Silent Hill 2 - title

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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Dredge - title

The ocean is a common setting for a lot of cosmic and Eldritch horror. Lovecraft himself set many of his stories in fishing villages or on boats or ships. There's no shortage of video games that feature Lovecraftian fishing villages, from Bloodborne to The Sinking City, but I'm not aware of too many video games that focus on the fishermen who go out into those Eldritch oceans to catch the abominable fish. Well, now we have such a game in Dredge!

Dredge was on my radar since its release. It was one of those games that I put on my wishlist, but often skipped over it. Eventually, it went on sale on the PSN, and I had some extra gift card balance in my account, so I finally snatched it up and played it on-and-off for a few weeks. Unfortunately, my experience with the game was less-than-ideal, but that was entirely my fault, and talk about why later in this review.

Survival horror on the open ocean

Much to my surprise, Dredge is not really overtly horrific, except for like one (or maybe 2) area(s) of the map, and also the final cutscene. Despite the Eldritch inspirations, Dredge can be a surprisingly chill and relaxing game for the vast majority of its play time. How dangerous or scary the game will be will largely depend on how you choose to play the game (and how closely you adhere to the main quest). If you're constantly going out at night into the middle of the ocean, far away from the safety of a harbor, and actively fishing with dangerous threats nearby, then yeah, it might get a little challenging and maybe even creepy. But if you play it safe whenever you can, navigating paths that keep you within a short sprint from a harbor, and frequently resting to restore your sanity, then the game is pretty easy.

Though, under normal circumstances, the game will occasionally force you to have to go out at night to catch nocturnal fish. But even then, careful planning can still allow the player to avoid most of the more dangerous hazards. The day-night cycle goes very fast, but the clock only runs when the boat is moving or the player is fishing. So you can sit and idle for as long as you wish in order to check your map or your quest log and plan out the day's activities. Safe harbors are usually placed within a day's journey from each other, so again, careful planning and deliberate play can be very effective at mitigating risk.

Light is necessary to avoid hazards, but can also attract other panic-inducing dangers.

Surprisingly, there are no survival elements. Heck, there's not even any crafting! You just invest research tokens into new equipment, and collect various materials to upgrade your boat, and then just buy the upgrades and equipment with the cash earned from selling fish. You don't have to buy provisions or cook the fish you catch in order to fill a hunger bar. There really isn't a sleep or stamina meter either. Nor do you have to buy things like fuel for your boat or batteries to keep the lights running. The only things for you to manage are inventory space on your boat and a simple sanity meter (which effectively operates as a proxy for a sleep meter). I'm personally torn on whether including a hunger meter would have hurt or improved the game.

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Still Wakes The Deep - title

I keep being drawn to games developed by the Chinese Room, despite always being disappointed by them. Their games always represent the things that people dislike most about "walking simulators". But since I don't have any inherent dislike for walking sims, I keep giving The Chinese Room another chance. Still Wakes The Deep caught my attention by being described as "John Carpenter's The Thing set on an oil rig". The Thing is a masterpiece of horror, and one of my favorite movies ever.

I had visions of Still Wakes The Deep being a story about inter-personal paranoia in the claustrophobic and isolated setting of an oil rig that is gradually being overtaken by a Lovecraftian alien threat. That's only partly true though, as Still Wakes The Deep plays up the cosmic horror element, while downplaying the paranoia element and replacing it with simpler themes about interpersonal relationships and the artificial walls that people tend to put up between themselves and the people they care about.

An oil rig is a great setting for horror, combining dark claustrophobic corridors with the terror of being stuck at sea.

Alone, together, on an oil rig

The setting of an oil rig is an interesting one for a psychological horror story or video game. The environment is completely enclosed and claustrophobic, with little-to-no escape. People are forced to live and work together in close quarters, and their survival is largely dependent on one another. Being stuck in such a setting, with people who you can't trust, would surely be terrifying.

The short length of Still Wakes The Deep does hurt it a lot. Specifically, the inciting incident happens very early and suddenly, with little-to-no build up or transition between "normal" and "everything's gone to shite". I never felt like I got a chance to really get to know any of the supporting characters, to the point that I wasn't even sure what their names were, or which character was being referred to when a name came up in a document or conversation. Similarly, when I find any given body or corpse, I have no idea who it's supposed to be. I had a brief opportunity to snoop around in a few characters' cabins at the start, but all that really told me was that the boss is a hard-ass, and there's one other character who might be a racist, neo-fascist prick. Other than that, there's like one opportunity to have a brief exchange with each of the main supporting characters, and it's all optional, and most of it is more about the state of the rig anyway.

There's hardly any time to explore the rig or get to know the crew before the inciting incident.

The brief intro, and fact that the rig goes to shite so quickly and suddenly, means that there's also never an opportunity for the player to get a feel for the setting itself. I got about 20 minutes to walk through a couple hallways, some crew cabins, the mess hall, and the main deck, and then it's right into the horror, with the rig literally falling apart around me. From here on out, it's hard to ever get a sense for where, exactly, I am on the rig, or how the different sections fit together or relate to one another. When floors and walls literally start collapsing, I can't tell one hallway from another. This is despite the fact that the game loops the player around through the same mess hall and lounge, that we saw in the intro, like 5 or 6 times throughout the game. Despite revisiting this same location multiple times, I never really recognized it until I was inside the lounge or mess hall. Every set piece just feels like a semi-random series of corridors and obstacles in which all I have to do is push forward on the analog stick to get where I need to go. There's no open-ended exploration whatsoever, no hidden secrets, and no alternate paths.

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Propagation: Paradise Hotel - title

Wow, this game was not at all what I expected -- but in a very good way!

When I first put Propagation: Paradise Hotel on my PSVR2 wishlist, I expected it would be more of a point-and-click puzzle-based walking-sim kind of game with some rudimentary zombie shooting. I was not expecting a full-fledged survival horror game with robust, immersive combat mechanics and open-ended exploration. And I sure as hell was not expecting the game to be nearly as intense or difficult as it proved to be. If you're squeamish about horror in the slightest, you probably want to stay far away from this game.

And when I say that Paradise Hotel is a "full-fledged survival horror game", I mean that it very blatantly evokes old school, classic survival horror design philosophies. Honestly, if somebody caught glimpses of you playing bits and pieces of this game, they could be forgiven for thinking that you were playing a VR adaptation of Resident Evil. Paradise Hotel draws very clear inspirations from the first Resident Evil game on the original PlayStation. From the hotel lobby that looks strikingly like the foyer of the Spencer Mansion, to the use and placement of save rooms, to the use of a first aid spray can for healing, to one particular enemy type that is the spitting image of a Tyrant, to the pacing of early-game exploration and puzzle-solving, Propagation: Paradise Hotel really does feel like a modern-day VR homage to the classic Resident Evil. And for the most part, I think the developers and designers at Wanadev Studio nailed all of it!

Paradise Hotel is deliberately evocative of the original Resident Evil.

At least, they nail the first half of the game or so. The second half of this short horror VR title is a little bit more shaky and uneven. It's still good! Don't get me wrong, I'm not saying that I think the game falls apart in the second half and becomes bad. It's good all the way through. The second half just diverges from the slower, methodical, exploratory play that perfectly captures the essence of retro survival horror, and starts to feel more like a borderline-unfairly-hard corridor-crawling action shooter.

Oh, and I want to apologize in advance for the poor quality of most of my screenshots. This game is incredibly dark. It looks fine in the VR headset, and the darkness makes the flashlight into a legitimately necessary tool. But all the streaming footage and screenshots that I captured are almost completely illegible. I couldn't find an in-game brightness setting, and the PSVR2's system brightness was at max, so I'm not sure what to do to get better screenshots and video capture. I tried increasing the brightness of the screenshots in Photoshop, but this left the screenshots looking washed out. So I promise you, the actual game looks a lot better than the screenshots in this review make it look. Maybe I need to disable HDR if I want screenshots and captured video to be legible?

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Alone In The Dark - title

After playing the ridiculously short Prologue demo last year, I was kind of on the fence about playing Alone In The Dark -- let alone paying full retail price for it. Then I started seeing the mixed critical reviews, with some outlets giving it a 6/10, and other giving it an 85/100. I started to think that maybe I could just pass on it, and check it out later when it hits the bargain bin. Ironically, it was actually a negative review of the game that actually convinced me to buy a new copy. That review (I don't remember the review's source) said that Alone In The Dark feels old-fashioned, and that it emphasizes puzzles in favor of combat or action.

The Prologue demo (all 5 minutes of it!) did not make a good impression.

That actually made me want to play the game! Further, it encouraged me to buy a new copy, at retail, in order to support the niche genre of old-fashioned, slow-paced, puzzle-oriented survival horror, and to show that there is definitely still a market for such games. Horror games do not all have to be either over-the-shoulder shooters a la Resident Evil 2 REmake, nor P.T.-clone walking simulators that take place in residential hallways. I want to see more Eldritch survival horror games that are carried by intrigue, mystery, and genuine terror, rather than action spectacle or cliche "psychological" horror tropes. It's the same reason I bought and played Song Of Horror (which is a much better and more clever game).

The first hour or so of gameplay definitely vindicated those negative reviews. From the start, there were technical and performance problems. The framerate seemed to occasionally stutter, textures and assets would pop in, and the controls seemed a bit floaty (though better than in the Prologue demo, at least). Also, interaction prompts would disappear if I was too close to them, which made it unclear if an empty cabinet was really just an empty cabinet, or if the game was bugging out and not letting me pick up whatever happened to be inside. Other times, a button prompt would appear, but the interaction didn't actually work. And character dialogue and animation came off as unnatural and fell firmly within the uncanny valley. This is all despite the fact that I didn't get around to starting the game until a couple days after its release, and after I had already downloaded and installed a day-1 patch that was almost as big as the actual game on the disc! Good thing I had cleared out extra hard disk space on my PS5 the night before.

The Day-1 patch is almost as big as the whole game?!

I chose Emily as the character for my first playthrough, since her story of trying to find her uncle seemed like the actual story of the game, in stark contrast to the private investigator who is only even here incidentally at Emily's request. But I wasn't sure if I was getting myself into some kind of un-labeled "Hard Mode" similar to picking Chris in the original Resident Evil. I mean, I didn't even know if she would be starting the game with a gun, or if she would even be allowed to engage in combat at all. She does, and she can.

The early combat encounters sure as hell felt like I was in some kind of hard mode. Alone In The Dark loves to ambush the player with cheap shots. Heck, the very first enemy encounter in the game (playing as Emily) is a monster that jumps out at the player from behind a blind corner. It promptly pinned me into a corner and almost killed me. I guess that's one way to establish the threat that the monsters pose. It's also a great way to make the player think that the monster encounters are going to be cheap and unfair.

I was concerned by the fact that I felt like the game was overloading me with bullets and healing items right from the start. Why would I need all of this ammunition and health right from the start? Unless it is because the monsters are going to be bullet sponges that will be dealing cheap, unavoidable damage? I was getting unpleasant Callisto Protocol flashbacks.

The game would go on to ambush me a few more times during Emily's opening chapter, as well as get plenty more cheap hits and damage in. I would also go on to pick up a couple of melee weapons, only to have them break after killing a single enemy with it. When I switched to Emily's pathetic little pistol, each enemy seemed to take exactly 1 more bullet to kill than the gun could hold, meaning I had to reload during every single gun fight -- against the first enemies in the game, on the normal difficulty level.

Frequent ambushes sap health and lead to cheap deaths.

I was already starting to fear that this game would turn into much more of a painful combat slog than the reviews made it out to be.

That fear was partially justified. The game's combat just doesn't feel good, and there's far too much of it for my tastes. I've said it many times before, but I miss the good ol' days of survival horror, when deciding whether or not to even engage with a particular enemy was a strategic choice, exploration felt more open-ended, and long-term resource-management was the biggest challenge.

This game frequently forces the player to engage in combat in close quarters. At this range, aiming a firearm isn't reliable, and I repeatedly missed point-blank shots that I felt should have been gimmies. The melee weapons aren't much better. In addition to having the durability of a wet paper straw, I had trouble judging distances, and often swung the weapon wildly, missing my attacks and leaving myself exposed.

Combat gauntlets are few and far between, however. A large chunk of the game is simply exploring the Derceto manor, which is completely devoid of danger -- aside from a few scripted sequences here and there. There are long stretches of the game in which the player gets to wander around in near total safety, unlocking doors, solving puzzles, and collecting more resources for your regular trips outside the manor and into danger.

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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