eRe4s3r wrote on Sep 19, 2010, 20:13:
You actually proved my point though (albeit i suck at expressing it.. as always ;p)
You and me both. Off-topic: English isn't your motherlanguage either? Hmm.. come to think of it, I even suck at expressing myself in Dutch...
Anyway! You see the unwinnable fight point as a negative one in Amnesia. I see it as a positive one as I firsthand experienced my frustration of not being able to turn around and bash my chaser's head in! Why the frustration? Because I was scared shitless, my heart was going mad, I forgot to breathe and I wanted to quit the game. But I didn't.. and shortly after I realized what an amazing adrenaline rush it was!
The thing is... Soon into the game I would've realized that fleeing would've been too exhausting for me, mentally, and I would've exploited the possibility -- if it was there -- to fight my enemies. Even in real life most people would eventually turn on their threat because fleeing is too exhausing both mentally and physically, which makes it pure instinct for even (most) humans to fight back, eventually. The true theory sounds that in moments of danger people first flee on instinct, but soon after turn to fight.
Anyway.. by taking the fight option away from the player, they indeed force you to act cowardly. This has 100% certainly been a decision by design simply to increase the scary experience. And, fuck me, it worked...
Playing: Skyrim, World of Warcraft.
Future: Dead Space 3.