At times, The Evil Within comes off as simply mean-spirited in its interactions with the player. From instant-death traps that rely on trial-and-error surprise, to a sprinting meter that's pathetically small pre-upgrade and causes Castellanos to stop for breath even when chased by a lunatic with a chainsaw, the game's attempts to be difficult really stretch one's notion of fairness. It'll punish you for using resources and ammo you couldn't have predicted you'll need, it'll lock you into a pre-boss checkpoint with no way of healing, even if your health is so low that sprinting has become disabled (yeah, that happens). It introduces mechanics and new ideas quietly, not informing the player, waiting for them to replay tracts of game multiple times and dying until they get it.
It's bad enough that Bethesda even knows it. Alongside my review copy of the game was a note asking that reviewers play on the Casual difficulty setting, not the standard Survival setting (I went with the standard, by the way). Not only that, but each copy came with a sealed envelope containing advice and obscure tips for every single level of the game. Due to embargo restrictions, I cannot repeat those tips, but they provide sometimes crucial insight that the game itself never communicates. It's clear that those presenting the game know it's either imbalanced or does a terrible job of interfacing with the player