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This is just the demo though, and Frictional have already said there will be extra settings after you beat the game once and go in again. So maybe there'll be different difficulties and with that different flashlight life duration
They always screw up something that worked in previous games. Take notes, for example. Game pausing for every note was annoying in Rebirth, but here they did it right. They screwed up the lighting mechanic though, it is all timed and, honestly, encourages repeatedly reloading last save.
What I think would work best is if you can turn it on and off. While off it keeps whatever charge it's currently at and when on it of course drains. The idea then is that you can turn it on when you need it, turn it off when you don't, the measly charge time you have gets used way more optimally but you still would have to charge it and make noise when you run out.
Right now I find it more irritating than tense. Not being able to see where you're going is way more dangerous than aggroing an enemy. Another option would be to have the flashlight never truly go out, but it enters a low power mode where it has basically no range and flickers on on and off annoyingly (Outlast did a similar thing with the night vision).
2) I think the point of this type of flashlight is being this frustrating tool rather than a really useful tool. The fact that you need to charge it, but charging it attracts the beast, is a promising challenge
It's a dynamo flashlight. Dynamo flashlights don't work like ordinary ones, and while they are manually recharged and give you "infinite battery", they discharge with or without use.
True. But it's also a videogame where we take liberties with realism for gameplay purposes.