>>717560926 (OP)
Yes, until you start to notice how the game actually works.
>Enemies often only appear in very specific areas to patrol, or will teleport in when you get specific items/solve puzzles
>If an enemy kills you, it just puts you back at the entrance of the area, but you keep items and puzzle progress. On top of that, it often despawns the monster. This arguably makes it easier to get killed after running around progressing, then come back and continue exploring with zero threat present.
>Checkpoints are constant, so even when you die and do lose some progress (which is rare), you often lose only a minute or two.
>The water monster is just an invisible hitbox essentially even if running from it is tense.
It's scary at first, but I honestly got an hour or two into the game and stopped feeling any and all tension once I figured some of the mechanics out. Death basically has zero consequence and can even make progressing easier.
It's a bummer since the first Penumbra struck a good balance I felt. You could actually fight back, but fighting was really difficult and often wasn't worth it to do. Since you could fight back, checkpoints were less lenient and death was more of an issue. Amnesia dumped that and went full stealth horror, which just means you either bum rush areas in a mad sprint, or wait in a closet for 30 seconds every few minutes. Kinda lost the tension I felt.