The obscured admosphere, varied enemies, and a dying person at the end of the level paint a bleak image of the world at large and constantly put players under pressure. This makes clearing a level feel satisfying.
The only solace the player has is the flashlight, and the ability to point in six directions opens up to unique level designs.
The light at the end of the final boss stage and seeing it staying motionless is the ultimate payoff,10/10.