• Welcome to Talking Time's third iteration! If you would like to register for an account, or have already registered but have not yet been confirmed, please read the following:

    1. The CAPTCHA key's answer is "Percy"
    2. Once you've completed the registration process please email us from the email you used for registration at percyreghelper@gmail.com and include the username you used for registration

    Once you have completed these steps, Moderation Staff will be able to get your account approved.

Silent Hill 2, the remake

Peklo

Oh! Create!
(they/them, she/her)
This has now been released. I finished it, and will compile the running commentary below, because it touches on most things that I found noteworthy. Open discussion, particularly in the case of a game like this where observed elements of it can track pretty granular. See you below.


they gave james a dodge dash in sh2r lol
time to lab

--

weird as hell to try the door to a storefront you've virtually walked past for twenty years and find out there's a new interior there now

the expanded environment definitely the best part of this so far. stuff like breaking store windows and clambering inside. sh1 was always the king of town exploration in the series and each subsequent entry always de-emphasized it more and more, so it's nice to have a take on it here. stuff like downpour did try to do stuff with it but it didn't really take because it was... downpour

--

corny thing the game does is that because it shuffles the existing sequences and details, when you find some place where in the original there was something significant, a jingle plays and the screen shows static for a bit. like it's constantly nudging you about acknowledging that they moved some event a few blocks over or something

like mashing x in every mgs4 cutscene featuring Old Thing to trigger flashback imagery

--

the constant winking self-referentiality in sh2 remake is exhausting

walk up to the alley where the back entrance to heaven's night used to be (it's been relocated in this), and you get the the now-recurring flashback ping that you visited an old spot... but also maria goes "huh.... deja vu............." as you examine the door

you walk into a motel room at jacks inn, and maria's original clothes are on a hanger in the closet. at first i thought it was just background detail--spot it or not, continue on--but it's scripted so maria will pick them out and comment on them and literally present them next to her, asking james if he thinks she'd look good in them

it's just so on the nose and does nothing but highlight that yes, changes were made... but the old clothes were still modeled into the game, were presented like this. you could've just had her wear them at that point

you go to pete's bowl-o-rama and maria follows you inside, which she in the original doesn't. she waves it off with a "i hate bowling" excuse, which is likely meant to sound weird and off--the actual reason she doesn't follow james in is because eddie and laura are inside, and maria is james's personal tormentor; she doesn't interact with others or demonstrably even exist for them

in the remake, eddie and laura aren't there, so they do this nudge-nudge line where james is like "i uh thought you wouldn't want to go in here" and she rebukes him for it. just calling attention again to how Things Are Different

then you go examine the leftovers of eddie's pizza, and because james can't deliver the line to the man in person, he just triple-a mumbles to himself the meme line of "this town is full of monsters. who could just sit here and eat pizza" close to verbatim

i guess the thing is that these things aren't "self"-referential--they're references made by fans, something unchecked fandom produces as its signifiers and stamps of legitimacy

it grates when those changes result in something less effective, too. you pass through the room where you originally fight pyramid head for the first time; it's just this nondescript stairway access which he departs from by unsettlingly wandering into a flooded stairwell. now that's just reduced to flashback residue, and the fight is moved to a brand new dumbass huge outdoor arena in the middle of the apartment complex, full of destructible objects and where it starts pouring rain. it's so overdone

--

the otherworld visual design is also way less what sh2 was, which notably diverged from what sh1, and eventually sh3 did, because they tied the imagery to a character's psyche, and for those games it was primarily alessa/heather's brainscape informing the scenery. that's where the rusted grating, barbed wire and whatever plays in--things that are iconic of the series, but also highly character-specific. james's silent hill is more subtly decayed, but they've already broken out those cliches in dressing it up for this version

--

also uh i don't know how much a game like this needed or benefits from making the combat more "demanding", when the end result is that every enemy type has counters, evasive bop-and-weaves, grabs, and just tons more aggression in general, and you having to respond in kind. why am i playing footsies here as a baseline of interaction

it's really not very different from homecoming, which was notably blasted for going hard on optimized knife combo strings for how it played

--

they moved the eddie and laura hanging out and eating pizza scene from one location to another but it's basically the same... except that the pizza got left behind for that aforementioned aside, and now instead he's... clawing melted strawberry ice cream out from a bucket and licking it off his fingers. somehow a more fatphobic change

--

more town interiors is a cool aspect of the remake but it also turned out less cool than i initially assumed, which was that they were optional spaces you could find and go in for supplies if you wanted to--sh1 has the most of these in particular. but it turned out they're mostly used in service of the remake's greatly lengthened playtime, where the initial sequence of "find a key on the street to go into the apartments, either by stumbling onto it or following assorted clues" is expanded to a multi-location, multi-step process with its own puzzle(s) to get that same key. so that really recontextualized those interior spaces as less interesting than they could've been

--

not sure what's going on with the resource economy in this game. walking around mid-ish game (or earlier) with 30 health items and 200 handgun bullets. i've taken a lot of hits, whiffed shots, use the gun whenever it feels necessary... still this ridiculous-feeling surplus. silent hill has never been known for frugal play but even so

--

man, they kept the "pyramid head throws you off the hospital roof" scene... but they removed the aspect where it leaves you in critical health after the fall, an event in cutscene being reflected in game mechanics. this despite there being a new note that telegraphs the entire thing through "u will get where you need to go, but probably not the way you'd like. there'll be some pain involved"

they also rewrote the last few lines of the rooftop diary (well-liked written note, plays into the ending determination if you read it) despite keeping it otherwise verbatim. it's just phrased worse now

--

james slumps on park bench, exasperatingly grumbling "i don't even remember this place..." because it's a location new to the remake

new scene with angela in the same new park the earlier bit was, and she goes "this place is different from what i remember... i guess things really don't stay the same"

why do they keep talking about this. it's like if every new section of the ff7 remakes someone in the party stopped to outstretch their arms gesturing at the scenery like "we certainly didn't have this in 1997"

you can go to the motel room heather and douglas end up staying at in sh3 (it reuses part of the sh2 map) and find the latter's hat there, as well as the cult's symbol peeking out from under peeling-off wallpaper. that's a series reference that's throwaway and kinda cheap (same as, say, finding the the sh4 Room in downpour), but it doesn't strike as this weird protracted remake navel-gazing simply because it references another game than is being adapted

both of those are definitely very strictly in the "fans would do this" range of nods though

--

i think the act of playing the game has completely died on the vine at this point. it's this horrifically samey, bloated monster that looks to doom or the like for encounter design cues, and not in the good way but the parodic, tired ways. enemies are highly scripted to blast out of nowhere when you do a thing or pick up something, when you cross thresholds for them to trigger, and they often get spawned in behind corners or even literally burst through scenery. in the original, the mannequin enemy type is kind of rare, but here it's been elevated to practically the backbone of the enemy roster, and they use its inactive-until-disturbed (and giving off no radio static) nature as a gotcha generator: they're always placed behind corners, under tables, crumpled out of sight until they leap out at you. this happens dozens and dozens of times, exacerbated by there being so much more combat and enemies. it's a mind-numbing process--like the worst match of punch-out ever where you fight the opponent who has four legs and no arms a hundred times in a row

level design has these designated "battle areas" littered with obstructions and waist-high cover to vault over, where you're supposed to navigate multiple enemies at once. a couple of sections in the hospital after i was done with such segments and returned to the hub space, they literally cordoned off that entire wing with blockage because the game determined it was cleared and there was no reason to go back. it's really uninterestingly choreographed for "gameyness"; all layouts corral you through the floorplan in these very overdesigned loops meant to mitigate backtracking, which feels really artificial and constructed for convenience, and is an especially strange dichotomy in a genre like this that's supposed to be environmentally laborious as a draw of play

--

they do a boring creative decision with the hospital basement pyramid head chase. in the original you're in a long, twisting hallway, and after a bit once you've entered and continue along, ph appears behind you, having spawned offscreen. there's no break in the action or player control, so suddenly you're scrambling to escape. in this, he enters during a cutscene you watch, and then the game resets into Chase Mode divorced from the usual mode of movement. it's just limp in comparison

friend: what do you mean by that? there's two different styles of movement?

it controls the same but it's a heavily scripted segment. maria runs ahead of you at a pre-determined distance, debris falls as very platformer-esque obstacles to avoid, they make ph bust through a wall at one point for a set startle. it's just this very produced few seconds unlike the original which was just a high-tension scene that had no other theatrics except a persistent pursuer

friend: lol. sounds like it practically turns into uncharted

it's very much like those games yeah

it's something the game does more than once. before the apartments there's a chase scene where you pick up the key and the entire town suddenly crawls with enemies while the fog thickens into a storm. after meeting maria, you get chased by a similar enemy horde through the backyards of a suburban residence block. they apparently thought the game needed these kinds of high-octane intermissions

--

prison in sh2 original is this brief, highly memorable pitstop consisting of a single floor map. in the remake, they evidently thought it was too little of a good thing--it's now six maps large

--

finally found without question the most valuable original contribution by bloober to this game... REAP WHAT YOU SOW graffiti on the wall

--

they thought a good way to expand the labyrinth was to have three deathmatch rooms in a row where you get locked inside with enemies and have to survive until a timer ticks down

--

the new combat mechanics reach a new level of nonsense when you fight eddie and are literally dodging bullets on reaction

--

they bungled yet another memorable bit. in the original, the prison has a couple of invisible enemies in the cell block; they just chant "ritual" in a deep and distorted voice, and have very heavy footsteps. they're in locked cells and james reacts to them by tracking them with his gaze, and you can even shoot and kill them, but they never hurt you. the remake keeps the voice clip, but just has it play in a cell full of occult apparel (taken from the original, but that's not where the invisible prisoners were). there's no associated mysterious creature with the sound, so it just has the same impact as any other myriad unsettling sfx the game is blasting literally all the time, amidst a sound design approach that's much more unwilling to rely on silence than the original

why bother making a non-violent enemy that you can't even i-frame dash through its attacks

--

god this mannequin a.i is so comical. the original idea for them was that they didn't trigger radio static when inactive, so yes you could be surprised by them in a game that had a camera system that's not over the shoulder, but also that them being frozen in place is just an unsettling visual. in this they have them actively seek out spaces to hide in so they can proactively ambush you. just had one huddled up behind a potted plant for cover

when you imbue strange, distinctly non-human nightmare creatures with this much tactical presence of mind, they really stop being very scary and just turn into combat obstacles

--

they added an entirely original boss to the hotel in sh2r. i don't think this is a game carried on the back of its... boss fights

--

in the original the third floor of the hotel is locked with a grate, so you can't enter it straight away, while knowing that's where james and mary's old room is. when you turn away from the grate to walk back down the stairs, there's a barely audible, distant cry of "james" by mary's voice, right before you're about to hit the loading screen transition. in this, you walk up to the equivalent grate, and it's this very clear and loud cry, that happens the instant you approach, and (you could turn these things off, but we're talking default settings here) it's actually subbed, with the speaker identified as mary in the captions. it's uh... a pretty different effect

--

more bloober erudition: "there is no healing of thy bruise; thy wound is grievous" graffiti on the wall

--

following a pattern again: they made the angela staircase scene completely non-interactive. in the original, after she's finished talking and starts ascending the stairs, you get control back and can watch her slowly disappear into the flames. you can try to follow her in vain, and importantly you can linger in the scene as long as you want to. this just makes it all cutscene, and james immediately bolts as soon as she's said her piece

--

finished sh2r. 20 hours and 40 minutes. 400 enemies killed. so stupid

friend: what was your maximum boat speed

it doesn't track it, which is insulting

friend: unbelievable

--

they implemented one of the worse longstanding fan theories that goes "what if james like, had mary's body in his car trunk the whole time, dude." in this version of the ending where he drives off into the lake, he clearly glances at his backseat while addressing mary and it's shot to suggest there's something there. then you can just start a new game, look closer, and yeah there's a blanket covering the whole backseat

--

it's just the same story but with a bizarre insistence on reminding you that it's a remake, while not doing anything else with it

so many of the scenes follow the original script verbatim and that feels like a huge mistake because there's no way a lot of the retakes can compare. not qualitatively always (though that's the case for mary's letter read) but just because you're taking almost 25 years old writing sensibility and filtering it through actors who are professionally and stylistically very different from the people who originally delivered those lines. it doesn't cohere well when sometimes they literally adapt, and sometimes there's an entirely new scene with new writing, or sometimes it's almost the same but there's a slight rewording for whatever reason, to usually less memorable effect

cinematography suffers too. maybe they were afraid of reproducing the same shots... so oftentimes it's just framed boringly

I did not care for this game very much, but it's earned acclaim on a general basis, so I'd be interested if it ends up working for others. It also wasn't very surprising to see unfold, because what it ended up as fell in line with the expectations I held for it, and how many of my issues with it stem from an overarching "modernized" direction that's really all-encompassing and which renders the game presentationally and design-wise flatly unremarkable and entirely stretched out for what's done with the material. If there's a word for it, "conventional" might be the one.
 

Peklo

Oh! Create!
(they/them, she/her)
Some more thoughts.

someone in the review circuit said something like angela's story being more sensitively handled in the remake and it's like... it's identical. they do all the same stuff and nothing diverges, at most minor phrasing. she gets one all-new scene, which mostly seems to exist to keep her in the player's headspace because it's placed in the middle of her largest absence from the story, which is now much, much longer of a gap for how longer the game overall is

and the new scene is just her pontificating about being trapped in a remake, having a ptsd hallucination episode (like she does in other scenes), and storming off. there's nothing new being said

--

responding to an observation of james's behaviour in the game being unhinged

this is funny because in case of the remake, he's not as much anymore

he specifically does recoil at the thought of jumping into a bottomless hole now, or sticking his arm into a hole he doesn't know what it's connected to. all of them got modified so you need to do multiple prompts for him to commit, and he visibly and audibly winces and is uncomfortable about both

it's a more "human" reaction but it doesn't work for the character, because he's largely defined by his lack of self-preservation and no-selling of the circumstances he's in. he either doesn't care (like he says) or doesn't process it

in search of "better" or more "realistic" reactions, they've diluted the character when he is "personing" around more relatably for the audience. harry had utter confusion and heather had sarcastic snark--james was a void and they tried to do too much within that frame

some of the writing works toward that end too, like him questioning to someone else present whether he's a dumbass wasting his time on a wild goose chase delusion

hmm, a rational mind would doubt all this stuff... better write that in

--

i didn't measure the historical society tunnel length but was trying to gauge whether it was any shorter. might've been, but not substantially. it came off ok

but, the sound design issue i had all game was present there too, where the game is just too densely mixed with ambient noises all the time, so much so that pure silence (which the original used in several spots to great effect) often has no room to manifest. the historical society interior before that tunnel is one such place--originally it's completely still until you start hearing the fog horn from the hole. in the remake there's Scary Thumping or whatever else they constantly inundate the soundscape with

--

responding to whether i thought there's anything in the game i would actually consider an improvement over the original

i don't really know. it looks impressive a lot of the time... but so does the original, and i'm way more enthused about "extremely impressive 2001 ps2 game" in context, than the equivalent for a 2024 unreal 5 game. and the art design is less derivative in the original

all the boss fights are expanded, sometimes very transformatively, but that's so much in the "more is more" school of game design that i feel like is a totally offputting fit for this game and story, even if mechanically you could argue that there's more going on, because there is as a plain fact. but it's like if the loudness war manifested in a game design doc to me

bloober staff argued in an interview that they picked sh2 instead of 1 or 3 because they felt it "fit" their sensibilities as Very Serious Storytellers and pshaw we don't really care about the occult stuff... but you look at the kind of game design they have going and all i can think of they should've adapted the goofy satan-summoning games where you pull out a katana to fight god and they could've given everything twenty boss fight phases and it could've cohered

---

it's actually a hideous thought to consider replaying this for the endings, of which sh2 already had the most in the series at 6, and this adds two more. my lax pace had me at that 20+ hour mark, and the trophy list considers under 10 hours a "speed run." it's an incredible flub of a survival horror structure in the long term
 

MetManMas

Me and My Bestie
(He, him)
Sharing some of my own brief thoughts.
My favorite bits are just wandering around and taking in the sights. Don't really trust Bloober with dialogue and story, but I do trust 'em to make some pretty locales to poke about.

The density of the environments was initially cool. Like, I like that I can bust into some random laundromat:
and if there is an ending where James gets busted for being a window-smashing vandal I am well on my way to earning it.

But I started to not like it so much once I got to the apartments. I'm stuck navigating these labyrinthian environments with loads of dead ends and rooms mostly in darkness with a tiny flashlight and monsters are popping out of every other corner to fuck me up and I'm not good at the combat so I spend a lot of time limping about hoping to get that next energy drink or syringe before I have to restart from the last save. And it goes on way too long, like I accomplished way more in RE2 Remake's police station in the time it took me to get out of those damn apartments and back into the calm of the foggy town.

And while I haven't played the original game a billion times so I won't recognize the old places no longer having things, there is stuff I have facepalmed at that I'm sure Bloober Team was responsible for.
uko9Eh9.jpeg

They put 0451 in a Silent Hill game.

That said, I'm enjoying the game more than I'm not, but I doubt I'll replay anytime soon once I'm done. And all these remakes of games just go to show how much we need better preservation for the original versions of these games.
 

q 3

here to eat fish and erase the universe
(they/them)
I'm shocked they didn't add the konami code
 

ASandoval

Old Man Gamer
(he/him)
I'm still pretty early (just past the apartments) so I won't look at any spoiler drops just yet.

What I will say is something that's been echoed on the internet a lot; it's a shame that there's no accessible pathway to the original game. In a lot of ways this game has reminded me of the Resident Evil GameCube remake, which for me has always felt like a compliment to the original Resident Evil, not a replacement for it. But with this new game already out, I doubt Konami has incentive to make that happen.

Yes I'm aware of the Enhanced Edition from fans. It's great! I just wish it was officially sanctioned, or at least there was an officially sanctioned version on Steam you could patch over.
 

Peklo

Oh! Create!
(they/them, she/her)
Even more thoughts, after a quick replay of the original.

original sh2 playthrough was 4 hours with 70 enemies killed, as compared to sh2r at 20h/400 enemies. one is a replay of a game i've known for a long time, and the other was an unhurried first play, but that's the rough contrast. did not fight enemies outdoors, but did fight everything indoors

--

responding to a claim that the remake exhibits restraint as far as rewriting

to say they didn't rewrite the game is only looking at it through a plot synopsis kinda definition of what writing is. they rewrote it wholesale in how people talk, how they're presented through body language, what kind of environmental narrative there is, how the cinematography frames them... in addition to all the textual additions like new lines, omitted lines, rephrased lines, new written notes, on and on. yes it's the same plot beats more or less... but it's a different story, to which people react very differently

much like the ff7 remakes, it was the original veteran developers involved who wanted heavier changes, for similar reasons: they already did the story once, so it would probably be creatively less interesting for them to just try to recapture it. and the younger staff--the fans of the original--who push for trying to keep it more similar. the difference is just that for ff7 stuff, folks like nojima and nomura and kitase etc. in senior positions ultimately get their way, and you have all these new major elements featured prominently, in addition to all the less obvious things that are all different too. for sh2r, if ito and yamaoka were of the opinion that they should take bigger swings with the material, i don't think whoever had final say was likely to listen to them too much--bloober's involvement as the dev likely took precedence, and what they wanted to do with it

--

responding to impressions that the remake is much more "survival horror" because there are supposedly less resources than in the original and enemies behave differently

i had 300+ handgun bullets at one point in the remake. most enemies are dealt with in 3 or 4
finished with over 40 healing items

the thing about the remake is that its design mostly precludes ignoring enemies at all, which was a semi-frequent thing most players would do in the original games. on the streets, almost always, since the spaces are large and it's better to outrun things that generally can't catch up (sh1 is the outlier, since it has some notably aggressive and very fast enemies outdoors). even indoors, if we're talking about enemies in connecting passages that you're just traversing through and not combing for items or puzzles, then that's also reasonable. but because 2r doesn't have dividing loading screens basically at all, where it's just one big map and you physically push doors open within it, enemies can do it too, and follow you from room to room if they pick up on your presence; this wasn't a factor in map design that used to rely on loading screen transitions between individual rooms to partition encounter design and structure. coupled with the high aggression of the enemies, it's made so ignoring or avoiding them never feels worth it, so you're forced to engage with the combat even if you don't want to... thus the 400 dead enemies end tally like i had

i suppose it's funny that two different studios who presumably worked from a shared "silent hill combat isn't very good" premise ended up at opposing end results. climax by shelving it entirely with shattered memories, and bloober by making you do it more than ever. and by the end of it, the original format tends to be the one that's the most interesting dynamic to return to

there's also the aspect where people who see the series's combat as pointless and too easy have their impression of it governed by what most opinions about the series are, where sh2 is the defining, iconic, most loved work for most people. and between the first three games, or four, it's the one that de-emphasized combat scenarios and enemy behaviour in mechanical terms by far the most. whether that was intent or not, it ends up creating interpretive room for the take that combat doesn't really matter for what the game is doing, and by extension that can grow into a skewed impression that it never did or was never present. but all of the surrounding games have much more diverse enemy rosters, that are mixed in more threateningly, that do more to harass you, and there's more of an active concern about resources, even if it rarely goes into true scarcity territory (it might in sh4 since its design sensibilities were by that point unfamiliar and oppressive to those accustomed to series precedent). if you don't remember this stuff, or didn't interact with it, or don't appreciate it in the context of those games and what they individually do, then yeah, there might be an itch to take the #1 tentpole game in the series and patch up its ostensible weaknesses... without really being informed by what the other games in the series that emphasized that stuff specifically did to pull it off
 

madhair60

Video games
Incidentally I just completed my first playthrough of the original and it has gone straight on my all-timer list.

@Peklo, your description of the meta comments and fan-nods and allusions to things they changed sound like a truly exhausting endurance test. It's like, it's not enough to just do something, you need everyone to notice you did it. Look at us, aren't we clever.
 
Last edited:

Peklo

Oh! Create!
(they/them, she/her)
@Peklo, your description of the meta comments and fan-nods and allusions to things they changed sound like a truly exhausting endurance test. It's like, it's not enough to just do something, you need everyone to notice you did it. Look at us, aren't we clever.

It's possible that the serial references, along with numerous other newly written notes that lend themselves to the interpretation, in context of pre-existing series thematics around rebirth cycles etc. are supposed to signal toward some kind of recursive loop of the game's events that the cast are caught in... but this is such a cliched, hoary old narrative concept that I didn't want to legitimately consider that that's what they were going for--best I could do was joke about it nervously as I went along. Whether it's that kind of storytelling texture or merely compulsive referentiality, I don't think either does the game any favours.
 

Purple

(She/Her)
20 hours and 40 minutes. 400 enemies killed.
Oh holy crap. No. Absolutely not. I will play pretty much any horror game you put in front of me, no matter how janky, hard, or poorly thought out, but this is a genre that really only works when I've got a nice brisk little experience I can definitely bash out over a weekend the first time I play it blind, and then maybe come back to for some speedier single-session replays for different endings or whatever. I'll make one big exception there for Siren, because that has this whole weird novel structure with a big chart of 10 characters doing stuff simultaneously in the form of these brisk little 2-10 minute missions, not replaying the whole game through but yeah this is disqualifying.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
Yeah... that was one aspect of this game a review I read called out and it honestly put a damper on my interest in it more than anything else... which feels like a weird thing to draw a line on, but like you said Purple... it's kinda important for survival horror games.
 

Peklo

Oh! Create!
(they/them, she/her)
Some players finish around 15 hours, but that's the general ballpark, yeah. Accounting for all these variables it can range from three to five times the length of the original, and the ways in which it's expanded to account for such a length track as the least interesting parts of the package to me.
 

R.R. Bigman

Coolest Guy
I was interested in seeking this out, but the game length and padding is a big turnoff for me, as well. One of the aspects of the sadly overlooked Alone in the Dark reimagining I appreciated was its brief runtime. Made going through as both characters to see the multiple endings feel doable.

I wish I could play the original few Silent Hill games, along with Shattered Memories, some way that didn’t involve piracy or the second hand game market. Konami has been surprisingly good about putting out collections of a number of their other big series. I just finished the great Castlevania Dominus Collection, and that came with what may as well be a new game.
 

Adrenaline

Post Reader
(He/Him)
My friend is a big SH2 fan and he was enjoying the remake at first, but by the end a lot of the same things that bothered Peklo where getting to him too. The decision to double the length of the game is definitely curious.
 

Peklo

Oh! Create!
(they/them, she/her)
Some observations on the reworked script, tone and music in the remake. At least there's been plenty to chew on critically even if most of the time the end results aren't very interesting to me.

james is not jokey in the original, but the direction and cihi's performance make him sound almost jovial in some line-reads. the remake just goes for well-trodden, sullen tones throughout

sometimes the rewrites just bewildered me, because it wasn't so much rephrasing as snipping out lines from the original script. like the scene with eddie in the prison, which is the first point he's acting overtly hostile. he opens it up with "killing a person ain't no big deal", but the remake just renders it as "ain't no big deal." the meaning isn't unclear because of the context, but it felt like they were calling attention again to how they altered something, through familiarity with the original and noticing said omission

mary's letter--the most important piece of writing/voice acting in the game, probably--for the most part follows the original line by line (there are weird little rewordings/cuts throughout but nothing major) until it cuts out "we had some wonderful years together", replacing it with nothing, and then the last paragraphs of it where it completely drops the original script, and tries to communicate a similar sentiment with much less interesting phrasing and writing voice

"I can't tell you to remember me,
but I can't bear for you to
forget me.

These last few years since I
became ill... I'm so sorry for
what I did to you, did to us...

You've given me so much and
I haven't been able to return
a single thing."

none of these lines are in it, and it's one factor where the removal of back-then/potentially-now impactful lines and va delivery affects the impressions people have of the characters. mary/maria are what tends to stick with people after the original is done, while james remains distant, whatever reading about him you arrive at. anecdotally from what i've observed of people interacting with the remake, that audience dynamic has reversed because james is given much more relative spotlight and subtleties through on-camera body language displays, facial emoting and other such nuances that weren't an option to the same extent and fidelity in the original's time, while the little but crucial material that mary has has suffered cuts like the above to it, or is otherwise rendered rarer to witness (the very enlightening bedside farewell conversation between the two now only plays if you're on the track for the "leave" ending, and for no others, when previously it added texture to the "in water" ending through variations in its dialogue and the conclusion james comes to)

---

some stuff about james's opening monologue in sh2r

it's otherwise kept verbatim, but there are two cuts in it. one is "does she mean the park on the lake? we spent the whole day there, just the two of us, staring at the water" for the purposes of moving it further in, for the new segment where you do some town exploration before the apartments and james thinks about things in that context

the other bit is a cut-and-replace-it-with-nothing script massaging. from "I got a letter. The name on the envelop said “Mary”. My wife’s name. It’s ridiculous, Couldn’t possibly be true … That’s what I keep telling myself … A dead person can’t write a letter. Mary died of that damn disease three years ago. So then … Why am I looking for her?" they remove "a dead person can't write a letter"

from my perspective, because this is what i thought when i first played this when i was like 13 or whatever: it's a really funny line, especially in the deadpan way it's delivered, and i think the writing team behind this remake are afraid of people viewing things about the story as unintentionally funny

a lot of their "rewrites" aren't really that at all; they maintain the original and just remove lines they think don't work or are superfluous, and usually it can be surmised they do it for these kinds of reasons

and i don't gel with it at all creatively because i always remembered that line because i thought it was a little funny and a little off

i think it comes from a place of superfandom that has treated this game as peak-of-the-medium apex for decades and they have to try their damndest to convey how impressive and Important it is through this new version, and interesting oddities like that get left by the wayside through that lens

---

i didn't really talk about it but the music was a consistently missed mark on sh2r for me too. the audio direction choices affected it (you have "combat bgm" for every time you fight that's not like ff10 or anything but still very jarring and gamey in ways that the game doesn't benefit from) and for like every piece yamaoka reworked, it just went in way more conventional directions with leaning into overproduced. like the pyramid head fight at the end that was mostly just ethereal synthesized choir/industrial clangs blown up into this overdone symphony with added brass. scenes previously set to unsettling, rhythmically off-beat compositions now doing conventional sad piano bits. i would struggle to see the music standing out as a major part of the experience and having the staying power the original has had just based on how it's rendered in the remake
 

Tomm Guycot

(he/him)
The SH2 Remake is the best Silent Hill has ever been. Fullstop.

(This does not take away anything from what the original was, did, or accomplished.)
 

Purple

(She/Her)
The SH2 Remake is the best Silent Hill has ever been. Fullstop.

(This does not take away anything from what the original was, did, or accomplished.)
So, I haven't played it personally, but did watch a full Let's Play, and seeing this from you my thought was REALLY!? But now I just saw your bluesky thread about it, and... OK I DO kinda see where you're coming from, maybe.

Because yeah, the original Silent Hill 2 hits a definite peak in the prison of manipulating the player's emotions, not going for your standard adrenaline-building immediate fear, but just this general aura of just... unpleasantness, and oppressive, exhausting vibes. I've always said Silent Hill 2 is a game that's amazingly good at making you not want to play it. Which sounds like a backhanded compliment, but, it's what it does.

And the remake absolutely DOES make me feel like I absolutely do not want to be playing it. Can't deny that. And at least on some level that does seem like that is the result of the developers getting that aspect of the game. But the original pulled that off purely with atmosphere and vibes. The prison (where this is most concentrated) feels like you're just going to be trapped in there for hours and just feel awful going in about the thought of slogging through it, but objectively, it's what, like, 15 minutes of gameplay with practically no enemies and one significant puzzle?

With the remake though, it really is this long slog, and you really ARE just having to endure through all this combat and long multi-step item finding puzzle stuff. And I dunno, at best that feels like cheating, at worst I don't want to play it because I just genuinely don't want to spend that much time on that monotonous a task? And seeing how long everyone seems to be taking to push through the whole thing and it still having the expectation that you'll replay it a bunch to get all the endings... I dunno.
 

Tomm Guycot

(he/him)
My response, Purple would be
1) You can't judge horror games from YouTube. (If you personally have a visceral reaction and it's unpleasant I'm not suggesting forcing yourself to play it. I hope you get my meaning).
2) Nobody should force themselves to replay a thing just to get endings. That's what YouTube is for.
 

Purple

(She/Her)
Oh yeah, writing that whole thing I was just like, "how do I convey this without sounding like I'm just being snarky? Can I even?" Because yeah, firsthand experience would really be necessary to judge it.
 

Tomm Guycot

(he/him)
Oh yeah, writing that whole thing I was just like, "how do I convey this without sounding like I'm just being snarky? Can I even?" Because yeah, firsthand experience would really be necessary to judge it.
A more full version of what I mean is, there is a feeling I got playing SH and SH2. It was not there for SH3, and it was only present for SH4 during the Apartment (the full dungeon. Well also THE ROOM but I'm talking about when you get free and explore the building).

It's what I tried to bring back to the series because it was the essential SH vibe to me. I feared I would never feel it again.

SH2R had that feeling for its 20 hour duration. It was wonderful. (and yes at times it meant it was stressful to play it. My wife had to put up with me sighing putting down the controller and saying "I don't want to be here" )
 

Peklo

Oh! Create!
(they/them, she/her)
I've seen many accounts and reactions people have had to this game's atmosphere and its ability to induce anxiety and pressure in the player but sadly it never came to pass for me. I suspect it's not an issue of familiarity, as a novel experience should amplify whatever horror is there... while the original is something I'm very familiar with, and I remain uncomfortable in several of its spaces and scenes. Just goes to show that however authentic or faithful treatments like this are considered, direction is always going to factor into the audience responses to the material, and idiosyncracies that prod at them are often nearly impossible to translate over.
 
I finished this a while ago (1st play through). I'll go back to it at some point, for NG+ content.

I've been interested in Silent Hill for a long time but have only played two games: The Silent Hill 3 (from the maligned Silent Hill Collection on PS3) and the new Silent Hill 2 Remake. I watched a Lets Play of Silent Hill 4 the Room.

I got into Akira Yamaoka's Silent Hill sound tracks prior to playing the remake. I listen to Silent Hill 2-4 pretty regularly.

There are some abrasive scratching metal songs, but a lot of the original sound tracks are beautiful and melodic.

When the jukebox played, when the record at the hotel played, and over the credits I recognized a few melodies from the original soundtrack. Otherwise I didn't recognize most of the music in the remake.

To me the remake soundtrack was mostly atmospheric noise. I did note when watching the credits that Akira Yamaoka and others (presumably Bloober Team members) were credited for music or sound in the remake.

Was the soundtrack consistent with the original or was the soundtrack for the remake pretty different from the original Silent Hill 2?

(I vastly prefer the original soundtrack CD. The new one doesn't offend me but it also doesn't grab me.)
 
Last edited:
Thanks for the reply.

90% of the soundtrack was unrecognizable to me. Which was odd considering I'm very familiar with the original soundtrack.

I'd be curious to know how much Akira Yamaoka was involved with the new sound. I know a few years ago he teased he was working on something fans would be very excited about (presumably this is SH2).

The score in the remake is consistent with modern horror games. Maybe Yamaoka wanted to do something more contemporary? A lot of atmospheric and ambient noise. But when you compare it to the original soundtrack, I find it pretty lacking.
 
Top