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With that aside I agree the purpose of limited mobility was always to create a sense of tension, and possible panic when it came to the appearance of enemies in older games. (While being true, it was MORE true that controllers just had limited function.) As games developed with time they all became a bit more action like, and I can not say I really know why.
I first noticed this in Resident Evil 5 where Chris got to machine gun through everything in the game, and turned resident evil into a cheap cod zombie simulator. That games release was when horror really took a dive for trying to be so much like an action game imp.
But even on hard mode, I never felt crunched for resources. Planning around my ammo or health was key to victory.
Turning off the lights still works really well for the straight jackets and sometimes the twin bodies... Though the twin bodies are less effective with this strategy...
The nurses pretty much don't make any sense to me. I almost have to approach them when they're twitching or they still turn around
Having your enemies actually function as enemies and be a legitimate threat to the player serves the horror a lot better.
I'm a gamer, but speaking from the standpoint of not being a good game player...
I would like to see a few more recovery items in the beginning of the game.
I'm a newcomer to TPS games, so I play on easy, but even on that easy, you'll have a terrible time if you try to take on the Lying Figures as if they were the original.
I know everyone will tell me to "save and try-and-error", or “it's TPS, so dodge”, but when the Mannequin swerved to avoid our attack and countered, it was honestly stressful.
Also, the enemies in the remake have trouble telling if they were able to finish the job or not.
An argument can be made that because you didn't engage with the enemies in the original, they always stayed on the level, providing a constant ever-present threat. With how much more you had to run around back and forth through the same rooms and corridors compared to the more progress-based approach of the remake, it made sense.
In the remake, you are rarely expected to visit the same rooms again. At least much less so than the original. You're almost constantly moving forward. So it makes sense for the enemies to be more of a threat immediately and serve as a one-time obstacle, instead of... ehh... environmental hazard.
But I still do agree with the OP, though. A game like Silent Hill would benefit more from making enemies much more threatening to the point where not engaging should be considered a better option than just killing everything that comes at you.
Maybe not from the gameplay perspective, but from the overall presentation perspective since James is supposed to be an ordinary guy and not a professional monster killer, making enemies so dangerous you don't want to engage with them but also giving you the option to do so in desperate circumstances would be more in line with the narrative.
Another question is, how do you actually accomplish this through gameplay? It's easier said than done. So I believe Bloober did a decent job with combat considering the context. Probably not much they could have done beyond what they already did.
The only problem I have is that there are too many enemies so the game feels combat-focused as opposed to the original. But at the same time, the combat is too simplistic with a pretty low enemy variety and not much you can do aside from dodge spamming. This simplicity is not enough to support the volume of combat the game throws at you stretched across its playtime, so it becomes a chore eventually where you neither feel threatened by the monsters nor it is satisfying to fight them.
This especially shows on bosses, because they are a joke and as one poster noted above, you are pretty much compelled to get close and personal with them, abusing them with a pipe rather than feel scared and threatened by them you feel the need to empty your magazine at them because you don't want these things anywhere near you (as it was with the original, despite how simplistic te combat was there as well). So the climactic moments associated with them kinda flop and you end up feeling nothing after getting through them.