I still think, that you can make a game, that is scary, but where the protagonist isn't helpless. It really annoyed me in Outlast to the point, that I stopped playing (together with the bullshit story). If you give the protagonist some power, you have more leverage, since you can take that away from him.
Amnesia had a really great atmosphere, but I stopped being scared by the monsters *because* I was defenseless. You had to run and hide from the monsters, but you could anticipate them after a while. An open corridor had to be without monsters, since you had nowhere to hide. There could not be any monsters in this part, or the game would be unfair. Outlast had another problem (besides the protagonist being a whimp). Your only defense mechanism was hiding. Which was super boring.
Two other games, that had me really on the edge of my seat:
#1 the Thief games. You encounter several supernatural and deadly beings that you can not defeat, or at least only at a very high cost of resources. But you can sneak past them, which is the main difference to Outlast: you are active, therefore it is not boring.
#2 Dead Space 1. The part with the regenerator necromorph. You have a variety of weapons, which you can use to obliterate your enemies, but this fucker will just keep coming back. You *Spoiler Alert* get rid of him by freezing him and shipping him to another part of the Ishimura, only to get him delivered back to you later in the game. I almost lost hope in that scene. Even after I finally defeated him, I was not sure if he would not come back at some point. Or if there was a second one. It was a real trauma for me.
Oh and vents.
I think this trend of the helpless protagonist keeps the genre from evolving.
Amnesia had a really great atmosphere, but I stopped being scared by the monsters *because* I was defenseless. You had to run and hide from the monsters, but you could anticipate them after a while. An open corridor had to be without monsters, since you had nowhere to hide. There could not be any monsters in this part, or the game would be unfair. Outlast had another problem (besides the protagonist being a whimp). Your only defense mechanism was hiding. Which was super boring.
Two other games, that had me really on the edge of my seat:
#1 the Thief games. You encounter several supernatural and deadly beings that you can not defeat, or at least only at a very high cost of resources. But you can sneak past them, which is the main difference to Outlast: you are active, therefore it is not boring.
#2 Dead Space 1. The part with the regenerator necromorph. You have a variety of weapons, which you can use to obliterate your enemies, but this fucker will just keep coming back. You *Spoiler Alert* get rid of him by freezing him and shipping him to another part of the Ishimura, only to get him delivered back to you later in the game. I almost lost hope in that scene. Even after I finally defeated him, I was not sure if he would not come back at some point. Or if there was a second one. It was a real trauma for me.
Oh and vents.
I think this trend of the helpless protagonist keeps the genre from evolving.