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.
[More]
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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
Yesterday, I posted a new video to YouTube which critiques the Training Camp mini-games in Madden 24, and their pitiful attempt at playing off of players' nostalgia for the almost-20-year-old Madden games on PS2. I'm not going to reproduce a transcript of the entire video here, since most of the points in the video were already made in my full review of Madden 24 on this blog.
A critique of Madden 23's Training Camp mini-games is available on YouTube.
In summary, the video compares the execution of the mini-games in Madden 24 to the overall execution of the mini-games in Madden 2006, and how these new drills fail to replicate many of the design decisions that made those old drills good. Most notably, the new drills lack any of the classic risk / reward mechanics of the old drills, and the new drills seem designed for the user to just grind them for the maximum reward possible. The critique also compared each new mini-game with the analogous drill from Madden 2006, and how each individual new drill is poorly designed in comparison to the classic drills.
I also rant a bit about the lack of any mini-game for offensive linemen. To be fair to Madden 24, the old Madden games didn't have offensive lineman mini-games either. But then again, those older games also didn't have any mechanics or controls for playing as an offensive lineman. Madden 24 does. So there is no excuse for Madden 24 to not have offensive lineman mini-games.
I do wonder how this Training Camp feature is being received by the Madden community. If the rest of the community dislikes them as much as I do, then I wouldn't be surprised to see EA completely drop this feature from next year's game. Honestly, I don't even think I would miss it. [More]
I never bothered reviewing the 3rd season of Stranger Things because I didn't really have strong feelings about it one way or the other. Season 3 was a bit of an improvement over season 2, but both were a resounding "meh" for me. The first half of season 4 is also kind of "meh", but I think that it's worth talking about this time around because it both succeeds tremendously where seasons 2 and 3 failed, but also then kind of ruins any goodwill that it had built up.
The fundamental problem that I have with Stranger Things after the first season is that a continuation of this same story simply doesn't need to happen. The first season worked so well, in large part, because of its intriguing mysteries. Aside from sequel bait, all the important questions and mysteries of season 1 were solved, and the first season felt satisfactorily resolved. If this show was going to have sequel seasons, then I think a more anthology-like approach would have been more appropriate, with each new season telling a new story, with new characters, confronting a completely new and unrelated horror, and solving completely new and unrelated mysteries.
By continuing with the same story, the audience gets to bring everything we know from the first season into the new story. Even though seasons 2 and 3 went in their own directions and took different inspirations compared to the first season (season 1 being kind of Twin Peaks meets E.T., season 2 being inspired by Aliens and Terminator, and season 3 being a play on a Body-Snatchers concepts), neither season 2 nor 3 introduced anything tremendously new. There wasn't much mystery because the workings of the Upside Down, the mechanics of the demogorgons, and the machinations of the secret government labs were all established. Season 3 shakes things up a bit with a body-snatchers plot and an ending that actually destroys the status quo and moves our characters forward with their lives, and is perhaps the only reason that season 3 did not feel quite as stale (for me) as season 2 did. But the fundamental problem was still the same: we've seen all this before, more or less.
Season 4's "monster of the week" approach feels fresh and new.
This is where season 4 kind of shines. It's new monster, Vecna, isn't just another demogorgon. He's something that feels completely new and threatening. His motivations are unknown, and despite being explicitly inspired by Freddy Krueger, the mechanics by which he operates are completely new compared to the previous monsters. This finally gives our characters an actual mystery to solve. For the first time since season 1, the threat of Stranger Things is finally mysterious and unknown again. [More]
The 80's and 90's nostalgia wave has struck again. This time, it has resurrected the Canadian cult sketch comedy The Kids In The Hall. I love The Kids In The Hall, but if you had asked me if the comedy of the group of 60-year-olds would hold up after 30 years, I would have said that I would be skeptical. At least, that would have been before I saw one of their live acts when they performed in Vegas. To my surprise, it held up! So I was uncharacteristically optimistic about this particular nostalgia reboot.
The group has, after all, continued to perform together all this time. All five members have returned for the Amazon Prime reboot, which is technically being considered the sixth season of the show, which is still being produced by Lorne Michaels, in cooperation with Broadway Video, as if it had never stopped production at all.
© Amazon
TV and movie studios are still digging up old nostalgia properties from the 80's and 90's.
But the truth is that it had stopped production. For almost 30 years. The kids aren't "kids" anymore. They're all around 60 years old. The humor has shifted to being more about growing old, the changes in culture and technology, and plenty of self-deprecation. The opening skit is a prolonged joke that, after selling a video cassette of Brain Candy (the Kids In The Hall movie from 1996) at a yard sale for a single looney, the movie had finally broken even, thus greenlighting Amazon to literally dig the show up from its grave. This imagery of the backhoe digging up the grave of a dead show from the early 90's is just so perfectly on point and sets the tone for much of the rest of the season. Other sketches from the first season include Cathy and Kathie sending the last ever fax, old businessmen adjusting to having Zoom meetings, and a sad apartment dweller fixating on how things just aren't what they used to be.
© Amazon
Don Roritor plainly asks
"How do we men make money off of [gender parity]?"
A lot of comedians have been walking on ice for the past few years whenever they joke about race, gender, #MeToo, cancel culture, and so forth. The Kids take on these subjects as well, but manage to do so in their trademark absurdism that somehow manages to make it feel less mean-spirited, less out-of-touch, and less like they are trying to deflect from their own personal guilt. They are sensitive to the issues, but still able to poke fun at them without punching down at any individual or marginalized group. For example, there's a bit about an office worker being fired for "cultural appropriation". And in yet another perfectly on-point bit, Mark McKinney's corporate executive Don Roritor point blank asks a panel of women how white men like him can profit from gender parity, to which the women reply matter-of-factly "you can't. That's the point."
The individual episodes are all kind of hit-or-miss with the individual sketches, as was always common with this show. The absurdism either lands, or it doesn't. But when it does, it lands so smoothly and perfectly that it more than makes up for the misses around it. I think the second episode was the peak of this reboot for me, as it's "drop average" sketch had me almost crying from laughter. This episode also features the Queen of England cutting the ribbon on a monument to Canada's last gloryhole, an adaptation of the "Imaginary girlfriend" sketch from their live show, and ends with a bit about masturbating during Zoom meetings. [More]
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Tags:The Kids In the Hall, Dave Foley, Bruce McCulloch, Kevin McDonald, Mark McKinney, Scott Thompson, Paul Bellini, Amazon Prime, comedy, sketch comedy, reboot, nostalgia
As is the case with many kids who grew up in the 80's and 90's, I played many hours of Oregon Trail in the computer labs in elementary school. Some teachers even had to limit how many hours students could spend on that game, so as to make sure we were also playing the other math and language games available.
Now there is a tabletop card game adaptation of the original computer game. It's exclusively available at Target ... and apparently also on Amazon. It retails at $15, but I always seem to see it on sale for $10 or $12. So it's an inexpensive little game.
My seven-year-old proxy-daughter picked out this game for me as a birthday gift. She recognized it from the TV show Teen Titans Go!, which has an episode in which the characters act out the original computer game (and all die, of course). When I asked her what the Oregon Trail is, she responded "Everyone got dysentery.". So I asked if she knows what dysentery is, and she responded "It's where you poop to death." I guess the show has some educational value after all...
More an emergent narrative than an actual game
The game is simple to play. Each player is given a hand of trail cards and supply cards, and there's a stack of "Calamity Cards" that serve as the main challenge for the game. Players take turns playing a trail card from their hand or a supply card. The selected card's trail end must match up with the end point of the trail on the previous card in order for the card to be played. Most trail cards will require some kind of resolution. Some are river fording cards that require the player to roll a die in order to allow the party to proceed past the river or suffer penalties. Some are calamities that require drawing a card from the calamity deck and resolving its effects.
Most calamities can be countered with supply cards, but snake bites and dysentery are instant, unavoidable deaths.
Most calamities are unfortunate effects that require a die roll or a specific supply card to be played. If the effect is not resolved in time, a penalty occurs -- usually the death of the affected player. Some calamity cards (such as the snake bite or ubiquitous dysentery) will even kill a player outright, with no chance to avoid death.
The objective of the game is for the party to successfully pass 50 trail cards to travel from Independence, Missouri to Willamette Valley, Oregon. It's a purely cooperative game, so if any one surviving party member makes it to Oregon, then the entire group (including the dead players) wins the game. [More]
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Tags:Oregon Trail, history, dysentery, cholera, death, wagon, wagon train, Target, board game, card game, Independence, Missouri, Willamette Valley, Oregon, computer game, Teen Titans Go!, Tales of the Arabian Nights, nostalgia
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