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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I frequently hear people bring up the infamous Fukuro video as a counter to my essay on why Silent Hill 2's Pyramid Head isn't a rapist. I haven't addressed this issue in the past because I actually don't know that much about the video or its creation. But I thought I would take a moment to address this issue. First off, let's watch the video in question (warning: contains disturbing content that may not be suitable for sensitive viewers).

This video was made by a small group of Team Silent members, most notably, Masahiro Ito and Akira Yamaoka, and it was included in a documentary DVD titled The Art of Silent Hill. There isn't really much information about this video on the internet other than speculation. As far as I know, Ito and Yamaoka have never made any public statements regarding its relevance to the canon of the games. When asked about the symbolism of the video on Twitter, Ito responded that it abstractly represented the womb.

Does an abstract representation of the womb have any relevance to Silent Hill 2? Not at all. It does, however, have strong ties to Silent Hill 3. In fact, the Fukuro girl character does make a brief appearance in Silent Hill 3! Perhaps Team Silent already had basic designs and outlines in place for Silent Hill 3 when they started work on Silent Hill 2, and the Fukuro video incorporated elements of both?

Fukuro's wiki page asserts that she was a scrapped monster from Silent Hill 2, however no citation is included for this claim, so I can't verify it. The wiki page goes on [without citation] to claim that Fukuro might have been another representation of James' subconscious (along with Pyramid Head). If that is true, then she may have been scrapped because the nurses and / or Maria may have made Fukuro's role superfluous and unnecessary.

Silent Hill 3 - Fukuro Lady
the Fukuro Lady appears briefly in an elevator scene in Silent Hill 3.

In any case, if Fukuro had been planned to be a monster symbolic of Jame's repressed sexual frustration, then it seems even less likely that Pyramid Head would also have represented the same element of Jame's subconscious! Pyramid Head and Fukuro's interactions in the Fukuro video could be symbolic of James' sexual desires being a source of guilt for which he wants punishment. In that case, guilt and sexual repression are still separate conditions represented by different manifested creatures that reinforce each other.

Fukuro's necessity in Silent Hill 2 was rendered moot by both Maria and the design of the nurses. It is possible that at some point during the game's design, Pyramid Head's role was intended to be different, and to be more representative of Jame's sexual urges. This could explain the creatures' visual design and the early cutscenes of him "raping" monsters. But as the game's development proceeded, Fukuro was dropped, Maria and nurses were added, and Pyramid Head's role became more explicitly representative of James' guilt and need for self-punishment as a result of Mary's death.

The bottom line is that the Fukuro video and Fukuro character are not in the actual game. At least not in Silent Hill 2. Masahiro Ito may very well believe that Pyramid Head is a sexually-symbolic monster, and he may very well have designed the creature with its Freudian aesthetic with that assumption in place. But for whatever reason, the scenario-writers decided not to pursue that avenue for the remainder of the game. Any lingering sexual symbolism for Pyramid Head is dropped within a couple hours of starting the game, and his role as a punisher is explicitly stated at the end of the game. At best, sexual aggression is a minor, implicit element of Pyramid Head's design; it is certainly not a defining characteristic of the creature, nor is it the creature's primary purpose.

A similar video was also made for Silent Hill 3, and features Robbie the Rabbit. This video also has no relevance to that game's plot.

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I was going through the comments on my posts a while back, and I came across a doozy of a comment by user Maiden T. I'm not going to replicate the entire post here, but you can review the comment at the link provided. In summary, the commenter asserts that Silent Hill, as a series, was never about occultism, and that all the games were "repressed-memory morality tales". The first Silent Hill and "to an extent the third one" are the exceptions (according to Maiden T).

Silent Hill - Incubus concept art
Totally unrelated image of a demon god...

My mind just about exploded when I read this comment, and I started typing up a response, only to realize that I had written a whole blog's worth of counter argument. So, I decided to just turn it into a new blog. I'll continue my series of analysis and interpretation articles about Silent Hill with a write-up about how the series is most definitely about occultism.

What is Silent Hill about?

I've already tackled two topics that I consider to be common myths about Silent Hill. The first was about the over-sexualization of Pyramid Head, and the second was about the realness of the Otherworld. Now I'll address one of the most fundamental misunderstandings about the series: what is it about?

The repressed-inner-demon myth

Probably the most core and fundamental myth about the Silent Hill series is the continued propagation of the idea that the series (as a whole) is about characters dealing with repressed inner demons - typically a repressed memory of guilt over a perceived sin which they have committed. This idea is rooted in the popularity of Silent Hill 2. It is so pervasive, that the designers and producers of newer installments of the series embrace it, while dismissing the other critical elements of the other games' stories:

"[My favorite SH game is] Silent Hill 2. I didn’t really care for all the heavy occult based storyline in SH1 and 3. I felt SH2 had the best stand alone storyline, and provided the best atmosphere of all the SH games by far.
[...]
I find all the in’s and out’s of ‘The Order’ to be overly intricate and rather uninteresting, but that’s just my opinion."
   - Devin Shatsky (producer, Shattered Memories, Downpour), in an interview with Hell's Descent (Nov 5, 2010).

The reason that Silent Hill 2's design was so successful (and unique within the series) is because SH2's excellent atmosphere was based around feelings of melancholy and depression rather than fear and threat. Exploring a character's personal guilt and depression works great when the entire game is designed around that central, unifying theme! It doesn't work quite so well when ...

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Silent Hill senior associate producer Tomm Hulett has been very active this past week discussing upcoming Silent Hill projects for Konami. I've already talked about the release of the first voice recording samples for the Silent Hill HD Collection - it wasn't pretty. But news about the series didn't end there. Hulett has gone on to discuss more information about the two new games and the HD Collection.

Silent Hill Downpour - Gamescom 2011 screenshot, church interior
The interior of a church with Christian crosses on the gate. Will this game further flesh out the cult? If so, will it screw it up as badly as Homecoming did?

Table of contents

Silent Hill: Book of Memories revealed

Konami recently released the first footage and information from the new PlayStation Vita handheld game Silent Hill: Book of Memories...

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Silent Hill 2

My Pyramid Head cosplay (2010-2011)
My cosplay for 2010-2011

Silent Hill is sadly one of the most misunderstood game franchises in existence. Part of this is due to the fragmentary and disjointed way in which the original games tell their stories. The designers of the first three games didn't just tell the player what the game's story is. There is no “Bond villian wrap-up” at the end. The designers respected the intelligence of the player, gave us clues piece by piece over the course of each game, and relied on us to put it all together in the end.

But too many fans rely on information that has been circulated by many third-party documents, including some “official” strategy guides and plot analysis that contain possibly inaccurate information that ignores information specifically provided within the game. And when Team Silent disbanded after Silent Hill 4, this erroneous information became the basis for the plots of the future games (and the movie), further tainting people's ideas of the original plots.

As such, this is going to be the first in a series of analysis and interpretation articles that I will be posting on this blog in anticipation of the upcoming Silent Hill Downpour.

Of course, any discussion of Pyramid Head is going to include PLOT SPOILERS for the game. If you haven't played the game yet, read ahead at your own risk. Also, this post contains images and video that may not be safe for work!

The “Rape Time” myth

One example of an unfortunate misunderstanding with the franchise is that Silent Hill fans have latched onto this idea that Red Pyramid Thing (a.k.a. “Pyramid Head”) is a raving serial mannequin-rapist. I believe that label is unjustified.

The idea that Red Pyramid Thing is a mannequin rapist comes almost exclusively from this first major encounter with the creature in the apartment buildings.

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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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