Quote: A great sanity meter I've seen in a game is "Call of Cthulhu: Dark Corners of the Earth". The sanity meter was outstanding back in that game (my opinion).
Ah yes, if I remember correctly, you had to pay attention to your characters breathing and heartbeat, instead of checking a value in your inventory. And if you pulled out your gun at the wrong moment, your character would shoot himself out of panic... I have to say the way that game handled insanity was one of my favourite aspects about it.
I especially liked the short sequences where you remembered being back at the Asylum - and I'm still not sure if those were triggered by insanity score, or simply when you reached a certain point in the level. I found it quite intriguing, how each time you could walk that corridor down a bit further - until I was actually curious to see where that would lead me. Unfortunately I finished the game before I found out - so maybe they
were simply triggered by insanity and I didn't go insane often enough? Or maybe you weren't supposed to find out? See, it's elements of uncertainty that make horror games great in my opinion