Fridge Brilliance: In games like Amnesia: The Dark Descent, the player is stranded in one specific location, like a building. Games like these usually evoke a strong desire to go outside and leave. So what does the game do? Make the only instance where you "go outside" (that's not a flashback) dark and dreary. Ever wonder why the Study is the only place where the outside is so dark? It's to stop players from feeling a sense of relief and escape when they traverse the window ledges, and are officially outside the castle. It then goes so far as to have something tear down trees. It's basically letting you know that you can't escape, and you will be hunted down.
Fridge Horror: Remember how at the start of the game, every so often you'd hear a warped moan or strange, yet clearly organic sound? (No, not the sound the Shadow makes) Well, those are the exact same sounds Mr. Tall (aka brutes) makes. At first, it seems to be just for atmosphere, but on my way to the fridge to get a cold one, it dawned on me: Mr. Tall has been following you the entire game, he just always stayed out of sight.