Silent Hill 2 Remake

BrawlMan

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Unlike Racoon City, James isn't trapped, he can simply go back to the car and bounce.
Actually, once James gets into the town, it does trap him and block him off. This happens in both versions of the game. A wall literally spawns off screen that wasn't there before. With ragged up white paint drapery.
 

CriticalGaming

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Actually, once James gets into the town, it does trap him and block him off. This happens in both versions of the game. A wall literally spawns off screen that wasn't there before. With ragged up white paint drapery.
Oh well, I as the player don't know that. They probably should have made a scene about that happening, like a road collapse or something that suggests you can't turn back.
 

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Oh well, I as the player don't know that. They probably should have made a scene about that happening, like a road collapse or something that suggests you can't turn back.
James does comment on it, if you bother to investigate. Besides, even if the town left the roads and exit roads open, James still wouldn't leave. Big spoilers by the way: Especially since he is a death seeker.
 
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I made it about 4 hours into my playthrough of this game before I had to stop out of boredom. I get where people are coming from in the sense that Silent Hill 2 is a horror classic, and maybe the original game is. However I found the game boring and not at all scary in the slightest, mainly due to the music and the radios. Too much about the monsters are given away to the player well before they are seen or even heard thanks to the radio warning you about them being nearby. Even when the radio isn't buzzing, the music gives signs of danger being close.

And while it does serve to be atmospheric and tense, like a great horror game should. It's incredibly light on plot. James comes back to Silent Hill because he thinks he got a letter form his wife who's been dead for three years, in that letter she says she is waiting for him in SH. Okay....why didn't he drive to the town instead of parking on an overlook way outside of town only to have to take a fairly long hike into the town properly? He meets a girl in a graveyard who's acting a little odd, but offers no real hints of plot, and then you are in town for quite a while.

The first big "puzzle" (which isn't a puzzle it's just a fetch quest) is to fix a jutebox. Notes tell you where to go and outside of a few monsters along the way it's fairly straightforward. The entire section takes almost an hour though and throughout there is no story to drive you or James into fixing the jutebox. You just have to do it to get to the next section.

This is where the set up loses me. These obtuse puzzle locks worked in the resident evil games because you had a clear goal of escaping the mansion or the police stations or whatever. So the crazy puzzles made a bit more sense because they were part of an umbrella lab or part of an old museum and the characters where never really intended to solve the shit, but they have to because there are zombies outside so solving the locks are the only way out.

Here it's just like....why? The town is clearly abandoned, and James is mistaken as to his wife possibly being here. Why push forward, why even try to traverse the foggy town, why not try to wait out the fog and come back when you can see people? Why not leave the second a gimp monster pukes on you?

Unlike Racoon City, James isn't trapped, he can simply go back to the car and bounce. There is nothing pushing him forward either. His wife isn't baiting him (yet, that probably happens later but for now it's all bullshit).

Anyway you finally fix the jutebox and get a key to another section of town. Then you find a note to go check out some apartments, under the name of someone not relevant to James in anyway (that I know of). The note is basically, "Yo Bob left his car parked in back, someone should go to his place and see if he intends to come get his car anytime soon." And the player is like, "I guess I'm going to find Bob for some reason."

So for me it doesn't give me anything to care about. I don't have any reason to push forward, and I don't have any reason to care about James because he isn't trapped and can just walk back to his car whenever.

In the apartments begins another long string of breaking and entering in which you gather bullets, health items, and key pieces for some big master lock puzzle. Pyramid head is in one of the hallway for some reason, but he doesn't hang out long. Probably have to fight him later but I have a gun now so it'll be fine.

What am I doing here?
If psychological horror was easy, everyone would do it yo!
 

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NerfedFalcon

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I haven't played that much of it yet, only just got into the Wood Side Apartments, but I already love this game's map screen. For starters, it isn't a map screen like you get in the Resident Evil games, but rather a series of physical maps that James pulls out of his pocket and looks at, and moves around at your commands. He also draws all over them as you progress, circling points of interest that he's read about, marking which roads are blocked once he's seen the blockages, or writing notes directly on it like 'KEYPAD'. In form it's brilliantly immersive, and in function it's informative while still allowing you to make discoveries. 10/10 map, an inspiration to games everywhere.
 

CriticalGaming

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So when does the story take shape because after finishing the jutebox puzzle I have gone through two apartment buildings and a motel which is basically apartments. Why are there three apartment sections in a row? What is the point of meeting these random NPC's?

I'm waiting for the thing that makes Silent Hill 2 infamously good to happen. But there is such a bare bones set up, most of the environments so far have been the exact same thing, there has only been two monster types (three if you count pyramid bloke), and a couple of really easy puzzles.

What I think is pulling me out of this game so hard is the complete lack of reaction James has to any of this. The town doesn't freak him out, the monsters don't bother him, the random people you run into don't cause him to bumble into "WE GOTTA GET THE FUCK OUTTA HERE!!!" panic. He's just stoic and uncaring about the situation, because his dead wife might be here.

The meta is that this is all in his head or something right? But if that is the case, then James doesn't know that, so his lack of reaction to anything is jarring. And it completely ruins the horror and atmosphere of the game entirely and makes me very aware that this is just a video game that exists so you can go through the town and fight scary monsters until you reach the end of the game. Which I guess was fine for 2004 or whenever the original came out, but it's entirely unexciting in a remake in 2024.
 

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I'm waiting for the thing that makes Silent Hill 2 infamously good to happen. But there is such a bare bones set up, most of the environments so far have been the exact same thing, there has only been two monster types (three if you count pyramid bloke), and a couple of really easy puzzles.
You'll encounter a new enemy type when you get to the hospital and there are two variations of the nurses.


What I think is pulling me out of this game so hard is the complete lack of reaction James has to any of this. The town doesn't freak him out, the monsters don't bother him, the random people you run into don't cause him to bumble into "WE GOTTA GET THE FUCK OUTTA HERE!!!" panic. He's just stoic and uncaring about the situation, because his dead wife might be here.
What you are complaining about, happened in the original as well.

All of the characters you encounter are meant to be screwed up in some way and are there because of guilt, self guilt, heavy trauma, and various sins from 3 out of the 3. Laura is the exception, as she is just an innocent child. So she doesn't see the things other adults see. It just looks like a normal town to her.


The meta is that this is all in his head or something right? But if that is the case, then James doesn't know that, so his
That's nothing more than a glorified fan theory, that's been debunked years ago. That only type of thing exists in the bad ending for SH1 and Shattered Memories default ending.
 
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That’s the thing about a *mostly* faithful remake to a game released when character emotions were sparse at best.


Oh well. AI can help fill in the blanks now!

 

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How many times do i fight pyramid head, because I beat his ass with a wooden stick.
The first encounter, you don't even have to fight him. Just dodge and evade him for a set amount of time, until the rain gets heavy and siren rings.

You're going to encounter him at least three more times, but you only fight him twice.
 

CriticalGaming

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The first encounter, you don't even have to fight him. Just dodge and evade him for a set amount of time, until the rain gets heavy and siren rings.

You're going to encounter him at least three more times, but you only fight him twice.
I smacked the shit out of him with a rusty bit of wood. He just spins in circles and I'm bobbing and weaving with my dodge button. He aint got shit on me.

Why does he leave at the bell? Did he have to go to Bingo?
 

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I made it about 4 hours into my playthrough of this game before I had to stop out of boredom. I get where people are coming from in the sense that Silent Hill 2 is a horror classic, and maybe the original game is. However I found the game boring and not at all scary in the slightest, mainly due to the music and the radios. Too much about the monsters are given away to the player well before they are seen or even heard thanks to the radio warning you about them being nearby. Even when the radio isn't buzzing, the music gives signs of danger being close.

And while it does serve to be atmospheric and tense, like a great horror game should. It's incredibly light on plot. James comes back to Silent Hill because he thinks he got a letter form his wife who's been dead for three years, in that letter she says she is waiting for him in SH. Okay....why didn't he drive to the town instead of parking on an overlook way outside of town only to have to take a fairly long hike into the town properly? He meets a girl in a graveyard who's acting a little odd, but offers no real hints of plot, and then you are in town for quite a while.

The first big "puzzle" (which isn't a puzzle it's just a fetch quest) is to fix a jutebox. Notes tell you where to go and outside of a few monsters along the way it's fairly straightforward. The entire section takes almost an hour though and throughout there is no story to drive you or James into fixing the jutebox. You just have to do it to get to the next section.

This is where the set up loses me. These obtuse puzzle locks worked in the resident evil games because you had a clear goal of escaping the mansion or the police stations or whatever. So the crazy puzzles made a bit more sense because they were part of an umbrella lab or part of an old museum and the characters where never really intended to solve the shit, but they have to because there are zombies outside so solving the locks are the only way out.

Here it's just like....why? The town is clearly abandoned, and James is mistaken as to his wife possibly being here. Why push forward, why even try to traverse the foggy town, why not try to wait out the fog and come back when you can see people? Why not leave the second a gimp monster pukes on you?

Unlike Racoon City, James isn't trapped, he can simply go back to the car and bounce. There is nothing pushing him forward either. His wife isn't baiting him (yet, that probably happens later but for now it's all bullshit).

Anyway you finally fix the jutebox and get a key to another section of town. Then you find a note to go check out some apartments, under the name of someone not relevant to James in anyway (that I know of). The note is basically, "Yo Bob left his car parked in back, someone should go to his place and see if he intends to come get his car anytime soon." And the player is like, "I guess I'm going to find Bob for some reason."

So for me it doesn't give me anything to care about. I don't have any reason to push forward, and I don't have any reason to care about James because he isn't trapped and can just walk back to his car whenever.

In the apartments begins another long string of breaking and entering in which you gather bullets, health items, and key pieces for some big master lock puzzle. Pyramid head is in one of the hallway for some reason, but he doesn't hang out long. Probably have to fight him later but I have a gun now so it'll be fine.

What am I doing here?
The remake is padded out, I'd be interested if you'd get into the original more.
 

NerfedFalcon

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There is one thing I'm not such a fan of so far, and that's how much super armor the enemies appear to have. They tend to trade with James fairly often, and it's hard to predict when they will or won't attack you while you're winding up. And with how few healing items you get, engaging an enemy in melee tends to go badly very quickly, especially if multiple enemies join the party. It's probably intentional to some extent that fighting enemies up close is extremely dangerous, and I'm willing to admit to a skill issue (playing on Standard combat difficulty), but considering you get even less ammo and healing than in Resident Evil, it makes me dread fights. Especially in the tight interior apartment spaces where you get barely any room to dodge, and basically none to run past enemies.
 
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