Making most of the choices meaningless (and obviously so), in a game primarily focusing on narrative is not fun.There should have been an underwater level in dead space. Messing with people as a ghost is really fun.Having your supernatural tom foolery limited to a set of soul destroying contextual events is not so fun. Heavy Rain really allowed a lot of player agency and emergent system interaction. I quite like quick time events that physically exhaust your fingers while your character is also doing something physically exhausting on screen.Don't constantly use awkward narrative shoe horns to stop your players doing things.Using a 2D input axis to mimic 3D events happening on screen is not the greatest idea. Playing as little girl in a dark cellar with flickery lights is a terrifying experience. Finding a contextual event is NOT a puzzle. There should be more games were you can seduce lots of hunky men.