Yeah, I played it. It was better than most, and it scored lots of scary points.
As I side note, I kinda think using japanese horror is... cheap. Bear with me, its not that it isn't scary, its just that its ecspecially scary to americans because of our unfamiliarity with japanese culture and ideas. If horror is heavily based on fear of the unknown, then japanese horror just has a field advantage in america so to speak.
Also, I have mixed feelings about games that render the player helpless. Yes, its a great way of putting stress on the player and forcing them to act in ways they don't usually think to do, which can cause panic and anxiety. When combined with heavy doses of creepiness, you can really get a good scare on. The problem I have with it, is that by itself, it doesn't cause fear. Being unable to defend yourself effectively with some kind of weapon or ability is gimmicky and frustration inducing if there is not enough atmosphere. Atmosphere can mean the difference between running for your life dodging unknown terrors and Pac-Man. And no, Boo scares don't count for creating atmosphere.
Just about -anything- is creepy with the correct atmosphere. In those situations, the players do a pretty good job of stressing, panicking, being anxious, and "boo" scaring themselves. Like walking slowly through a corridor with my hands shaking, and then jumping out of my seat and blowing a whole clip into pyramid head. When all he's doing is standing behind some rusty bars seperating us and Just. Staring. At. Me.
I have a theory that the best horror you can get in video games lies in the tenuous balance of indecision between fight and flight. So removing the fight part of the equation necessarily means that you respond to every situation with flight, thus sacrificing this really terrifying indecision.
Back on topic, Amnesia has gotten some pretty good reviews, so I'll probably pick it up and give it a shot. I'll write another doctoral thesis on it when I do. ;p