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This is the least subtle game I've ever seen from them. The screaming, off screen flashlight cranking, gunshots, etc. I just got annoyed by it after a while and realized that meant there was zero threat.
"he just attacks with faster pace and theres a lot of dodging how is this fun"
do you ever have fun?
I'm playing the game for the management and imersive sim type gameplay. Touching stuff trowing it around, grabbing every pencil and shoving it in a drawer or more usefull stuff like using a chair to keep a door open putting a brick in a box and then moving the box with another brick so I can carry the bricks to the safe room. Small randomness in gameplay and playthroughs. It seems like a more action oriented amnesia to me with lots of fun stuff to play around and experiment instead of the fixed puzzle solutions of the old games, the puzzle seems like the bunker itself and how you go about it, solving small roadblocks inside of it.
Atmosphere is not screeching the same loud as ♥♥♥♥ audio clips on repeat endlessly. That's baby's first horror game level logic. Atmosphere comes from context. The lack of sound is often more powerful, because it means any sound at all must carry meaning. Just blasting screams at all times isn't atmospheric. It's obnoxious.
It says a lot that you can only remove the sense of certainty by muting the game. Playing on mute made it significantly more tense for that exact reason.
A well made game would be designed in a way those thoughts don't become obvious. It's very easy to do. You start by not making the gameplay tedious, boring, or overtly repetitive.
The devs also confirmed that the monster isn't scripted this time as seen in this video:
https://youtu.be/uOhvfP5aEXU
See at 5 minutes.