It´s always very interesting to read someone else´s analysis of your designs. Nick Dinicola wrote this nice article on Silent Hill: Downpour´s combat system and design choices we made in order to keep player feeling vulnerable even during the mechanics that is usually aimed on empowerment in games.
Quote: “While Murphy is effective and dangerous in a fight, that power is temporary, which means the effective combat is never empowering and thus retains an element of horror. It’s an excellent balancing act between controls and tone, and it proves that these disparate genres (action and horror) are not totally incompatible. You can still feel vulnerable while beating a monster to death with a table leg.”