But I believe one might have been 'Edge of Darkness' or something to that account.
I read about edge of darkness, I found it quite interesting, what they did was when your insanity meter was high, the volume would start going higher or lower, paintings will looks hellish and watch you, you might hear double footsteps, stuff like that. The only weird thing I thought, was the way the sanity meter goes up, it goes up whenever a enemy spots you, not when you look at him or anything.
Another example of the same concept, albeit used differently and for a different outcome, would be the use of white noise before a certain play in the theatre. White noise was playing through the speakers in the hall and lounges before the play started, gradually becoming louder and louder, but so gradually that the audience never noticed. Then, at the start of the play, the white noise was turned off, and a sense of complete and utter silence was left.
I like the concept, but what would you suggest for noise in the game? I was thinking maybe a rustling sound, but it might be noticable, therefore lessining the effect, I think a humming noise would be the best choice (probably the easiest to get also).
I think, while haven't played Amnesia myself, that the real thing that gets to you is the fact that you barely know what is going on, and the fact you can't look at your enemies without going insane, while there are relatively few enemies actually around.
Humans have always had trouble with stuff they don't understand, and being left without a reason for what is going on, will most likely bother the players to the core while having their curiosity move them forward to see what is going on.
Just like the unknown is far more scary than anything we could meet. not knowing what you fight against, what might be around the corner and so on triggers our imagination, and that is a powerful tool.
Yea some of the bosses were actualy invisible in that game, but the sounds it made made you scared. For most of the game actually, you are left with no monsters, and very rarley voices or messages to push the plot along. Mainly, you are just thinking "what if there is a monster behind that corner", the only thing I found a little rediculous is how you start swaying (i don't know if you actualy are, but your camera turns side to side) and the screen turns kindof green.
The first use the fact that you will be finding weapons and ammunition very early in the game, and continue to do so, even if you won't actually be needing these weapons until much later in the game. Players are used to quick action, that if there is weapons, you will be needing them in a moment, but with this, they will be on their toes for most of the game and possibly even feeling relieved when they are finally allowed to shoot something.
But that would probably bore them, since they have a gun and no targets, I think if you just kept it like Amnesia where there is no weapons, then resident evil, where there are tons.
I think Silent Hill did this nicely though, keeping not too much ammunition where you could just shoot everything, but not too little where you could be screwed if you are looking for some way past something. But I found the nighmare stages (the really scarry parts) a little laughable, since there are just plain random things that will be there.
I was thinking of having a teamate with you for a bit of the game to make you feel comfortable, then kill him in a brutal way and leave you completly alone in your struggles.