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Other one is not really a design, more like jank, sometimes your aim lock just switches target on its own, which can put you in a really bad spot
There have been a couple occasions early in the game (BTW I'm playing this on Gamepass PC, just so anyone is curious) and I've had to take contact damage which just doesn't make sense.
Which is or rather was a staple of the genre, you have limited resources and evadiing enemies to save them or choosing to expend the resources is supposed to be part of the challenge.
From what I've played so far we have enemies that are very hard to avoid in the tight confines and they can reanimate later forcing double the ammo usage and god help you if you killed them in front of a door.
You can still run around enemies, what I mean is running right into enemies tanking their hits with no care and / or pushing them out of the way.
You're kidding. I had zero idea this was a thing, that's awesome.
Then kill it.
If and enemy you already know it's there, being where you don't want it to be is an issue, kill it.
Fun fact, the Re8 DLC has about the same feature, and of course the game won't tell you you can do that
In particular I'm thinking of the closer from SH3, it was a lot of fun to frantically dodge and weave between different enemy types whilst rubbin skins.
But Signalis is really reliant on tight spaces so it's probably for the better. Even on hard it was very easy to stockpile so a bit of chip damage was probably necessary.