Silent Hill

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This looks like an extremely enthusiastic Resident Evil 2 remake mod. That's not a good thing.

Watching the full gameplay demonstration, I wrote down some of my thoughts. Ultimately, it can be summarized by how Silent Hill 2 was multiple instances of lightning being caught in a bottle, and that's not something you can intentionally recreate.
  • My first thought: why is there a Dead Space "push E to avoid deadly hugs" mechanic? That happens in Dead Space because you're being punished for not using your guns to keep them away. You're going to be using melee in this game more than anything. Presumably.
  • Maybe it's because I played the original Silent Hill games to death, but what was shown wasn't really...scary. It was just a bunch of dirty, gross corridors and occasionally a spooky flesh thingy hocks a loogie at you.
  • You're meant to dread combat to begin with, so choosing to make improvements like Callisto Protocol dodge mechanics and finishers really misses the point of the game even if it's an upgrade.
  • The more rigid over-the-shoulder perspective takes away a ton of the grotesqueness of the monsters because you can make them out more easily, although it does let the environments shine more.
  • Maybe it's because I spent most of Silent Hill 2 running away when I was in any exterior area, but the exterior areas shown do look like the familiar structures from Silent Hill 1. That's neato.
  • There seems to be a larger focus on jumpscares, which I really hate. Silent Hill 2 had one jumpscare in the whole game, maybe two if you're squeamish. There's an extremely good reason for that low number.
  • The visuals are pretty. I guess. It's a little stylized and tries to go for a gross, grimy grittiness which I do appreciate.
  • James moves too much like an action hero rather than a normal person desperately swinging a weapon. Like before, even if this may be an improvement on the combat, it misses the whole point.
  • Although the notes shown in the promo are stupid, like one explicitly telling James the town is super spooky, I do like how you physically hold and interact with them.
  • The characters sound more natural, but that takes away from the unnerving experience of the original.
  • I found myself fascinated with the tiny touches like unique, readable posters on the wall or bits of trash flittering around. All Silent Hill games had nice environmental details, so having a game where I can actually look at them is cool.
  • Shut up, I know Shattered Memories exists and that doesn't count because the whole game is just looking at the environment.
  • I don't like Angela becoming chubbified. She should look like she hasn't slept in five days, not like she spent five days on a fast food bender.
  • That said, I can't imagine what Eddie will look like.
Overall, it looks meh. I'm anticipating this will go like the Alone In The Dark remake where it turns a few heads before disappearing into mediocrity. Although this also carries the risk of upsetting the extremely dedicated fans of the original, all of whom already hate the very idea of a remake for this game in of itself.

As a fan of the Silent Hill series, I still don't think this needs to exist in any capacity. I only see this as Konami doing a cash grab by remaking the game everyone likes rather than something which needs an actual do-over. You know, like Silent Hill 4.
 
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Well it’s not that I’m filtered by tank controls, it’s just that tank controls feel like shit. Honestly, the one thing I’d fix from any old game is the tank controls.
fair enough, but personally i don't get it. for instance, i actually prefer the controls of the old re4 over the remake because they feel more precise. in the new one leon seems to slip and slide around wherever i move in service of being more "realistic" and i don't like it. it's like a mario ice level.
then with silent hill and the older resident evils, it's exactly the same except the camera is fixed, so i never had an issue with it. fair enough if it's not your preference though.
i also feel that the slow, primitive control scheme adds to the game in the same way the combat system does, by focusing on and not taking attention away from what's important, which for sh2 is presentation+narrative. sort of like the turn based jrpg combat system, you can argue that this isn't real gameplay and should be "fixed" (which is exactly what they've done in the ff7 remakes), but the point of this system is that it lets you focus on the presentation and not be distracted by having to press this button at this time and whatnot. it would legitimately detract from the immersion and atmosphere if silent hill played like an action game with snappy movement and quick weapon switching.
this was of course due to the time the game was made and probably wasn't any sort of conscious design decision in the way i'm describing, but i do think it ended up paying off in terms of the experience, and it's part of why the game holds up today. like the guy above said, lightning in a bottle. so, if given the choice to change it i probably wouldn't, at least not for silent hill.
 
Well it’s not that I’m filtered by tank controls, it’s just that tank controls feel like shit. Honestly, the one thing I’d fix from any old game is the tank controls.
Tank controls always feel bad to me for about the first couple of minutes but once I use them a little bit it comes back and it's no longer an issue. I kind of feel like people who dislike tank controls don't give themselves enough time to adjust to it.
 
fair enough, but personally i don't get it. for instance, i actually prefer the controls of the old re4 over the remake because they feel more precise. in the new one leon seems to slip and slide around wherever i move in service of being more "realistic" and i don't like it. it's like a mario ice level.
then with silent hill and the older resident evils, it's exactly the same except the camera is fixed, so i never had an issue with it. fair enough if it's not your preference though.
i also feel that the slow, primitive control scheme adds to the game in the same way the combat system does, by focusing on and not taking attention away from what's important, which for sh2 is presentation+narrative. sort of like the turn based jrpg combat system, you can argue that this isn't real gameplay and should be "fixed" (which is exactly what they've done in the ff7 remakes), but the point of this system is that it lets you focus on the presentation and not be distracted by having to press this button at this time and whatnot. it would legitimately detract from the immersion and atmosphere if silent hill played like an action game with snappy movement and quick weapon switching.
this was of course due to the time the game was made and probably wasn't any sort of conscious design decision in the way i'm describing, but i do think it ended up paying off in terms of the experience, and it's part of why the game holds up today. like the guy above said, lightning in a bottle. so, if given the choice to change it i probably wouldn't, at least not for silent hill.
I’m not too big of a fan of re4 remake gameplay, mostly because it takes from re2 remake which doesn’t work in an action game. If the bullets actually went where you aimed and there wasn’t gun shaking (if that was in the game, I’m pretty sure) it would be alot better.
 
I’m not too big of a fan of re4 remake gameplay, mostly because it takes from re2 remake which doesn’t work in an action game. If the bullets actually went where you aimed and there wasn’t gun shaking (if that was in the game, I’m pretty sure) it would be alot better.
Enemies also straight up have Dark Souls grabs too. There were so many moments in my hardcore playthrough where enemies straight up ran past Leon but he got grabbed anyway because the hitbox was so huge.
 
Well it’s not that I’m filtered by tank controls, it’s just that tank controls feel like shit. Honestly, the one thing I’d fix from any old game is the tank controls.
There's pros and cons to it. If you've played the Resident Evil 1 remake in particular, there's entire systems built around the control scheme, like baiting enemies into attacks or having rapidly shifting fixed camera angles. Even if the modern port gives the option to turn on "modern" controls, this breaks the game by making enemy encounters much easier because you can zigzag like a madman while making camera shifts disorienting. It shows that tank controls aren't the inherent issue, it's primarily making them feel good or an integral part of the experience which other games struggle with.

However, the approach they're taking in this Silent Hill 2 remake is removing tank controls entirely rather than justifying or playing around with the game having them. The notion is understandable, but also disappointing. While some of the difficulty in RE1 stemmed from the tank controls, I just can't help but feel like the horror of the Silent Hill games would improve a lot if enemy encounters were more tense and meticulous like it is in classic RE games. Every zombie in RE1 could feasibly kill a decent player, but there's zero excuse to ever die to a mannequin in SH2. I can only hope enemies constantly grabbing you and getting potshots in the gameplay trailer is representative of the actual game and not just the developers taking damage on purpose.

Still, them swapping out tank controls for a more simplified approach is my biggest problem with this remake exemplified. Rather than fix or improve things people didn't like, they swap it out for something more safe and commonplace. People don't like the combat? Rather than making engagement intentionally risky and hopeless, now James has parries and finishing moves. Guns were awkward to use? Instead of making gunplay tense and difficult, James fires guns like he's RE4 Leon Kennedy in a green coat. I can see this transforming into a Silent Hill themed action shooter rather than an explicit horror game right before my very eyes. Sure, I like action shooters, but that's not why I play Silent Hill, and it's especially not what these developers are known for.
 
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However, the approach they're taking in this Silent Hill 2 remake is removing tank controls entirely rather than justifying or playing around with the game having them
You could turn on analog stick non-tank controls in the original SH2, it's right there in the menu(ironically named "2D Type") and it was the first thing a lot of people did after starting the game.
 
I'm actually ok with modernizing the controls, what I'm not ok with is James doing gun kata and kicking pyramid head in the face.

A nice compromise would be something like the First Evil Within game which has modern controls and gunplay but ammo is very rare and enemies are so deadly that running and stealth are always better options.

Blooper couldn't help themselves though so here we are.
 
Since I didn't see anyone post anything besides "bloober bad."

Doesn't seem to be as bad as people claim it is. They didn't turn any character into a nigger
We've been so beaten down with shit in this bankrupt industry that not turning James Sunderland into a sub-saharan is seen as a positive. I mean sure, yeah... but the bar is subterranean at this point, and it's nearing the 6th circle of hell - tracking lower towards Cocytus.

0 0 said it earlier; the core conceit of this entire fucking Demake is "trying to RE2 Remake" Silent Hill 2 - with Konami blatantly trying to capitalize on the potential shekels to be made following Capcom's blockbuster success with their own RE remakes... However, due to the penny-stretching industry the gaming sector has become (due in part to the 30+ year stagflated economy of Japan ((another victim of America's ongoing global Rothschild fiat ponzi)) Konami decided to give out the Demake to the lowest bidder. They want to make as much currency as possible, for as little effort/cost as possible. Blooper team, eager to gain the clout of "remaking Silent Hill 2" jumped at the opportunity, without possessing the skill or knowledge to do it justice. What we see now, especially with the on-the-kike-nose merchandising/preorder trash, is the end result of Konami's tactless conceit.

Never Forget This: Preorders to "get a game 48 hours early" is actually saying >Pay Us Extra Or You Get The Game 48 Hours Late<
 
WHY DID THEY GIVE SILENT HILL DIABETES!?!?!?!
 

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To be perfectly fair this is a thing.

But we all know that is not why these devs did it.
They covered up the cleavage of the nurse enemies which are supposed to be twisted manifestations of sexual desire and trauma.

Believe me I'm well aware of what Blooper's agenda is with this game, it's very very obvious.
 
Something other people have noticed is that some scenes in the trailer where Eddie should be mentioned in dialogue has been changed to not mention him at all. We also haven’t seen him even though we have seen Maria, Angela, and Laura. It’s possible they cut him because he’s the “evil fat character” which would be far too problematic for the woke consulting company working on this game. What do you guys think?
 
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