I finished the game an hour or so ago, with my total play time at ~3 hours (so, on the short end, as I expected).
What a hard game to classify with respect to the original. In some ways it's vastly superior (the art direction is clearly a strong step forward, thanks to thechineseroom really grokking the concept of mise-en-scene and having strong artists on their team). The story is much stronger than the TDD and feels more coherent (even if, I admit, sometimes I found myself second-guessing what was going on at times even when the game thought it had made it abundantly clear, I guess). I was never really scared while playing, but often disturbed and found myself saying "what the fuck?" more than a couple times. This game gets under your skin and plays around a bit in it. It's more psychological, and often more interesting than TDD. There's more inertia here to "move forward" -- not because it's scary, but because you do want to find out what happens next if only to reaffirm your own ideas or contradict them.
In other ways, aMfP is a mockery of what TDD was and is; it requires less thought, less patience, less skill, less management and less time to complete. The keyword here is
less. It has less monsters, less encounters, less scares, less danger, less puzzles, less intrigue, and less places to see. It seems that all the effort that went in to the design part of TDD was culled to make way for more narrative. More ways to tell the story, more things to read, more scripted sequences, more exposure, more varied areas, and more characters.
So, the game itself stands out as kind of pushing against TDD and its devices in order to do something else, but that thing it does should really have been there in tandem with TDD's gameplay. thechineseroom, whether they meant to or not, have succeeded in removing the terror of the experience of playing the game, and replaced it instead with "fixed" experiences that either gel or they don't. There are excuses for why the gameplay has changed (the level design doesn't really support the kind of exploration that made TDD a risk/reward kind of experience for branching out a bit), but none of these are really good excuses, and even though I love the atmosphere and story of aMfP, it doesn't ever feel like it earned sacrificing those pieces of the overall experience.
I'm moderately impressed with thechineseroom here, in that they managed to not gut the soul of Amnesia even if they gut everything else. The game plays to their strengths as creators, but I would argue their strengths are simply not as good as the strengths of the original game. The heart of the experience, however, the intensity of it, is missing, and even aMfP's best moments fall short of the heights of the TDD. There are good intentions here, but Amensia was not a good fit thechineseroom. So take it as a nigh-recommendation, then, that with all that's gone wrong with the game, it's still not that bad. There's just not very much meat on this pig. Score: