As a longtime fan of survival horror games, I must admit that the remake of Silent Hill 2 has left me both impressed and nostalgic. Having played the original game numerous times over the years, I was initially skeptical about how a remake could possibly improve upon such a classic. But after spending countless hours with the new version, I have to say that Bloober Team has truly outdone themselves.
Back in May of 2022, whispers started circulating about a remake of Silent Hill 2, sparked by leaked images of an unannounced Silent Hill title eventually released as Silent Hill: The Short Message. Although neither Konami nor Bloober Team officially confirmed it, the mere suggestion was enough to ignite a wave of anticipation… and trepidation.
Is it not the case that you’re referring to Bloober Team, the developers who have created less-than-impressive titles such as The Medium, Blair Witch, and Layers of Fear 2? This same team is now working on a remake of one of the most cherished survival horror games ever made – a project that marks Konami’s first new entry in this franchise in many years.
Among us at GamingBolt, there was a lot of doubt when Konami announced that they had consulted with other studios before choosing Bloober Team for their project. This uncertainty grew when Konami unveiled the combat trailer, which suggested the remake would lean heavily towards action games.
Today, we’re just a step away from experiencing Silent Hill 2 on PS5 and PC, or if you’ve already grabbed the early access, you’re already immersed in it! Critics are raving about it, with an impressive 88 score on OpenCritic based on 47 reviews. On Steam, a staggering 96% of the 4,424 user reviews (and growing) have been positive, earning it an “Overwhelmingly Positive” rating. Even the original game’s director, Masahashi Tsuboyama, is thrilled with the outcome!
How did Bloober Team manage to achieve this? It’s crucial to acknowledge that it wasn’t solely their effort but a collaboration with Konami, particularly some of the original game’s creators. Composer Akira Yamaoka, art director/creature designer Masahiro Ito, and series producer Motoi Okamoto were significantly involved in the project. For the initial year of development, as lead producer Maciej Głomb stated, they primarily engaged in discussions and close collaboration with Konami, exchanging ideas.
According to Głomb, Konami was highly enthusiastic about our creative approach and firmly backed our concept for the game. Their faith in us led to our control over its development. In 2019’s Resident Evil 2, Bloober Team found inspiration, not just in the game itself, but more so in the high-quality standard it aimed for, as they recognized the competition between the two franchises historically.
Maintaining the original storyline was crucial because its narrative, themes, and character development are intricately connected. From a visual standpoint, it’s a significant improvement, yet it still preserves the town’s characteristic misty ambiance and deliberate pace. The cutscenes continue to match the cinematography and facial expressions of the original.
Absolutely, the trust was mutual in this case. The original team actively advocated for more modifications during the remake, as Okamoto explained to Famitsu: “Game creators prefer not to repeat the same work twice. I believe that, as the original creators, they had numerous aspects they wished to alter.
In the end, Bloober Team successfully persuaded them to choose a more authentic remake that preserved the atmosphere and fear of the original game. The rumors about Konami closely monitoring any changes made by the developer significantly impacted their decision-making process, as they aimed to remain faithful to the source material.
Regarding the gameplay, there were doubts and concerns about it, particularly the new over-the-shoulder perspective, prior to its release. Critics argued that this change diminished the original’s charm, but Tsuboyama, the developer, expressed his technical dissatisfaction with the camera in the past. He stated, “The depth and angle were restricted by the processing power. It was a constant struggle without much reward. But that was the limit.” However, he believes that the current perspective significantly enhances the feeling of realism and makes him eager to try the more immersive remake of Silent Hill 2.
Although we may not see eye to eye, it’s hard to argue that the fresh viewpoint isn’t genuine and in line with the original’s combative spirit and character development. Let’s delve into other remakes featuring over-the-shoulder aiming. Characters like Leon Kennedy and Claire Redfield navigate as fluidly as they do in the Resident Evil 2 remake, thanks to their extensive training. The former is a Racoon City PD officer, while the latter was trained by a S.T.A.R.S team member (who also happens to be her brother).
In the remake of Resident Evil 3, players take on the role of Jill Valentine, skillfully dodging attacks from the Nemesis with split-second reflexes and facing him alone. This is consistent with her background as a trained S.T.A.R.S. member (though it was not part of her character in the original Resident Evil). Similarly, in the remake of Dead Space, Isaac Clark’s ability to effectively combat Necromorphs isn’t surprising, as he relies more on his engineering skills and precision rather than military training.
Although James Sunderland shares the same perspective as depicted in the Silent Hill 2 remake, it wouldn’t have been logical for him to possess these specific traits (with his track and field background explaining his endurance for running). The developers at Bloober Team therefore chose to emphasize this aspect. James’s evasion move is more akin to a shuffle, and he requires several strikes to defeat a single enemy with a melee weapon (which could be attributed to their supernatural properties). Frequently, crushing them is required to ensure kills. Given the limited ammunition in Silent Hill, it’s usually wiser to evade enemies or slow them down with a shot to the leg before delivering melee attacks.
In a natural and easy-to-understand manner: The fact that James isn’t proficient in superior strength or complex strategies makes the action feel raw and authentic, as it aligns with his character. Since he hasn’t had close-quarters combat training, he tends to go for powerful strikes when using a melee weapon without many finesse moves. This also lends credibility to the occasional instances of stealth where you can quickly eliminate the Bobblehead Nurses undetected. Furthermore, it is plausible that this tactic doesn’t work on every enemy since they each have unique build structures.
In another crucial area, the development team excelled with the sound design and music. If you’ve played the original Silent Hill 2, you know firsthand how integral these elements are to the overall immersion, particularly the sound effects that help detect enemies in unfamiliar spaces. Given we’re not superheroes, these sounds play a vital role in survival, and the remake has clearly taken this into account.
For longtime players of Silent Hill 2, the revamped and fresh adversaries have brought a significant change. These adjustments serve multiple purposes such as game equilibrium and accommodating new environments. However, they’ve also stirred things up, compelling veterans to once more rely on the audio to navigate and avoid stumbling into peril. What was frightening 23 years back still sends chills today.
Absolutely, the original soundtrack plays a crucial role in the game, mirroring its different stages, characters, and their underlying emotions. However, what truly matters isn’t just the music itself (composed masterfully by Akira Yamaoka for both remixes and new compositions), but how it is used. For instance, the criticism towards the remake of Until Dawn highlights issues such as inappropriately placed music within scenes that were originally silent, and audio mixing that sometimes makes dialogue hard to understand. In contrast, Silent Hill 2 skillfully employs silence to create a haunting atmosphere and enhance the overall experience.
While the remake of Silent Hill 2 maintains the essence of the original game and updates its appearance to suit modern tastes, it’s perfectly fine if you still prefer the classic version. As Tsuboyama puts it, “If you haven’t played the original, you can simply appreciate the remake on its own merits, regardless of whether it’s considered good or bad.” However, it cannot be denied that Konami and Bloober Team have accomplished an extraordinary feat with the Silent Hill 2 remake, overcoming their past challenges to offer a memorable experience for both new and long-time fans.
Please keep in mind that the opinions presented within this article belong solely to the writer. They do not reflect or represent the collective viewpoint of GamingBolt as a whole.
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2024-10-14 13:42