar 5 a leech like creatures crawls along the inside of its jar bloated and sickly looking the disgusting creature has a hideous triangular mouth the leech attaches itself to a host simply by adhering to a patch of bare skin it secretes healing enzymes that facilitate healing it functions exactly like bandages of healing but cannot be destroyed however it drains 1d3 points of con per day not just 1 the leech has an ego of 2 and is true neutral in alignment it has a speed of 10 ft jar 6 the thing in this jar looks like nothing more than a fleshy corset but then the thing twitches and you realize it is some kind of ray like creature with two enveloping fins or wings that can join together interlocking bony joints like struts or ribs give the thing a rigid shape the inside surface of the creature is lined with tiny hooked barbs like hairs the bodice attaches to its host by closing itself around their torso and then digging in with its barbs when worn the bodice enhances the charisma of its host by 4 but fills its host with lust if its host refuses to seek out amorous partners the bodice attempts to assert control of its host to fulfill its agenda as it feeds off emotions as well as blood the bodice occupies a magic item slot normally used for a wrap robe or vestment it has an ego of 10 and is chaotic evil in alignment it cannot move without a host symbionts feed on their hosts blood draining 1 point of constitution per day though since characters generally heal 1 con per day this is not severely debilitating if a symbiont is displeased with its host or if the host attempts to remove it it can overfeed 1d4 con damage once per day the symbionts detailed above cannot attack on their own they can be attacked independently of their hosts and have ac 20 and 10 hp but gain the dexterity bonuses of their hosts attacking a symbiont provokes an attack of opportunity from the host damage to a host never harms a symbiont in the event a symbiont is in conflict with its host it may attempt to exert control a will save with a dc equal to the ego of the symbiont is required for the host to remain in control otherwise the symbiont gains control of its host for 1 day while a symbiont can choose to voluntarily detach itself removing it requires a will save of the type described above last but not least comes the tunnels amnesia a machine for pigs review by bearded devil on october 8 2013 in pc gaming having finished a machine for pigs i can now give it a more thorough review it s certainly a worthy successor to the dark descent in most respects and surpasses it in some there will be a few mild spoilers below so read at your own risk as with its predecessor a machine for pigs is brilliantly atmospheric using a combination of sounds shadows music and text to great effect the prose in the game of which there is a great deal is magnificently written gruesome rambling poetic and thematically profound replete with motifs of animality excretion mechanization sacrifice spoiled innocence and contamination the levels are beautifully designed a disturbing series of pens abattoirs seeping sewer tunnels conveyer belts generators and churning gears the industrial bowels of the factory juxtapose cramped claustrophobic tunnels with spaces of cavernous enormity crossed by rusty zigzagging catwalks alternating between submarine like closeness and dizzying vastness the dust and cobwebs of brennenburg have been replaced with oil and excrement the crumbling stone with hissing pipes and buzzing electric dynamos the gameplay in a machine for pigs is stripped down to the point of simplicity but what it does give us is genius the electric lantern replacing the oil lamp of the dark descent has an interesting feature it flickers rapidly whenever a monster is near other electric lights behave the same way once i realized why the lantern was periodically flickering i became conditioned to react to it in a certain way whenever i caught it flickering i d immediately turn it off crouch down and seek a hiding spot the lantern not only creates a unique and original gameplay element it has the added side effect of reducing the player to the same level as an animal responding to a pavlovian stimulus by the game s end every time i saw the lantern flicker i would experience a set of physical and mental reactions the game had literally rewired my brain to its own ends making me its experimental subject its lab animal setting up obvious resonances with the porcine monstrosities that haunt the factory s tenebrous corridors as a protagonist oswald mandus is a disturbing and fairly original character though i wish a machine for pigs had kept up the habit of reading journal entries in voiceover which i liked in the first game the phonographs scattered around the factory along with the telephone conversations and flashbacks throughout the game give us enough of oswald voice to get a proper feel for him his motivations are more complex and unsettling than daniel s and while the protagonist of the dark descent always felt like an outsider an intruder exploring an alien environment oswald s machine is an uncanny space familiar and yet unfamiliar both because oswald built the machine and because the environment is riddled with clues that he s been through the labyrinth very recently and is now retracing his footsteps the character s intense mysophobia makes me feel like there was a missed opportunity for some kind of contamination mechanic to complement the first game s sanity mechanic steam shower decontamination rooms punctuate the fetid mechanical entrails of the factory but without any reason to enter them beyond getting to the next area they re just another set of switches to fiddle with and by the third or fourth time we enter and exit one they re rather old hat but if there d been a real gameplay based reason to use them say oswald freaking out if he became too contaminated maybe coughing and spluttering and so alerting potential enemies to his whereabouts or even physically deteriorating after being exposed to compound x the quasi alchemical serum crucial to oswald s creation the anxiety around delving into canals awash with excrement or tunnels swirling with mephitic vapours would have been much enhanced and the decontamination rooms would have provided a sense of relief even without such a mechanic however we still get a strong sense of oswald s distaste for the unclean his complicated loathing and pity for a world he considers utterly disgusting a desacralized reality whose existential horror drives oswald to build his abominable edifice at first i assumed the machine must have been created as a means of extracting profit the ultimate embodiment of victorian capitalism and imperialism but its purpose turns out to be far more deranged and oswald s complex motivations obsessions and neuroses are tied into and physicalized by the machine itself the monsters are very well designed and suitably grotesque interestingly by the end of the game they elicit as much pity as they do fear or hatred the manpigs embody a whole host of contradictions they are brutal and violent yet also strangely innocent even child like the game invites us to read the pigs as degraded proletarians but also identifies them with mandus children his creations they are ultimately his victims they symbolically represent an array of human lusts and appetites the animal within us our tendencies to sloth and gluttony our bestial urges at the same time the game encourages us to feel responsible for them they horrify not only because they re stitched up misshapen beast people but because mandus made them that way in keeping with the transition from the sublime quasi religious terror of the dark descent to the revulsion and disgust common in the urban gothic the manpigs are more scientific than mystical the true horror in a machine for pigs is derived not from the monsters but from their creator and from the inexorable encroachment of modernity itself the reduction of humans to meat and of the world into a machine fit only for the slaughtering of pigs conjures images of auschwitz and the trenches of the somme connections which the game eventually makes explicit the manpigs are thus perfect examples of the urban gothic s strategy of monster making allegorizing a host of social ills while simultaneously problematizing categories human animal innocent evil natural artificial organic machine disturbing our assumptions and holding up a fractured mirror for us to gaze upon rather unusually for a game so interested in bodies and body horror the monsters here aren t especially sexual in any way perhaps the developers felt that justine with its monstrously sexualized suitors and the vaguely venereal wounds of the gatherers in the dark descen t had covered that ground sufficiently the game is not without its blemishes while its atmosphere is superb it pulls its punches a bit too often the monsters aren t common enough to be as oppressive as they could be and sometimes their deployment is a bit sloppy the game could also show a bit more violence at one point the manpigs rampage through london s streets but we don t see enough evidence of their bestial destruction to make it sting in general the london streets levels are amongst the weakest in the game the lack of an inventory has its upsides but it limits the creators ability to craft compelling puzzles and they don t manage to compensate the puzzles are incredibly easy easier even than most of the original amnesia s i feel this is a direct result of the chinese room s design style there s just not much to do besides explore the game s admittedly gorgeous spaces occasionally dodging a monster flicking a switch or installing a new battery as much the tinderbox collection and lamp oil rationing in the dark descent was a mixed bag it gave you something to look for as you explored brennenburg a machine for pigs could have provided other reasons to explore every corner of every level like difficult puzzles that require moving back and forth between areas some timed puzzles would have been welcome in the same vein the game is far too linear which is disappointing considering how open and sprawling dear esther is in the dark descent the castle had hubs central spaces from which other levels branched the entrance hall the back hall the cistern entrance and the nave you made choices about which area to go through and sometimes had to return to areas you d previously explored occasionally facing new threats along the way like when the shadow infests the nave with its oozing horror collapsing whole corridors and snuffing all the lights in contrast a machine for pigs is fairly linear the mansion at the beginning is nicely sprawling and the factory tunnels have multiple choices but for most of the game your movements are very limited towards the end you are literally on a conveyer belt which has nice thematic connotations but does bring home how straightforward the game ultimately is the two amnesia games can teach us a great deal about game design i think particularly when it comes to horror first and foremost they demonstrate the vital importance of atmosphere monsters are scary in large part because of the contexts into which they are placed unlike say d...
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