I don't know how to answer this other than to say effective media succeeds in building atmosphere that we're not necessarily privy to.I believe that's the general take most people walk away with when they play the game.
I don't think most people really think much beyond "Time to go in here" or something along those lines when playing the game.
The issue with me is when I get to that door MY brain immediately, without prompting, goes: "This is the Emmi door where we'll have to do an annoying 'keep away' thing because if it touches us you are basically dead unless you get really lucky with the random timing of the counter, which we usually don't. Thus we'll likely have to do this a few times to get through it, and don't forget this is one of SEVERAL times we'll have to do this, it getting more annoying each time"
And yeah. I end up annoyed and exasperated.
Pretty sure most other people's brains don't do that.
When Caldwin here says the Metroid games are about isolation, my brain is basically (Again immediately with out prompt): But we are NOT isolated. We are on a chair in our room. Our roommates are just upstairs, we know there are neighbors all around us. We are not Samus, we are NOT on the screen, we don't understand why we would feel that isolation when these conditions could be applied to literally dozens upon dozens of games. The same conditions are can be met with several 8 and 16 bit side scrollers, several first person and third person games generally have just you trying to stop a threat. Why do those resonate differently?
Once this thought process is in place, it's hard to break away from it. I'd need information that would directly counter something in the thought process that lead me to my answer/opinion in the first place.
The whole appeal of scary movies to get scared even though we're in the safety of a movie theatre, our home, or a friend's home. The whole point of seeing an action movie is to feel a rush even though we're not jumping out of a plane or speeding down a highway. Games should aspire to do the same.
And this isn't some new AAA-centric approach where they all want games to be movies anyway, no. Games strove for atmosphere all the way back in the 8-bit days. And some of the best indy games with small budgets today will rely on atmosphere to carry the experience when budget restraints hold them back in other ways.
Hell, let's get out of the realm of visual media. Written stories have thrived by their ability to create atmosphere. I recently finished a book called It Came From Neverland, which was attempting to marry the Peter Pan mythos with Stephen King style horror. The plot is basic, but is carried by the author's ability to make you feel unsettled by Peter's lurking presence. I'm going to leave the examples at one because the number of written stories that succeed because of the author's ability to transport you to a different time and place through atmosphere are far too numerous to count.
If a game didn't care about this, it would just be a featureless series of hallways with a blank character icon and no music and they'd just want you to solve the puzzle.
The effort going into character design, level design, NPC and enemy design, music, even menu design and control scheming, is all meant to put you in a certain mood.
"But I'm not isolated in an abandoned space station/mine/whatever."
Yeah, and I'm not really at Camp Crystal Lake, but I still marathon the first six Friday the Thirteenth movies every year because they're effective at setting that tone and mood.