At any rate, nice thing about Amnesia is that it relies less on cat scares and scare chords to achieve its peculiar brand of horror, and more on the specific feeling of vulnerability it instills in you. Because, you see, your character-- an English fellow named Daniel-- has no means of self defense. That means your sole means of not getting killed by the thing stalking you are
3) Barricading doors so you can do more of (1) and (2) while the thing tries to bust through them.
But honestly? Hiding is your only real method of not dying, because the thing is just as fast as you are. Running is just a temporary measure.
Therein lies the trick! Anybody ever read the Cthonically-flavored the Holder series? Something you'll notice as you go through the various Holders is that there's always a point at which the Seeker is forced to rely on luck/fate/destiny to get through. Here's an example:
Let me give an example. When you barricade a door behind you, a lot of times the room you're stuck in with the thing trying to bust inside is rather cramped. It's all you can do to get behind a couple of crates and hope for the best before it finally kicks in the door. And I gotta tell you, it feels like a really long time (though probably only about 30 seconds) where the monster just shuffles around the room, trying to root out the location you're hiding in. At that point, there's literally nothing you can do to help your survival-- the dice have been cast, and whether you survive the encounter or not depends on how well you chose your hiding spot. The monster could get bored and wander off; it could also find you and kill you.
There's also a difficult decision you're forced into when you're wandering around darkened corridors: if you walk around with your lantern on, then if you run into the thing stalking you it will see you and you'll probably die.
Onnnnn the other hand, if you wander around with it off, your sanity will slowly drain and eventually your legs will give out, leaving you crawling across the floor with your arms. At which point if the thing finds you, you're basically a sitting duck, and you'll probably die.
On a secondary note, I've noticed that in most genres, when game developers try to make a "meaningful" experience, they tend to start emulating movies, with cinema scenes and plot rails and the like. And a lot of times, this makes sense-- game mechanics work extremely badly for most types of social interaction, since when you're talking to somebody there's any number of things you should be able to say. Which causes games to become movies at such times, since movies are good at dialogue.
But one thing games are great at is immersion, and that's something which lets horror games beat horror movies hands down. A list of reasons:
1) You'll identify much more strongly with a protagonist who you're controlling at all times. It's not "Oh no, the monster's going to get the Attractive Female Protagonist", it's "Oh no, the monster's going to get me." The desperation feels real in games because it is real-- you're freaking out that the monster might bust through the door before you can barricade it properly, you're freaking out because it's chasing you and you're trying to push a door that has to be pulled, you're freaking out.
2) You can't look away during particularly intense moments, because that would just cause you to die horribly. Immersion!
3) You know that the possibility of failure and death exists at all times if you aren't constantly vigilant. This is in contrast to horror films, where you know that the main character's probably not gonna die until the 2 hour mark or thereabouts; and furthermore, that this will be true regardess of whether you're paying attention or not. Immersion!
In conclusion: Damn, but Amnesia's a well-constructed game.