Silent Hill

I'd just watch someone play through it and see if you think you could stomach the combat. IF you want to laugh at how fucking wrong they got everything, I mean. It's not like the original SH's combat was anything but complete dogshit - anyone trotting out "it makes it more immersive" is a retard who will be surprised to learn from reading this that you can reload while paused.

But the way to fix it wasn't to turn it into... whatever it is. You do that retarded callisto shit of it being mostly-melee where you're supposed to duck and weave around attacks, and you can pull the gun out at lightning-fast speeds to do combo attacks or disrupt the enemies, then quickswap to melee back. The i-frames James has on his dodge are hilariously insane, one of the demos they released shows p-head slamming his sword straight through James but whoopsie! he was dodging so it's all good.

Darkwood proved you can do survival horror where your character is a fumbling normie retard who can't possibly fight at anything approaching a competitive leve versus most of his enemies and needs to carefully mark his foes and learn how to exploit their weaknesses to win.

The problem is that SH2 isn't really about delivering an intense combat experience.

Once you realise you can flank and bash a monster to death, you're meant to realise that you're flailing and crushing in a panic a creature that is feeble, barely able to fight back, and unmistakably feminine. Its meant to linger on the palate and make you feel disgusted with yourself well after you've survived the encounter. It isn't just a pitiful writhing monster you killed before it could hurt you, it's a woman. It lashed out in semi-futile rage at you, and you killed it. That feeling should linger more than the sense you've overcome a challenge of skill.

Obviously they needed to market this game to the normgroids, so of course their promotional material promises an RE2/4make style rollicking time of shooting beasties at a close angle, but it misses that vital point.
 
Darkwood proved you can do survival horror where your character is a fumbling normie retard who can't possibly fight at anything approaching a competitive leve versus most of his enemies and needs to carefully mark his foes and learn how to exploit their weaknesses to win.
Darkwood's great. More than having to 'play smart' around your enemies, it rewards you for planning ahead. Traps, molotovs, and how laboriously slow it is to make anything, manage your inventory, heal - it's the direction I want to see survival-horror move into.
Once you realise you can flank and bash a monster to death, you're meant to realise that you're flailing and crushing in a panic a creature that is feeble, barely able to fight back, and unmistakably feminine. Its meant to linger on the palate and make you feel disgusted with yourself well after you've survived the encounter. It isn't just a pitiful writhing monster you killed before it could hurt you, it's a woman. It lashed out in semi-futile rage at you, and you killed it. That feeling should linger more than the sense you've overcome a challenge of skill.
I'm so glad that I got to do that hundreds of times with zero chance of ever actually dying. It really let the themes seep in, and it didn't bore me to tears at all or anything.

Every time I mashed the attack button on a lone enemy that was going to be stunlocked, I really thought, "Damn, James is based."
Every time I swapped to a gun and used one of my hundreds of bullets or shells to effortlessly shoot mooks in a group, I really thought, "There's such a deep level of storytelling going on here it would make Miyazaki blush."

Then, when Eddie did a Revolver Ocelot reload and immediately afterwards ran up to punch me in the gut, I broke out in tears from the symbolic richness.
 
Crossposting:

I can't be the only one looking forward to this:

Pat Copes At.png

We have two days for Pat to chicken out and cancel the stream to "stand in solidarity" with his tranny shield. He's worked himself into a corner where he'll either die inside while shilling it, or die inside while losing his fucking mind on stream. And because Pat fancies himself some sort of expert on Silent Hill lore, every room in this game will be an opportunity for him to demonstrate what a poser and midwit he is in his "analysis."
 
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Darkwood's great. More than having to 'play smart' around your enemies, it rewards you for planning ahead. Traps, molotovs, and how laboriously slow it is to make anything, manage your inventory, heal - it's the direction I want to see survival-horror move into.

I'm so glad that I got to do that hundreds of times with zero chance of ever actually dying. It really let the themes seep in, and it didn't bore me to tears at all or anything.

Every time I mashed the attack button on a lone enemy that was going to be stunlocked, I really thought, "Damn, James is based."
Every time I swapped to a gun and used one of my hundreds of bullets or shells to effortlessly shoot mooks in a group, I really thought, "There's such a deep level of storytelling going on here it would make Miyazaki blush."

Then, when Eddie did a Revolver Ocelot reload and immediately afterwards ran up to punch me in the gut, I broke out in tears from the symbolic richness.

That's the thing that upsets me.

SH2 is this totemic, vital part of the evolution in storytelling within gaming, but the gameplay desperately needs refining to sell the mood of the experience alongside the story.
You can make a case that the OG followed common trends in survival horror gameplay at the time and helped to buy in the normgroids, Like Spec Ops The Line did;

Not enough I say.
Implanting diet coke RE2make isn't enough.
A system to augment the sense of futility, disgust and revulsion, that's what's needed.
 
It is that time of year again to fire up the trilogy. I played SH 1 , 2 , and 3 with my girlfriend last year. I was personally blown away by #1, I knew the least about it. It was packed with so much personality and craftsmanship for a PS1 game. It truly transcended the graphics, which I also love. 2 is wonderful as well, enough said about that. 3 was actually a bit odd to me, I still loved it, but Heather was more silly, and the story made less sense. I did love the mall location (hello Dead Rising and L4D2) but I was getting more and more confused by the time I got back to Silent Hill.

Does anyone consider 3 to be their favorite? I would love to hear why, because I probably missed something and I want to examine it with a new lens when I replay it this month. Also. should I play #4?

I do want to show my girlfriend Shattered Memories, I used to read about it in Nintendo Power, and I watched Two Best Friends (P)lay it a long, long time ago. Is there a valid way to emulate a Wii game like that?
 
IMO 3 is the most technically impressive - Team Silent were getting better with each attempt until The Room ruined their track record.

Implanting diet coke RE2make isn't enough.
A system to augment the sense of futility, disgust and revulsion, that's what's needed.

The thing is, Konami has previously attempted and failed with this cynical attempt at implanting superficial amounts of Resident Evil into Silent Hill, in the form of Homecoming: They told the poor fucks who used to be Shiny Entertainment to make the main character like RE4 Man by turning him into a one man army who delivers Chuck Norris-style kicks and deflects blows with a Bowie knife. But because Double Helix wasn't the RE4 team, it ended up being this elephant shit:


On top of that elephant shit, Konami telling everyone that Homecoming was going to be combat-focused as a consequence of the main character being a soldier (rather than admit to it being a cynical attempt at aping the direction of RE4) - Only for the twist of the game being that he isn't a soldier - might have been the most retarded elephant shit in a Silent Hill game until that AI-generated pile of retarded elephant shit that was the Ascension "game" sharted out, last year. Now that I'm reminded: I still need to watch those episodes.

Edit: JESUS CHRIST IT'S TEN AND A HALF HOURS!

 
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SH2 is this totemic, vital part of the evolution in storytelling within gaming, but the gameplay desperately needs refining to sell the mood of the experience alongside the story.
You can make a case that the OG followed common trends in survival horror gameplay at the time and helped to buy in the normgroids
Well, and that's why SH2 is important to place in time. The PS2 was still pretty damn new by the time it was released, and especially around the time it was developed. SH2 is one of the first games with a big narrative focus to really make use of character models that weren't polygonal blocks: fittingly, it stands shoulder-to-shoulder with MGS2 there and it beat other survival-horror franchises to the punch by a good while. Team Silent was clearly learning how to put the new tech and capabilities to use in SH2, which I have to imagine is why its level design and core combat loop aren't much improved from the first.

Which is similar to SH1 - they copied the formula that other studios were using and tweaked it around to match the presentation-style that they wanted with the game, but they were still fundamentally very early to the genre, and were groping their way around. Both of the games have some hefty flaws, but they're totally forgivable given when they came out. My issue is that people like to pretend that they're these immaculate, perfect masterpieces as opposed to heavily-mixed experiences.

I just see a lot of ways you could go about a remake and shore up the weaker aspects without damaging the great stuff too much. There's no way to fully preserve the experience of the original, but if you had something like a Twin Snakes, that wouldn't be so bad. Sure, it has the rocket backflip and other excesses, but it mostly feels like the original getting a touch-up with smoother gameplay. Or you could completely revamp the gameplay and make its resource-management much more intense, vis-a-vis The Bunker, and have the player mostly use melee weapons as tools to escape, rather than as tools to clobber enemies like it's callisto.

But, I guess again, no matter how much I imagine what a passable remake would look like, it was never going to happen. This is a game made for PT fans who want to pretend to enjoy the rest of the series, top to bottom, and you can see that in every inch. Plus Bloober's trademark romanticization of suicide. The second it was announced, 10/10 was virtually guaranteed.
 
You really do seem like Rich Evans with the odd takes like it being made for PT fans when Konami has tried to bury that hatchet and instead turn SH2 into Homecoming or Downpour, but hey he and Mr. Plinkett saved me from being a prequel liker so. The PT clone game they made was Short Message and somehow has less going on.
 
Ignore it
Every fandom built around a product exists to tell you to not believe your lying eyes.
"Fanbases" of dead and beloved IPs eventually go through denial, anger, bargaining, depression, and acceptance.

I know, it honestly is a bit of an overreaction on my part. The originals are still on my shelf, and will always be mine, and no one can take away the amount of love I have for 1-4.

I have accepted this is the way the industry is now, and that people are dumb, and are just happy with the most bare minimum slop handed to them.

I am just so lucky that I was able to experience the game it was intended : )
 
SH2 into Homecoming or Downpour
Yes, rather than cashing in on the hype of PT that has persisted to this day, Konami ingeniously wanted to cash in on the worst-received games in the series that barely draw any attention. They did this by farming out the remake to the development studio that has been trying to make their own PT repeatedly since 2014, because they wanted to get the lucrative Downpour audience.

PT was a couple-hour-long demo. Of course they weren't going to turn a SH2 remake into a walking simulator. They emulated the other aspects of PT - photorealism and spoooooooky scares! The Lynch influence has been completely sucked out of the game in order to shovel in generic big-budget AAA horror, because that's what PT was. PT did it well, don't get me wrong, but PT was always closer to The Conjuring than it was to Team Silent. And that also captures everything about the tone of the remake: played straight in a feeble attempt to 'scare' you.
 
The camera is a downgrade to the original lol. I knew it would be its biggest flaw but seeing him show the logic saddens me since in the original you could look ahead and have a nice control of the camera with the trigger buttons. I've seen newcomers never be aware they can do this and play the game uncomfortably locked to the same position, but its just one of those things you experiment with since older games have some features you never notice. This game reminds me of Homecoming due to the clunky third person combat, of course its probably not as terrible.
 
Right after the opening comment fellating it as a success (I must have missed the part where this Youtuber faggot was a barometer of success), the faggot says, "The game's cutscenes are now acted out."
 
IMO 3 is the most technically impressive - Team Silent were getting better with each attempt until The Room ruined their track record.



The thing is, Konami has previously attempted and failed with this cynical attempt at implanting superficial amounts of Resident Evil into Silent Hill, in the form of Homecoming: They told the poor fucks who used to be Shiny Entertainment to make the main character like RE4 Man by turning him into a one man army who delivers Chuck Norris-style kicks and deflects blows with a Bowie knife. But because Double Helix wasn't the RE4 team, it ended up being this elephant shit:


On top of that elephant shit, Konami telling everyone that Homecoming was going to be combat-focused as a consequence of the main character being a soldier (rather than admit to it being a cynical attempt at aping the direction of RE4) - Only for the twist of the game being that he isn't a soldier - might have been the most retarded elephant shit in a Silent Hill game until that AI-generated pile of retarded elephant shit that was the Ascension "game" sharted out, last year. Now that I'm reminded: I still need to watch those episodes.

Edit: JESUS CHRIST IT'S TEN AND A HALF HOURS!

I am the guy who enjoyed most of the resident evil movies. I have a low threshold of enjoyment

Holy crap was that first episode of Ascension bad. Like.... There's no buildup, no tension. It just keeps throwing random horror shit at you and it really looks like they just made it all from gmod SFM. It's as predictable as it is random and trite.

I don't think I made it past the first 30 mins. Frankly I think it was criminal how they made this "game" with diverging choices, and then didn't even have the decency to fucking release it for people to play. You are literally watching a streamer let's play with the diverging story choices cut out, so nothing has any rhyme or reason.
 
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