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They all felt extremely tacked-on though, and I wish they weren't there, because they brought the pace of the game to a screeching halt.
Continue playing - you haven't seen anything yet! 😁
It's hard to tell if the monsters actually add something to the game, but the encounters are few (4 maybe?) and don't take longer than a couple of minutes max. They are also not particularily hard, IF you don't push yourself to hurry things up. Just crouch and take your time and you're ok.
If you count it together, it probably wouldn't even be 10 minutes of gameplay with monsters i it... so you can simply just get it over with and forget about the enconters afterwards, if they didn't add anything for you personally.
I could have done without them, but also wouldn't prefer to have them removed entirely. In the best case, they can help to make your experience with the game even better, in the worst case, they simply don't matter - but they're not as hard or time consuming to have a negative impact on your gameplay expierience at all.
I was enjoying it until the office and field section.
Stuck at field for ages now, which is just rage-quittingly frustrating and totally unnecessary in my opinion.
Gosh that sucked - I'm terrible at stealth... ;-)
But in my opinion, those parts were small fry compared to that darned floating TV puzzle. Never once has the sound of crying babies ticked me off so much. It took me a good ten or so minutes staring in a pitch-black room before I realized I had to go back to the prior room and drag that floating, crying TV around by its wire and plug it into the next door wall. There was little-to-no explaination or hint as to what I was supposed to do, just mere speculation. And then there were the doors with the wires behind them and the parts where if you went too far away, the screaming baby noises intensified and sent you back to where you left the floating TV. I despised every second of that puzzle compared to the rest of the game.
And one thing - especially if you're playing with headphones - listen! Listen if the enemy is getting closer or moving away from you. If they are getting closer, just stay still and hope for the best, as they will most likely not detect you anyways. If you hear them moving away, it's your chance to move. Like already noted above, don't try to rush things. Move from one hiding spot to anoter one, ideally one which is nearby and easy to get to. Odds are you'll be spotted when trying to get to the exit in a direct line from the start of the sequence. Improvise. Take small steps and move from cover to cover. If it really has to be, there's also no hurt in getting back to the previous hiding spot if you find yourself unable to reach where you want to go from where you are right now.
That bit was quite annoying, I'm still pondering the significance of it Maybe the implant she got made it so she couldn't give birth? I took immense pleasure in zapping it.
EDIT : Damn does Steam make it hard to copy someones spoiler, it deletes the /spoiler tag, weird
For sure, there's something strangely symbolic going on there.
Well, it could have been Layers of Fear 2.0 with cyberpunk aesthetic (which it does still happen to be at certain parts), but it seems that the devs used the opportunity to try out some new stuff - which worked for me and the stealth / chase sequences (thankfully) only make up very little of the game.