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Agree with pitch black darkness. Not that you have to move through a lot of these kinds of places, but some people might get lost in a smallest room.
The fact that you can run away from enemies and use your inventory at the same time is a very cool thing, in my opinion. Most lvls are build with long corridors, so you do have time to open your bag and quickly use something from it by pressing the second mouse key on the run.
"this place has a sickness" - it's very abstractive. Evil forces? Mind sickness? Body? All at the same time? It still stays a mystery.
The first enemies you find being more humanoid are no less horror-esque than something akin to Zombies in games like RE. However the enemies do get far more mutant like. Second enemy you find in this demo (and the original) are ghostlike electric beings - then come the longlegs which are also in the demo. It only gets worse (as in more horror-esque, so better) from there.
You will be able to find flares which may be necessary for some areas as well as finding some secrets, if it's anything like the original.
The narrator in this game as stated above isn't the most reliable, and this may or may not be important for how the game ends (I know from the OG but won't spoil things here). I suggest on release turning the old voice back on instead of the new voice actor (currently locked in audio options). It's much better and fits more with the twisted, otherworldy world especially as it gets revealed later.
The story is okay, not some amazing story but a cool vehicle for the island location and what it comes to represent. Psychological horror stuff.
There are quick slots for using items. No pause sets up preparation prior to encounters especially in followup playthroughs. Best advice, don't progress around too many corners, nor pick up things like keys, without being prepared first. Well fed, good durability weapon or two, etc. If it's like the OG there will be many Doom-like triggers on picking up key items and some monster closets as well.
Map will likely not be added, aside from wall maps you find in certain areas. To be honest, they're not really needed as you explore more, the levels begin to wind back into themselves as you explore and eventually you will memorize the areas similar to traditional Doom maps. It works, but it's uncomfortable at first and that may be on purpose.
The game was originally intended to be made using UE5 but prior to the demo was switched to Unity for various reasons, so optimization was somewhat reset.