I could've swore it was you who said that Julian, but I was wrong. I called shenanigans on all the wrong people and created division and near-mutiny within the crew, it was a tale for the ages, one of political intrigue and betrayal lol.
I didn't know SH4 was meant to be a new IP, looking back they should've either went with the new IP or just rethought the mechanics and level design. The brand name is good for sales and the SH universe allows for great stories but that doesn't mean the game was going to turn out great, and it didn't at least mechanically. I didn't design the game but I feel terrible that you weren't even able to finish the game.
One of my pet peeves is when a game is built so specifically that there's a clear way to play it wrong and right, and they don't let you know. For example Portal is a game that has clear rules and a right way to play it, you need to solve environmental puzzles and have good timing, and they give you time to learn these things and teach them to you and things get more difficult as you go. In SH4 they put you in combat situations but don't tell you the ghosts are invincible and the right option is to run. They give you friggin guns but don't tell you that you can't use them, and the right thing to do is just suck it up and save them till you need them possibly hours from now. Being deprived of ammo in games like the Condemned series worked for me, because even when I was out of ammo the game was playable and I could literally fight tooth and nail to survive a brawl. In SH the deprivation of ammo is just a game breaker. It makes me mad that they give me a sweet pistol and shotgun and I get penalized for using them to shoot at the monsters that want to kill me. Don't give me weapons then. Make it a stealth, evasion, survival game with a horror setting. Similar to the problem Mirror's Edge had, remember when we talked about that a while ago? If you can't do weapons right and weapons aren't working well or fitting into your design, just get rid of them and think outside the box instead of shoehorning guns in and letting gamers play wrong.
That was one of my biggest frustrations with the game: the fact that you can easily and irreversibly screw yourself over and not be able to progress in the game. It's not only entirely possible but it's easy to find yourself walking into a boss battle without any ammo for a gun, broken melee weapons, no health, no health items, and basically no hope to move past it to the rest of the game. Players are left thinking that either they suck at Silent Hill games and should quit, or that the game is poorly designed and they should quit. Both thoughts would be a designers nightmare. Another huge bad sign was when you said that the invincible enemies weren't scary, they just pissed you off because they restricted you from exploring or advancing the plot. I had the same problems and it sucks because the SH universe it great and I want to explore it freely at times. Not to the point where it gets boring and I feel no danger for hours in the game, but exploration, spectacle, and mystery need to be key to a good SH game.