Delving into Bloober Team’s highly-anticipated Remake.

Silent Hill 2 Remake

Silent Hill 2 Remake has generated significant interest both among long-time fans of the series and new players, thanks to its ability to renew the original without betraying its spirit. Almost two months after its release, it is the right time to reflect more deeply on what this remake represents for the franchise and the gaming industry in general.

Silent Hill 2 is a masterpiece that defined a genre, greatly influencing not only horror games but also interactive storytelling as a whole. Bloober Team faced a crucial choice, a kind of creative crossroads that could have determined the fate of the project: whether to “adapt a classic” to modern technologies, like Capcom did with the Resident Evil 2 Remake, or to create a remake almost identical to the original, faithfully respecting the vision of the original fans, as with the Final Fantasy VII Remake.

In the case of Silent Hill 2, the choice was to “find a balance” between the two approaches, leaning more toward preserving the original. I believe they could have been bolder, perhaps fearing the risk of alienating the more dedicated and passionate fans of the series. The fear of altering such a beloved masterpiece may have limited their creative choices, but in my opinion, they should have taken more risks. A remake is a unique opportunity not only to renew the game from a technical perspective but also to explore new directions in narrative, gameplay, and design. Modern technology offers endless possibilities, and it would have been interesting to see how these tools could expand the original experience, taking Silent Hill 2 to the next level.

Early doubts from fans


Since its announcement, Silent Hill 2 Remake raised numerous concerns, particularly regarding gameplay. Many wondered if the team could maintain the right atmosphere and balance without sacrificing the “psychological horror” in favor of more action-oriented mechanics, as is often the case with remakes today. However, beyond the initial concerns, I can say that the game fully achieves its goal: to maintain the unsettling tone and psychological anguish that are at the heart of Silent Hill 2, without becoming overly action-focused, as some have reported, nor boring.

The main issue with this remake lies in the cutscenes, particularly the facial expressions of some characters, which are not always convincing. An exception is the protagonist, whose face is well-done and remains consistent with his personality. As the journey progresses, his face increasingly reflects his suffering and psychological deterioration, becoming more marked and worn. I wish some cutscenes were more emphasized, more powerful, and engaging, having a greater impact on the player’s perception. This is a real shame, as Bloober Team has perfectly recreated the dark and unsettling environments; each place James explores is full of details that contribute to building a dense and disturbing atmosphere, making every setting extraordinarily immersive.

However, I want to offer a defense of the game because, after reading many reviews and opinions online, I noticed that many people have been overly harsh toward it, comparing it excessively to its predecessor. In my opinion, these criticisms are often not entirely objective, but are influenced by nostalgia for those years. I also want to point out that this kind of harshness didn’t occur with the Resident Evil 2 Remake, which, although equally appreciated, is far less faithful than Silent Hill 2 in maintaining the essence of the original game.

A lot of discussion, perhaps even too much?

I also refer to the ongoing debate about censorship, which has sparked many discussions, particularly regarding Maria’s outfit, which will probably be added with the possible Born from a Wish DLC. Personally, I don’t find the change so impactful for Maria’s role; in fact, I find her even more flirtatious than in the original. This is particularly evident with the addition of the scene in Heaven’s Night, which wasn’t in the original game, and with the very sexual sounds made by enemies when killed.

The most noticeable censorship, however, occurs in the two scenes with Pyramid Head and the mannequins. However, for those like me who follow Masahiro Ito on X, he clarified that these two scenes were misunderstood by fans. According to Ito, Pyramid Head represents only the physical violence that James inflicts on a female figure, not sexual abuse. Perhaps this was the reason for the changes?

Silent Hill 2 Remake

Has the Remake managed to improve on aspects of the Original?

The moment when, in my opinion, the remake reaches its peak is during the boss fight with Angela, a section that was modified and expanded by Bloober Team. They added significant details to Angela’s story, and the result is truly distressing. The pain that the girl is experiencing and continues to experience is palpable: you can feel it, see it, the hell she herself talks about. This shows that Bloober Team could have taken more risks, moving further away from the original game, exploring new nuances, and giving space to a bolder vision.

The Final Verdict

In conclusion, Bloober Team did an excellent job recreating the disturbing and claustrophobic atmosphere that made the original game a masterpiece, but also introduced modifications and expansions that enrich the experience, like in the Angela boss fight. Some aspects, like the handling of cutscenes and the faithful reproduction of certain elements, could have been improved, but the use of ambient sounds and Akira Yamaoka’s iconic compositions manage to compensate for many of its imperfections.

The remake, although far from replicating the emotional intensity of the original, still offers a successful interpretation of its essence, keeping alive universal themes like pain, guilt, and redemption. It’s true that many have been harsh about comparing it to the predecessor, but it must be recognized that Bloober Team’s game has the courage to explore new directions while staying true to the original core. In the end, Silent Hill 2 Remake is an experience worth paying attention to, both for those who loved the original and those approaching the saga for the first time.

combat system

Silent Hill 2 Remake

“Bloober Team did an excellent job recreating the disturbing and claustrophobic atmosphere that made the original game a masterpiece, but also introduced modifications and expansions that enrich the experience, like in the Angela boss fight. Some aspects, like the handling of cutscenes and the faithful reproduction of certain elements, could have been improved, but the use of ambient sounds and Akira Yamaoka’s iconic compositions manage to compensate for many of its imperfections. The remake, although far from replicating the emotional intensity of the original, still offers a successful interpretation of its essence, keeping alive universal themes like pain, guilt, and redemption. It’s true that many have been harsh about comparing it to the predecessor, but it must be recognized that Bloober Team’s game has the courage to explore new directions while staying true to the original core. In the end, Silent Hill 2 Remake is an experience worth paying attention to, both for those who loved the original and those approaching the saga for the first time.”

PRO

  • Soundtrack: The music continues to be one of the defining elements, with iconic tracks that perfectly blend into the atmosphere.
  • Faithfulness to the original: The remake stays true to the plot and core mechanics of the original game, maintaining the essence of Silent Hill 2.
  • Audio and sound: The audio is carefully crafted, with sound effects that increase immersion and psychological tension.
  • Environments: The locations are recreated with great attention to detail, preserving the distortion and sense of claustrophobia that made the original game so disturbing.
  • James Sunderland’s performance: The character of James is well-acted, with a performance that perfectly conveys his confusion and pain.
  • Addition of two new endings: The new endings enrich the story, adding significant details about James’s character and the mystery of Silent Hill, while staying true to the main plot.
  • Monster personalities (especially the mannequins): The monsters are more characterized, with disturbing and symbolic designs, like the mannequins, which add an extra level of unease as they try to catch you off guard.

CON

  • Frame rate often too low: The game suffers from frame rate drops, which impact the experience, reducing fluidity and immersion.
  • Voice acting not always convincing: The voice acting doesn’t always fully convey the emotions of the characters, sometimes feeling unnatural or underwhelming.
  • Lack of emphasis in some cutscenes: Some key story moments aren’t accompanied by sufficient direction or emotional energy, reducing the narrative impact.
  • More mainstream approach: The game took a more accessible route, simplifying puzzles and game mechanics, which risks distancing itself from the complexity that characterized the original.
  • Fear of taking risks: The development team seems to have avoided taking significant risks, resulting in a revision that, while respecting the original, doesn’t innovate or introduce radical changes, opting for a safer and more conventional approach.
SCORE: 8

8/10

I took my first steps into the gaming world thanks to mu sister, with classics like the early Tomb Raider and Dino Crisis, which soon made me realize that my true passion was survival horror. I was captivated by their creepy atmospheres , leading me to discover famous franchises in the genre such as Resident Evil and Silent Hill. For me, a good survival horror game must take the player feel vulnerable, immersed in constant tension, with a storyline that keeps them hooked until the end. I love how these games push players to confront their fears, creating an intense and psychological experience. Over the years, I've honed my ability to analyze games critically. I don't just evaluate them based on graphics or gameplay; I'm much more interested in the atmosphere, the narrative, and the emotional impact a game can convey.