Yes you are right. It could turn out annoying indeed, but like I said, it's an idea. Whether an idea succeeds or not depends entirely on the execution. If the execution succeeds, it can become brilliant. If it fails, then it becomes annoying and pretentious.Flour said:The problem with that is that it isn't scary, annoying.Georgeman said:Edit: Hm, I already suggested above that a bit of subtle mindfuckery would work, but let me give an idea. How about leading the player to a monster without any kind of fanfare and without any kind of lighting? As the player tries to restore the lights to the place or find some lighting equipment, the monster attacks him/her every once in a while and the player will have no idea where it came from and will either run like a scared little girl or shoot the shit out of everything like he/she is Rambo or sth. And then, just like Rambo, he runs out of ammo! Oops!
If the player got a short-range motion tracker like the one in the AvP2 expansion [http://i45.tinypic.com/5ufn7k.jpg], then it could work. The reason for this is that the motion tracker acts as a sonar that goes through walls but is never accurate enough to completely depend on it. The sound of the motion tracker is just background noise but it's also important enough that you will focus on it and hearing that change is a lot scarier than any monster jumping out of the darkness. The changed sound doesn't even have to be from an enemy, it could just be a door opening/closing or something falling down.
On-topic: no it wasn't scary and my suggestion is right above this part of my post. My explanation isn't great but it doesn't have to be because it's basically the "low health effect". You can't ignore it and it makes you more aware of your surroundings, especially when the motion tracker shows there is some movement about ten meters to your right(this video of Aliens(Alien 2) shows what I mean about 1 minute in [http://www.youtube.com/watch?v=4E5D3OCJn-Y])
And the motion tracker is an interesting way to implement this!