Been avoiding this thread for fear of spoilers but I’m at the hotel now and while there’s some stuff in this remake that I don’t love, I’m very consistently shocked by this game’s ability to show saint-like restraint when it matters most.
…
that doesn’t mean there aren’t parts with the exact kind of lack of restraint I’d expect from bloober. but those parts aren’t even that bad and rarely detract much. there are really just a few key moments from the original that I feel like they totally fumbled. the worst among them is:
spoilers
the part at the end of the hospital sequence where pyramid head chases you and kills maria. I know a lot of people here really missed the pseudo-fixed camera work of the original, and as much as I love that I barely found myself missing it outside of certain sequences, and this is probably the worst offender. the extremely dubious decision to have pyramid head kool-aid man through the wall at the end does NOT help, either. even the cutscene at the end isn’t as good. it’s far from the most memorable scene in the original but it is a pivotal plot moment that you’ll think about as soon as you figure out the twist.
the other thing I thought was disappointing was the first encounter with the under-grate hanging closers in the tunnel connection east and west south vale, and again the perspective is mostly to blame here. but they end up doing more interesting things with closers than the original did, and while I don’t love some of that, it makes it easier to forget their introduction not hitting the same as it did originally. since in that game you never encounter them again, which I also prefer, but I’m okay with them making a mechanically meaningful appearance in the labyrinth and I actually love how they’re used in the hotel so far.
I also hate how they did eddie, he looks like a fucking cartoonish garbage pail kid and his personality is depicted as entirely unsympathetic where the original did a much better job giving his story more humanity and genuine, understated pathos. and I mean… it’s not like they handled him unproblematically but I honestly think the remake is worse here, which is baffling because imo literally every other npc along with james is done as well if not significantly better than the original. angela in particular is so fucking good, but I love maria so much. I love how she constantly gives james shit for his casual psychopath behavior like unapologetically looting shit from cars and storefront windows. I love how the game makes you do petty criminal shit like this. it fits so well with james’s personality, especially the way he just gets all “er, um, ah, sorry” when called out on it. I love the emphasis on breaking and entering. as much as I groaned at the first push-the-wheeled-cart-to-climb-through-a-window puzzle the repeated use of this trope is actually deeply thematically appropriate and does a lot to heighten the feeling that you’re trespassing. that you’re just going deeper and deeper into somewhere you shouldn’t be, someplace where you’re unwelcome, but you may not be able to return once you climb over that wall.
I played the first half of the game on steam deck and to be honest, as awkward and weird as that was, I think it actually benefits the game a lot to run on underpowered hardware. it’s less the small screen – in fact, I splurged on a portal 13.7 inch OLED monitor to hook the steam deck up to have a more moderately “cinematic” experience – and more that all the weird rendering artifacts that FSR 3.0 introduce when aggressively trying to reconstruct the image are deeply flattering to the game’s atmosphere in a way that makes me fondly recall the warbly textures and blocky fog of the PSX original silent hill. it lost something running on my desktop rig with better picture quality and image stability, but also it doesn’t matter that much because the art direction is more than strong enough to work on its own.
(also the 90’s filter is ugly as hell I can’t imagine playing the whole game with that shit turned on)
beyond how much they nailed aesthetically (and putting aside how much they fumbled, for the moment), I’m mostly impressed by how ballsy the game design is here. my biggest fear, after seeing the initial trailers, was that it would play it too safe design-wise and stick to the tried and true RE-make/TLOU template. and the basic skeleton of that is here for sure, but I’m struck by how much of that design ethos it outright rejects in favor of a more minimal, organic approach, that is really devoted to the classic 90’s survival horror experience. every modern touch feels like it was handled carefully and implemented in such a way to not detract from that sensibility. when something detracts it’s a misstep in writing, pacing, or art direction, but rarely is it directly a result of the game design being bad.
most surprising among these considerations is the combat. it’s so so much better than it needs to be, and worlds better than the admittedly low bar set by the original (where that was never the point). like obviously committing fully to the over-the-shoulder mode kind of necessitates giving it at least some attention. but I honestly can’t believe how far they went with it without compromising the atmosphere, mood, or narrative. it’s clear that despite adding significantly more flexibility with aiming and movement, great care was taken to never make you feel like James is anything but an ordinary dude without any real combat training outside of knowing how to fire a gun. you never feel powerful or strong. dodging in never a guarantee especially because the enemies are so hard to read. sometimes when you escape from a grab they will counterattack immediately and sometimes it’s with a delay and there’s barely a useable tell to know how to avoid taking damage consistently.
and honestly the enemy designs really carry the entire experience, similar to the original but there’s so much more going on here and it’s so well done. they have so much personality! I love how they use the mannequin monsters; even when you figure out how they work the game is great at having them hide in plain sight and surprise attack you. they all have their own patterns and ways to deal with them but it never stops feeling organic. I love the weird squeaky noises the mannequins make. I love how very, very rarely, instead of the usual squeaks they emit a high-pitched but clearly human-sounding giggle or whimper. I love how the straightjackets going into worm mode is used… sometimes, to lure you into a dangerous ambush. but sometimes they just be wormin’ around. I love how the roaches are basically just there to drop a false positive radio sound and fuck with you.
(I hate how frequently they throw the non-enemy swarms of roaches all over the place in the prison and the labyrinth though. it’s so overdone! it loses impact!)
as setpiecey as this game gets (and it gets real setpiecey), for the most parts they never draw attention to themselves in the way that setpieces do in RE4, say. and while it’s an insane decision to make an alternate form of the mannequin monster that acts like a half life head crab, it’s so surprisingly well implemented I can’t complain. especially because it clearly is running with the manual artwork that suggested a very different vision for the prison sequence than what we got in the original PS2 game.
the end result is that it’s rarely possible to kill most enemies without consuming either ammo or health, so you have to play carefully or learn how to sneak up on them. because like the original there is a barebones stealth system which the game just never even tells about except for a single handwritten message found early-game that mentions that they can hear you. but are no button prompts or canned animations which guarantee a successful kill. you never know if it’s going to work until you’re already committed to the action, and even then it’s only going to knock the enemy down. if there are other enemies around you still have to manage to stomp em to death before another they catch you, and if you don’t you’ve created a much situation than just trying to fight them one-by-one.
and the enemy AI is like insanely dynamic. dynamic in ways that often feel unintended, possibly as a result of a bug, but almost never in a way that breaks tension or atmosphere. enemies will come through doors and crawl through windows and crawl spaces. sometimes. some doors. some windows. some crawlspaces. some enemies. it always feels specific to the area you’re in and the particular enemy you’re facing, but rarely in a way that feels contrived or even purposeful with regards to a set piece. it’s more like… well, I guess this nurse just doesn’t want to go in this room but this straightjacket has no issues with it. this applies to stealth stuff too… it’s most useful against nurses because they’re so fucking spongey, and some of them you can consistently sneak up on but some of them seem to have eyes on the back of their heads. some of them seem to care if the flashlight is on and if you’re running instead of walking and some don’t. some of them will just wander basically anywhere after being aggro’d, even if they’ve forgotten about you. some will follow you for unreasonable distances before giving up. sometimes enemies just teleport back to their start location if you look away or look at the map. but sometimes they try to bite your face off if you do that. I love it. you can never get comfortable. you never feel like you’ve figured them out or know a 100% safe way to approach.
every enemy seems to be capable of reviving but the frequency varies so wildly that all I know is the pipe-wielding nurses seem to do it the most. but I’ve seen every other basic enemy type and variation revive at least once. I even had a dark world straightjacket follow me into a fucking safe room. I was sitting in the save dialog for a minute looking on my phone and when I canceled out I was in a fucking grab animation from him. I’m pretty sure this was a bug because that motherfucker rapidly backstepped out of the room like he knew he wasn’t supposed to be in there and I didn’t actually take damage but it still scared the shit out of me.
ignoring the baggage of the silent hill name and the pedigree of the original, on its own terms this is a terrific horror game that I basically have no criticisms of. it is arguably ground-breaking in some small ways, but I mostly appreciate how deeply old school its sensibilities are. the puzzles, pathing, resource management, are unapologetically complex and overwhelming (on hard/hard at least, but god if you didn’t play on this mode you really cheated yourself). this is just such a meaty game, meatier than any of the REmakes and unlike any of them it doesn’t blow its was after the first act.
a small thing I really appreciate is that despite the game having all these empty cabinets and drawers for james to rifle through, TLOU-style, the items they contain are 100% fixed. as far as I can tell there isn’t any dynamic difficulty resource adjustment going on behind the scenes, and if there is it’s more in the form of getting slightly more or less bullets from a single pick-up. I don’t know if this is a deliberate fake-out or the result of a last-minute design decision (or maybe it is dynamic on easier difficulties) but it does so much to maintain tension.
as a silent hill game it’s easily the most deeply purely silent hill experience since silent hill 4. like it’s the real deal, the atmosphere, sound design, and art direction are exactly what they should be. it has issues with pacing and some questionable aesthetic choices but none of them are really more egregious than missteps in the original team silent trilogy or silent hill 4. beyond all that though, I honestly haven’t felt this scared playing a horror game in years, and it’s the exact same kind of fear I experienced on my first run of silent hill. the only remotely comparable recent game was RE7 and even that only really maintained it for the first 6 hours or so. partway through the prison I started to take issue with how set-piecey it can be, but it never stopped being terrifying…
as a remake of silent hill 2 there’s so much shit that I wish they did differently but there’s so much that really truly outshines the original and smartly builds upon what it did. I was worried about the extra content just feeling like filler but for the most part it all feels purposeful and meaningful, and even when it isn’t the basic material of it is usually so good that I don’t mind. there are definitely a few sequences I would have rather seen cut because I don’t think they’re necessary at all but even the worst of these just isn’t close to the kind of egregious disaster I expected from bloober team.