MichaelH said:
I would have bet money that Yahtzee would have come down on the sheer ease of the game, though. Ammo is everywhere, so much so that you end up selling most of it, and you never once feel like you're in over your head or in a hopeless situation, which is kind of a key point for survival horror games.
Not that I'm saying to play on a harder difficulty to 'better' experience the game, but the main difference in the higher difficulties is quantity of ammo and how tough the enemies are. A lot of the crates that are green/unlocked are locked in higher difficulties, reducing the amount of ammo you have available to you, which, combined with tougher enemies make the game feel quite a bit different to play. It would seem like it would be more annoying then scary, but when you're low on ammo and actually have to run from an enemy rather then kill them all, things can get a bit interesting (similar to the fights with that one monster from the good doctor).
Oh yeah, the ammo in higher difficulties drops in smaller stacks as well I believe. So where you might get 8 rounds for the Plasma Cutter on easy, you'll get 6 on normal, etc.
Actually having to resort to shooting off the legs of an enemy just to slow him down, but unable or unwilling to spare the ammo to finish him off... Awesome. As opposed to the enemy dying right when you shoot off their legs and not being very intimidating at all. I played through on normal initially, and still managed to run low on ammo in a few spots, and looking back, those were probably some of the more fun moments where I had to get creative.
While the audio stabs can get a bit annoying when it happens with almost every monster, the audio in general I found to be amazing. The way it would build based on your movement through a room (you can walk through a room and have the music get more tense, movie style, but if you stop moving it kind of hovers around the same point, only to build as you walk forward again), or do false spikes/etc to mess with you were great. The pacing in general for the game, while reliant on surprises rather then scares, was really well done. I never felt bored with the pacing, and very rarely predicted where they would actually attack me, which is a very difficult task in a game this long and with so much ground to cover.