'Rather, our goal is to stir up some really strong emotions and make the players question themselves and their view of the world outside of this game.
'Our main goal is not just to scare the living daylight out of people by throwing jump-scares, monsters or gory visuals at them for as long as possible,' said Fredrik Olsson, creative lead and executive producer on Amnesia: Rebirth.
Speaking with IGN, the developers behind the decade-long series explained how their approach to horror has changed since their debut with Amnesia: The Dark Descent, citing a desire to ratchet up the dread that's more than just white-knuckle terror as unknowable creatures hunt you down.