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You can hold up large movable objects like barrels between you and the monster to break its line of sight. It gives up after a few seconds and sods off to despawn. Great game.
Still can't distinquish them from just plain ambience effects of growling and walking until I get a screen shaking scream out of them. Even the motion blur/static effect seems to be mostly due to low sanity than any nearby threats. Their indistinquishing effects are what caused the reckeless behavior in the first place. I'd be mre cautious and on edge if I felt they might be lurking around everywhere.
Personally, I don't find this game scary, I'm enjoying the puzzle solving, plot, and light/dark sanity mechanic much more than the horror aspect. The alone in the dark style snippets keep me wanting to know more and the game's just plain fun in an adventure sense. I find the monster aspect the least engaging since I spend most of the time hiding until enough arbitraty time passes for them to go away. Especially when most don't make it obvious that they're gone since you still here ambient walking and growling even though they have long disappeared. Worse still is when I get some v-sync or weird aliasing issues that con me into thinking something that isn't there is and hiding around in a closet for no reason while typing posts like this.
Welp, I just feel a more gothic mystery type atmosphere than the paranoid-scary one they seemed to be aiming for. Maybe the running away style will get more tense later on if the monsters didn't have extreme ADD, blindness, and hearing disorders. As is, you could sneak up on them and give them a wedgie if you see them first.