
I liked Tormented Souls well enough that I was curious to see if the sequel would fix the first game's flaws. It helped that the developers put out a free demo of the game on the PSN, which I downloaded and played. It was surprisingly long, covering most of the first full level of the game.
The demo also did show signs of improvement over the first game. Enough so that I was motivated to buy the full game when it released (though it still took a few months to actually get around to playing it). If the sequel could maintain the positive aspects of the first game, while fixing or improving on the first game's flaws, then we could have a true gem of a traditional survival horror game on our hands.
Modernization at the cost of frustration
Almost immediately, I started noticing quality of life and gameplay improvements over the first game. Caroline is more mobile. She can move while aiming a weapon. Perhaps best of all, there's a quick inventory. It's mapped to the right stick, which is a bit clunky and imprecise, but it's fine. It's still better than having to go into the inventory every time I need to switch between the nail gun and a melee weapon, and vice versa.
Caroline can move with her weapon drawn.
Cool! They fixed the biggest problems with the original game: the archaic-feeling controls! Right?
Well, not so fast. While these are strict improvements over the original, they do come with a catch. To offset Caroline's new mobility, enemies are much faster, more aggressive, and tankier. The ability to move with the weapon drawn helps, especially in long hallways and the rare open spaces. I can backpedal and shoot instead of having to go through a cumbersome process of aim, shoot, turn around to run away, and turn back around to aim and shoot again. I can even strafe! This works well in the relatively wide halls of the opening convent level, but it stops being useful basically as soon as you leave the convent, at which point the game ambushes the player with multiple enemies or gives them the ability to hit you from further away.
The problem is that there's rarely -- if ever -- enough room to maneuver with this newfound mobility. The arenas are cramped and cluttered, the enemies completely block narrow paths, they have huge hit boxes, and their hit tracking makes it almost impossible to run around them. The camera angles constantly hide enemies off-screen, making it impossible for me to judge distance or know if I have a clear shot until the enemy is right up in my face, and close enough for them to get a couple cheap shots in. Regardless of whether I was using "tank" controls or analog movement, if I did try moving around during combat, I was constantly running into tables and chairs in the middle of rooms, or I was getting stuck on geometry along the periphery of combat arenas (often at the edge of the screen). The small rooms mean that camera changes are frequent. Every time the camera changed, I would lose a step because the character would turn the wrong direction or run into another obstacle.
There rarely seems to be enough room to use Caroline's newfound mobility.
On top of all this, the game seems to be stingier with supplies (at least early on). The first boss ate through all of my remaining ammo after getting through the first level. I had to finish her off with melee in her final phase. This forced me to have to burn through all my healing items as well, since she has a close-range area-of-effect ground smash attack that I wasn't able to avoid at that close range.
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fcee6977-72f8-4788-92cc-5dff2e5e5674|1|5.0
Tags:Tormented Souls, Tormented Souls 2, Dual Effect, PQube, horror, survival horror, retro, puzzle, light, dark, candle, cult, eldritch, Resident Evil, Silent Hill

I'm on the record as having said that I think From Software would've been a good candidate to develop a Silent Hill game (or a pure horror game in general). But I also said that I would not want such a game to be a "Souls-like". Instead, I think FromSoft is well suited to the Silent Hill IP because they make games that are rich in oppressive atmosphere, are good at developing rich mythologies, and which share many common themes with Silent Hill (such as corrupt religious authorities). Also, FromSoft makes games other than Souls-likes. They made Déraciné, which I loved! And which might actually be there 3rd or 4th best game.
Well, I didn't get a FromSoft Silent Hill game, but I did apparently get the "Silent Hill Souls-like" that I very explicitly did not want. Thankfully, it did not turn out as bad as I feared it would be.
Poorly-labeled difficulty options
Do yourself a favor, and do not try starting this game on the "Hard" difficulty! It's a shame that the developers chose to label the difficulty levels like they did: "Story" and "Hard". There's no "Normal" or "Medium" difficulty option. Typically, when I see a "Story" difficulty option, I assume that it's a mode that is stripped of all challenge and friction such as to allow the player to basically just walk through the game un-molested.
Don't get me wrong! I approve of games having accessible difficulty settings, even if I choose not to use them. Such stripped-down "Story Modes" are perfectly fine to include in an action or adventure game -- especially one that is narrative driven, like Silent Hill f is.
I gave up on the Hard mode after the first major boss.
This "Story" difficulty doesn't quite go to that extreme, but it is pretty easy (outside of a handful of tougher setpieces), and it renders many of the game's advanced mechanics moot. For example, you don't really have to manage Sanity or Focus at all in this difficulty level, as Sanity is automatically refilled at every save point. Stamina is still meaningful, but one-on-one encounters can almost always be defeated without depleting the sanity bar.
Almost all the consumable pick-ups, thus, can be safely ignored or sold at save points in exchange for permanent buffs (which just make the combat even easier!), since you'll rarely (if ever) need to use consumables on the Story difficulty. This has many knock-on effects for the rest of the game, such as making exploration largely pointless. Going out of your way to explore, only to find a reward of an extra item or 2 that recovers or buffs your Sanity simply has little-to-no value. Truly valuable rewards, such as inventory upgrades or a useful omamori, are few and far between. In fact, I often had to run back to a nearby save point to sell consumeables because my inventory would be too full to pick up any new ones.
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9c641c89-bea2-4daa-99ea-b095f2f56bc2|1|5.0
Tags:Silent Hill, Silent Hill f, Konami, NeoBards, horror, action, Ebisugaoka, Japan, Hinako Shimizu, fog, omamori, inari, fox, Shinto, shrine, Otherworld, spider lilly, White Claudia, Hakkokusou, puzzle, scarecrow

I'm going to approach this review as a lifelong fan of Silent Hill 2, and as someone who is a purist and originalist. I'm assuming that those reading this review will be people who want to know how the remake holds up against the original, and I will assume that those people have already played the original. But if you haven't, or you don't want the remake to be spoiled, then consider yourself warned: this review will be very spoiler-heavy, and will become increasingly spoiler-y as it goes on! So be warned. If you sense that I'm starting to talk about something spoiler-y, then STOP READING!
I was a vocal critic of Bloober's ability to adequately adapt this game. I would have preferred to see a company like Frictional handle this (or Bluepoint, or The Chinese Room, or even FromSoft). I was especially critical of the trailer that showed the opening cutscene of the remake, which I thought had already spoiled the game.
In defense of myself, and everyone who was critical of the early trailers for this remake, Konami and Bloober did delay this game by a whole year, while Bloober apparently changed parts of the game based on feedback to those trailers. So it isn't necessarily the case that we were all wrong about Bloober and this remake, since our commentary and criticisms were apparently incorporated into the final release of the game. (Including tweaking the opening cutscene). In any case, Bloober did not completely fuck this up! This remake is competently put together, and is a fine game on its own right. It's also reasonably faithful to the original -- or at least, as reasonably faithful as I would expect for a modern remake.
Increased graphical fidelity allows more evidence of economic collapse and urban decay.
Unlike with other remakes or remasters (such as Dead Space or The Last of Us), Silent Hill 2 is old enough that it can benefit from an increase in graphical fidelity. One of my favorite changes in the new game is the increase in graffiti, litter, and other signs of urban decay. This gives the impression that Silent Hill is abandoned for perfectly normal [non-supernatural] economic reasons. Documents found within the game (some of which are even new in the remake), reinforce this. This is a small, tourist town that has a history of serial murders, mysterious deaths and disappearances, and weird occultism. That kind of stuff can really hurt the tourism trade, and send such a town spiraling into recession and abandonment.
I also really like some of the upgraded lighting and weather effects. The fog looks great, and there's even an intense wind storm that happens occasionally to try to pressure the player to find shelter in the next area that you're supposed to explore. This is the kind of stuff that I would put into a new Silent Hill game if I were in charge of designing a new game. I have some issues with Bloober's execution of this wind storm, but the idea is still good.
Bloober also makes good use of the Dual Sense controller. Radio sounds come from the controller's speaker. The lightbar along the touchpad changes color to serve as a health indicator. The impact of a melee strike can really be felt. And I even feel the gentle pitter patter of rain on the controller when exploring outside. I think there might also be directional rumbles to indicate when an enemy might be sneaking up on you from off-camera.
Technically speaking, the game looks great and mostly feels good to play. They do a mostly serviceable job, and I actually do like some of the new cutscenes, dialogue, and backstory that is presented. Visits to Rosewater Park and the Abstract Daddy boss fight stand out to me as highlights in this regard.
Bloober repeatedly toys with veteran players' expectations.
However, there are a number of fundamental design decisions that I strongly disagree with, as well as technical concessions which have dramatic effects on the atmosphere, tone, and lore of the game. Much of these weaknesses are things that critics (including myself) feared would be in the game.
The tighter camera angle removes the sense of detachment between the player and James, as well as the detachment from James and what is going on around him. Specifically, the camera (along with sound design) in the original game's forest hike into town elicited a paranoid feeling of being watched or stalked that instantly makes the player uncomfortable. That feeling is almost completely gone from the remake.
For the most part, Bloober's designs lack a lot of the subtlety and restraint of the original, and the increased focus on action and combat dissipates the atmosphere of dread that so thoroughly permeated the original. This could just be me being desensitized by over 20 years of playing and replaying the original Silent Hill 2, but I just didn't think Silent Hill 2 Remake was scary at all, and its harsher environmental design and more intense action meant I also didn't feel the sense of loneliness, isolation, or quiet, surreal introspection that the original did so well. This game is also full of bloat and excess, as if the developers were so excited that they were able to pull of several technical or mechanical feats, that they decided to copy-paste those mechanic everywhere! To the point that parts of this game start to get tedious. And that's basically been one of the core complaints with all of Bloober's games.
This game has a nasty case of "look what I can do!", and it drags out the game, and drags down the final product.
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b0f1d60a-80aa-483f-884f-ab02614ba821|7|3.4
Tags:Silent Hill, Silent Hill 2, remake, Konami, Bloober Team, nostalgia, time loop, horror, survival horror, psychological horror, James Sunderland, Pyramid Head, Maria, Eddie Dombrowski, Angela Orosco, Laura, Mary Shepherd-Sunderland, Otherworld, Scott Haining, Bluepoint

Silent Hill: The Short Message is a first-person horror game about wandering through looping, decrepit hallways in an abandoned apartment building, while confronting a secret, repressed guilt. And stop me if you've heard any of this before.
Silent Hill used to be a series that innovated, that pushed the envelope. The first game basically introduced the video-game-playing public to the concept of psychological horror. The second polished the formula to introspective perfection, while also providing a template for a plot twist that would be repeated in (what feels like) every horror game since -- at least the ones not named Resident Evil. Even action-oriented games like Dead Space ripped off Silent Hill 2.
Silent Hill 3 introduced gamers to a teenage girl protagonist who actually felt like a real person, instead of being a hyper-sexualized "boob ninja" in a bikini or skin-tight catsuit, while also providing jaw-dropping technical accomplishments. The moving, bleeding, living environmental textures of Silent Hill 3's Otherworld amazing and un-precedented at the time. And it's character models and lighting looked better than many games that would be released on the following generation of consoles.
Hideo Kojima's playable teaser P.T. spawned a cohort of horror games ripping off the formula of first-person looping hallway horrors, of which The Short Message is only the latest example. And heck, even P.T. was really only popularizing horror conventions that Silent Hill 4 had already started experimenting with a decade earlier.
This is a blunt and earnest depiction of teen depression, self-harm, and suicide.
The Short Message, on the other hand, is largely a retreading of horror gaming tropes that are quickly becoming tired and stale. The looping hallways were mind-blowing back when P.T. did it -- ten years ago. But I've seen it in seemingly every horror game since, from Layers of Fear to Visage to MadIson.
It isn't just general horror trends that The Short Message is retreading either. It's also invoking well-worn and frustrating habits that the Silent Hill series just refused to break in its never-ending quest to recreate the lightning-in-a-bottle that was Silent Hill 2. The character's repressed guilt being hidden from the player and revealed as a mid or late-game plot twist? Check. The person you're looking for being dead already? Check. Silent Hill acting as a purgatory that seems to be willfully trapping people until they confront and overcome aforementioned guilt? Check.
The heaviest, bluntest hammer Konami could find
One thing that The Short Message doesn't bother to copy from its ancestors is the subtlety and nuance that Silent Hill used to be famous for. The Short Message is unbelievably heavy-handed, blunt, and melo-dramatic. This is owing, in large part, to trepidation from Konami and/or developer HexaDrive about how to depict the game's subject matter: teen depression, self-harm, and suicide. It's a touchy subject, for sure. One has to give credit to Konami and HexaDrive for so directly addressing an issue that most game publishers and developers won't touch with a 20-foot pole.
HexaDrive's depiction of mental illness is not
as hopeless and fatalistic as Bloober's.
But this is also where The Short Message lands on one of its greatest strengths. It's blunt depiction of teen suicide is at least a hopeful and optimistic one -- one that is also grounded based on the very real social and technological issues that often motivate or catalyze real-life self-harm and suicide by actual teenagers. And this is not something that we should overlook in discussion of The Short Message. It's almost the polar opposite of how Team Bloober (the company that is developing the Silent Hill 2 remake) has historically treated the same topic. Bloober has always shown abuse victims as totally, fundamentally broken individuals for whom death or suicide is a welcome release that spares the world from their burden.
In contrast to Bloober, The Short Message wants depressed teens to know that they are not broken, that they can get help, and that there are people out there who care about them and would miss them and would be there for them in their times of need. The Short Message wants people to know that recognizing the red flags, and talking to the person can save their life, and that, for the depressed individual, things will get better.
If nothing else, The Short Message has its heart in the right place.
And let's face it, teenagers aren't exactly known for subtlety or nuance. Teenagers do tend to blow things out of proportion and be melo-dramatic. So it's hard for me to hold The Short Message's overly-blunt and melo-dramatic dialogue against it. Yeah it's cringe-worthy at times, but it's cringey in exactly the way that real-life teenagers are often cringey. There might also be more intentionality behind the blunt, cringey dialogue than is apparent at the surface level. Does the heavy-handed and cringey dialogue represent the literal events as they actually happened? Or are we seeing the world as the teenage character sees it? [More]
07ee844a-4982-4339-8a3d-c2ea2b7ed59f|2|5.0
Tags:Silent Hill, Silent Hill: The Short Message, Konami, HexaDrive, Masahiro Ito, Akira Yamaoka, teenager, suicide, bullying, social media, abuse, neglect, COVID-19, Kettenstadt, Germany, Silent Hill Phenomenon

Not only is it really great to play an indie horror game that captures the slow and thoughtful nature of old-school survival horror, but it's also refreshing to play a good old fashioned gothic horror game. So many indie horror games come off as feeling a bit pretentious with their reliance on suppressed guilt twists for their psychological horror plots. Song Of Horror bucks that trend by being a straight-forward horror story about haunted houses, possessed artifacts, and otherworldly mysteries.
Song Of Horror also ups the stakes by featuring a cast of multiple playable characters, each of whom can be killed off (and removed from the rest of the story) if the player screws up. So not only do we literally not know what eldritch abomination may lie around any given dimly-lit corner, or behind any creaky old door, but if you're not careful, whatever is around that corner or behind that door might put a premature end to a given character's life and story.
Strut and fret your hour upon the stage, and then ...
Song Of Horror was originally sold as an episodic indie horror game on Steam, but the collection of all episodes was released for console as a single game in 2021. It somehow slipped under my radar until last month, when YouTube recommended a video about it by Mert Kay Kay. Each episode includes 3 or 4 playable characters to choose from, each of whom can be permanently killed off if you fail to avoid or escape from the phantasms that haunt each episode. If a character dies, all the items and notes that they've collected will be dropped on the floor at the spot of their death, and that location will be marked on the next character's map. So you don't really lose any progress if a single character dies. If you lose all the characters in a given episode, however, then it's "Game Over"!
Each episode will introduce one or more new characters, but old characters can also re-appear as playable characters if they survived the previous episode(s). Thus, losing a character in an early episode may have the longer-term consequence of reducing the player's available lives (to borrow a term from old arcade parlance) for future episodes, and reducing your margin of error.
Each episode has 3 or 4 playable characters, each of whom can permanently die.
But even if you do manage to screw up and get all 4 characters killed in any given chapter, you only have to restart that chapter. Song Of Horror won't delete your save file and force you to redo the entire game. Each chapter takes 2 -- maybe 3 -- hours to complete on a first-playthrough, and can be done in well under an hour if you know what you're doing. It's actually a loss of progress that is somewhat on par with dying in an old Resident Evil game after doing a fair chunk of exploration without backtracking to a save point.
The legitimate threat of permanently losing a character will naturally raise the stakes of the game and of the horror. It will force the player to play cautiously, to be observant of your surrounding and of context clues in the environment, to pay close attention to sounds and shadows, and to not barge through every door in a rush. In fact, it may do this more effectively than even a game like Resident Evil. Dying doesn't mean simply restarting with the same character and retrying the set piece that got you killed. Dying means permanently losing that character, and having to try again with a new character. Restarting at a checkpoint doesn't simply reset the stakes, it doubles-down on them!
Furthermore, the actual jump scares and dangers are semi-randomized. You won't necessarily encounter the same jump scare or the same monster at the same place and time in any 2 playthroughs. This also keeps things tense, because even on a replay (whether it be a whole new playthrough, or just a respawn with a different character), you can't just memorize all the places to avoid.
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0ffa3716-e34f-4cd6-a026-763157eedc54|0|.0
Tags:Song of Horror, Protocol Games, Raiser Games, horror, cosmic horror, gothic horror, H.P. Lovecraft, perma-death, music, sound, light, dark, Silent Hill
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