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Unfortunately, that is pretty much my own impression. Some enemies in the original game despawned as well, but I cannot recall it skipping sections for you upon failure. SOMA on the other hand has no such feature and you need to pay attention to the enemies and figure out how to deal with them. If they catch you, you generally get one knock-out, and the second time they will straight up kill you and you'll have to give the section a fresh attempt. The enemies were quite thematic though and each had their own ways of approach.
In the first Amnesia they despawned after a while, well some of them did at least.
Tasi keeps saying "i think it can smell me" so it probably has something to do with that? Maybe the devs implemented some RNG to it.
I don't, for the record. I'm used to Frictional's monsters despawning since Penumbra: Black Plague.
When I get caught I should be punished by being attacked and chased by an enemy while trying to find a door, closet or something to hide and escape.... but this game gives me either one linear scripted way to escape (usually running towards the only door or being teleported) or the monster simply gives up as soon as it reaches a specific area. So how am I supposed to feel scared? Why should I feel like I'm in danger when I'm not?
When a Tuurngait infected saw me in Penumbra, it was challenging, uneasy and scary, I had to run, find some door or dark place to stay and try it again. Rebirth does it different, even staying in the dark teleports me back. It's not a bad game but the horror part is messed up and dumbed down to be more mass-friendly, easier etc. and this is what I've been waiting for since 2015 then I'm disappointed.
There are fewer despawns because there are fewer enemies. Which isn't a good or bad thing by itself. I think the issue here is that all of the monster encounters are meaningless, effectively removing the survival horror aspect of a survival horror game. I think that technically it was possible to avoid all but one of the monsters in TDD by hiding (save the water monster which was more of a lethal puzzle), but you didn't really know how to do that on your first playthrough and there were consequences to failure, thus preserving the tension throughout the game. The moment you fail once in Rebirth and realize it simply moves you further into the game is the point where all the tension dissipates.
What's more, TDD removed the monsters if you died too often - so dying in TDD actually made it easier to progress, just like in Rebirth. At least Rebirth has some story consequences.