Two years after its announcement and navigating through a complex media storm, the remake of Silent Hill 2 is now available for both PS5 and PC. The release has been met with anticipation tinged with dread or suspicion by many. Initial videos garnered more reactions of disinterest than intrigue, compounded by Konami’s aggressive marketing strategy. There was widespread speculation about the project’s premature cancellation, following the successes of Resident Evil 2 and 3 remakes in 2019 and 2020, fueled partly by our own conjectures but also due to numerous missteps by Konami as they seemed poised for a return to quality game production. Despite these challenges, the Japanese publisher proceeded confidently, distributing test codes to press nearly three weeks ago. This allowed ample time to experience this dark and somber journey without the pressure of last-minute embargoes. Other publishers would do well to observe this approach. The practice of having to complete open-world games within a tight five-day window should be reconsidered. In conclusion, I have completed Silent Hill 2 Remake, and it has achieved an impact similar to that of its original release in 2001. To Konami, I extend my sincere apologies.
THE COMEBACK!
In summary, before diving into the technical and gameplay mechanics details, it is important to note that this 2024 remake has been quite successful, though there are certain gaps that were already evident in trailers and presentations a few months ago, raising concerns. For example, James Sunderland’s almost cadaverous rigidity during movement remains an issue; his arms stay by his side when he walks, and the stiffness in his movements, particularly during dodges, is noticeable initially. Interestingly, there are instances where James places his hand on a locked door to open it, but for accessible doors, the natural animation of pushing them with his hand is often missing, instead requiring him to use his entire body. This inconsistency is puzzling and may be due to budget constraints or an intentional design choice. When comparing the animations to what competitors can achieve today, there is a sense of being transported 15 years back in terms of quality. While one eventually gets used to it and might even appreciate its old-school vibe in the overall game atmosphere, the game would undoubtedly benefit from improved animation if James did not have that distinctive broomstick feature hindering his movements.
Two years after its announcement and navigating through a complex media challenge, the remake of Silent Hill 2 has been released for both PS5 and PC. This release was anticipated with a mix of trepidation and suspicion by many due to initial marketing efforts that seemed more likely to deter than attract potential players. The preliminary videos appeared more off-putting than appealing, and Konami’s approach to promoting the game did little to alleviate concerns. Predictions of its premature demise were widespread, fueled by comparisons to the successful Resident Evil 2 and 3 remakes from 2019 and 2020, although these predictions were based on a series of missteps by Konami that seemed poised for a return to quality gaming, regardless of the obstacles. The Japanese publisher demonstrated confidence in its product by providing test codes to the press nearly three weeks before release, allowing ample time to complete the dark and somber adventure without the pressure of last-minute restrictions, an approach other publishers could learn from. I have completed Silent Hill 2 Remake, and I must extend an apology to Konami—it provided me with a similar impact as it did in 2001.
Furthermore, regarding the absence of animations, it is also noticeable when James switches weapons mid-air. When he transitions from a stick to a firearm, there is no animation; the weapon simply appears in his hand, which is quite peculiar as well. Fortunately, where the game compensates is in the impact felt after each strike, especially in close combat with splintered wood and an iron bar. The gameplay remains somewhat stiff overall, but every blow delivered carries a certain ferocity, despite the awkwardness of movements, contributing to making encounters impactful due to the responsive nature of opponents. One should not underestimate the creatures, as even without arms, they can inflict severe damage, and James does not simply regain health after distancing himself from danger. Instead, he relies on old-school methods, swallowing painkillers to numb the pain or even injecting himself with a syringe, even if it is rusty.
PASSION AND RESPECT
As highlighted in my interview with Christophe Gans in June 2022, which revealed an exclusive at the time, Konami drew inspiration from the successes of the Resident Evil 2 and 3 remakes to create the Silent Hill 2 Remake. Consequently, it is reasonable that they reused a similar formula, positioning the camera behind James to enhance immersion by reducing visibility during stressful moments. The limited view is further accentuated by dimly lit interior environments where the player must rely on a flashlight to navigate and avoid fear and paranoia. Additionally, there is thick fog outdoors that restricts vision to no more than 3 meters ahead when James explores outside. I wish to commend Bloober Team for their adept handling of the original game’s fog, which in 2001 was a technique used by developers to mask technical limitations on the PS2. In this remake, while the fog is not volumetric, it appears consistently dense and almost viscous, significantly contributing to an atmosphere that feels uniquely haunting. It is commendable how the studio has modernized this aspect without losing its original character.
Certainly, one area where Silent Hill 2 Remake excels is in its graphical rendering. Visually, it is meticulously crafted, filled with detailed textures that faithfully reproduce the gloomy, oppressive, and unwholesome atmosphere of a town where human life has vanished. Each room we explore compels us to hold our breath and tread cautiously, fearing ambush by creatures lurking in the shadows and ready to leap at our throat. Even though their presence is signaled by sound alerts from the DualSense controller and vibrations that sometimes make us want to ignore them, some of these repulsive creatures do not hesitate to feign immobility to startle us. There are ultra-effective jump scares in this Silent Hill 2 Remake, but also moments where the constant sense of insecurity makes us want to turn back entirely, especially in the rusty environments where the macabre scent is almost palpable.
Stronger Themes Today
Bloober Team has successfully captured the atmosphere and immersion in this remake; it is rare to feel such unease in contemporary games. The Polish studio employs various techniques to instill discomfort, including moving decor elements with simulated wind, unsettling sounds from the PS5 controller speaker, and even the sound of breathing that contributes to anxiety. The game’s darkness and obscured vision are undoubtedly its strongest assets, effectively recapturing the eerie atmosphere of the original 2001 game.
As is customary with remakes, we will encounter the same passages, elements, and puzzles from the game that was released 23 years ago. Personally, I hadn’t replayed the original game since 2001, and although some memories resurfaced, I felt like I was rediscovering the entire game anew. Bloober Team has made efforts to enhance certain aspects of the game. There are now more rooms to explore, additional paths to take, and more apartments to search through. Some puzzles have been reworked, while others are entirely new; in fact, there were instances where I got stuck on certain puzzles and wanted to look up old solutions, but since these puzzles were new additions, I had no choice but to solve them independently. Otherwise, the game remains extremely faithful to its original counterpart. The same characters and cinematics can be found here—of course, reworked to fit today’s standards—and the dialogues remain largely unchanged, though there are minor differences, such as a character’s death being caused by a shotgun blast instead of a steel bar in the original version. These changes subtly alter one’s perspective on certain events. To reach the end of this modernized yet still captivating adventure, players will need approximately fifteen hours of gameplay, 23 years after its initial release.