Thread:Stormlilly/@comment-4332975-20130723131238/@comment-7706473-20130725073433

Exactly! In a way - and stop me if I've rambled off on this tangent before - I feel the clunkiness helps the atmosphere, kind of. It's similar to the first Silent Hill, in that your controls aren't as tight and efficient as they might be in a different genre; almost none of your characters are dedicated soldiers, after all. One thing I never got, though, was the Trapper dimension... It was a great way to heal up when you didn't have access to Chattur'gha's rune. It felt oddly safe to me, even on the odd occasions it was packed with horrors or zombies...

But yeah, please let me join in this lovefest! A lot of games try to create atmosphere; and I actually think many succeed. But how often does a game have the atmosphere take over the player's expectations and colonize their tender brainmeats? S'great, says I! So say we all!..