>>720418803
>>720418191
>>720417751
>>720414465
What would've made the combat more tense, for me at least, would have been if they had taken away perfect dodge, reduced the speed and range of dodge (actually make an animation instead of nigh teleportation), and make it so that consecutive dodging would result in stumbling or even falling over; add some weight to the character. It's an average school girl we're playing, not some trained professional or super-natural being (right?). Also REMOVE hitstop and make the enemies react to every individual hit in a natural way but make them feral enough that they would not allow themselves to be bullied to death every time. Make it so that almost everything could be a weapon (planks, pipes, knifes etc), give them durability and limit them to one large weapon and one small weapon. If the weapon breaks, you'd need to rely on 'shoving' the enemies, speeding past them or retreating/luring them.
>what about set pieces with a lot of enemies or bosses?
Tap into Japanese mythology and religion and give the player, for a short but memorable time, an ancient, magic ghost slaying weapon. Let the player feel powerful and not on the receiving end for a short bit, then take that away in a credible fashion. Give some catharsis in careful moderation. Imagine picking up a sacred text and reading about a holy knife used to slay demons, or seeing a display with a ghostly, glowing fan, thinking: man, I would love to use that right now-- only to actually get to use it later on.
The combat we've seen looks lazy and doesn't add tension but reduces it. If you can dodge across half the map, then what is there to fear in this HORROR game? If the game had tank-controls or was confined to tight corridors, this would be more forgiving, but it isn't.