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If a match would cause fear in the monsters, I would imagine that running through the compound prior to the power outage you would not encounter ANY monsters due to their fear of the light.
Most rooms (upon first encounter) will be very dimly lit. The compound isn't used (the section you're exploring, anyway) anymore. So, a good strategy for the player would be to try and find light sources that are turned off and turn them on (much the opposite of Splinter Cell), making monsters scatter (or attack in fear).
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The only thing that hints at any thought of gameplay is this line:
"player having to "feel" his way around to keep from falling"
can you expand on how you are going to have the user "feel" around or how you would even simulate it? Perhaps some very nicely designed sounds could help you determine if you were tripping over an object or running into a wall. I think the best you could do would be to allow the player to explore an area in the beginning of the game with the lights on and then require her to return to this area in pitch black. This way the player can at least guess what is going on and where to go, otherwise I feel it would just be annoying T&E.
You're right. If it were that dark, the player would have no chance. However, this part of the game will be VERY dimly lit, not "pitch" black. Movement will be detectable, and nearing of deep pits, etc, will be given away by (as you mentioned) sound effects. Water dripping, with echo, etc, will be good tools for the player to figure out where they are.