
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|2|4.5
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
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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The Chicago Bears have seen a turnaround the past few weeks. The Bears started the regular season 1-2, and looked like they might be repeating the same disastrous mistakes that they made with both Mitch Trubisky and Justin Fields. I have not liked Matt Eberflus or his coaching staff these past couple years, and I was hoping that the Bears would look for a new head coach. I feared that when the Bears drafted Caleb Williams, they had drafted a potentially elite quarterback in the last gasp of a lame duck year for the coaching staff. I feared that coaching staff would stunt Williams' development with poor coaching and play-calling. Williams did not look very impressive in the preseason (the backups sure did, though), and he struggled the first few weeks behind awful pass protection, an un-reliable rushing game, and play-calling that failed to put him in situations in which he could succeed and build confidence.
Those days feel like ancient history though. The Bears have now won 3 straight, going into their bye week. Not only are they winning, but they are winning decisively, and looking like a well-rounded powerhouse. Williams is in the top 15 in both passing yards and passing TD. The offense is scoring over 30 points per game in its wins, and the defense is giving up an average of less than 17 points per game. At the same time, they have scores on special teams, and rookie punter Tory Taylor is looking like an instant all-pro.
Photo credit: total apex sports.
Punter Tory Taylor is making life very easy for the defense.
Things seem to be on track.
But "seem" might be the operative word there. I still have concerns.
Those 3 wins came against some of the worst teams in the NFL this year. All 4 of the teams the Bears beat have 1 win each through 6 weeks. In fact, the only 1-win teams that the Bears haven't beat yet are the Patriots and Browns (thought the Bears will have a shot at the Patriots next month). The Texans are the only good team that the Bears have played so far, and they lost a frustrating match against a mediocre Colts team. The good news is that the Bears were at least competitive in those 2 losses, losing both games by a single score.
In any case, the Bears have shown that they can beat up on bad teams, but they have yet to show that they can truly win against Playoff-caliber teams. And that's worrisome, because all of the NFC North is looking like potential playoff teams this year! They will get a chance to prove themselves after their bye, when they will go on the road to play the NFC East-leading Washington Commanders. Then they will have a couple more cupcake games against the Cardinals and Patriots, before starting a brutal gauntlet of a schedule that includes all of their NFC North divisional games, as well as road matchups against the 49ers and a home game against the Seahawks. The Vikings (in particular) are one of the surprise success stories of the league so far, as they remain unbeaten through 6 weeks (5 wins because they already had their bye).
The Bears could very well go into divisional play with a record of 6-3 (or even 7-2), but they will need to at least split those divisional games, and win at least 1 of the non-divisional games against the 49ers or Seahawks, if they want a shot at a wildcard playoff berth. And honestly, I'm not yet convinced that they can do that. [More]
fdb15498-13aa-40cf-894c-d44880e20482|0|.0
Tags:NFL, football, preseason, Chicago Bears, Matt Eberflus, Caleb Williams, offensive line, blocking, quarterback, defense, special teams, Tory Taylor, punt, Sam Darnold, Minnesota Vikings

There was a lot of drama for the UNLV Rebels football team last week. After a surprising and gutsy upset win over Kansas a couple weeks ago, in which transfer QB Matt Sluka accounted for almost all of the team's production on the game-winning drive, UNLV found itself in the Top-25 coaches' poll for the first time in team history. After decades of 2 or 4-win seasons, it seemed like the sky was finally the limit for the lowly UNLV Rebels. But then, after a bye week before going into conference play, that same QB, Matt Sluka, suddenly announced that he would be redshirting the rest of the season, with the intent of transferring in the offseason. The next day, reports surfaced that transfer running back Michael Allen was also redshirting with the intent to transfer. With just a few days before opening conference play against a fellow championship contender Fresno State, it suddenly looked like UNLV might be imploding.
It's still not entirely clear what happened between Matt Sluka and UNLV. There's a lot of "he said" / "they said", and neither party seems to have anything in writing that proves or corroborates their account of the situation. As best as I can tell from the myriad official statements, articles, and social media posts that I've read, it seems that the best explanation for what happened is that Matt Sluka (and his family and agent) got the impression from primary recruiter (and offensive coordinator) Brennan Marion that UNLV (or its boosters) would be paying Sluka over $100,000 in NIL ("Name, Image, and Likeness") payments. Whether Marion actuall promised that is not publicly known, and only the parties involved actually know what was said.
Matt Sluka is sitting out the rest of the season,
and transferring out of UNLV.
In any case, after a few weeks of winning games, Sluka apparently went to head coach Barry Odom to ask when that money would be paid. Odom apparently said that there would be no money, and Sluka said he wanted off the team.
UNLV and coach Odom insist that Sluka's demands violate the NCAA's rules regarding NIL payments (and state law), and that if Marion had made such a promise, then he did not have the authority to make such a promise.
As for Michael Allen, he insists that his transfer request has nothing to do with money, and that he simply isn't satisfied with his role on the team. Presumably, he expected to be the starting, workhorse running back, and is not happy in his role as a rotational back behind Jai'Den Thomas.
I was very nervous going into that Fresno State game. But at the same time, I was paradoxically relieved and excited. I hadn't been loving Matt Sluka's play, and I felt like UNLV's offense might be better off with a quarterback who can actually complete a pass downfield, which Sluka had struggled to do. Honestly, I was more concerned about Michael Allen leaving, because UNLV's Go-Go offense is contingent on having a deep bench of rotational running backs, and losing a productive running back seems like a more devastating loss than losing a mediocre running quarterback.
But I still couldn't help but wonder: had UNLV's coaches lied to Sluka and Allen in order to get them to transfer? Had they lied to or mislead other players and recruits? Was the entire team on the verge of mutiny? Would any future recruits be willing to sign with UNLV knowing that Odom and his staff might not be entirely honest when recruiting? Was UNLV's turn-around to success over before it had really begun?
Apparently not.
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Tags:Matt Sluka, Barry Odom, Brennan Marion, UNLV, football, college football, name and likeness, money, Hajj-Malik Williams, quarterback, Fresno State
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