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Silent Hill 2 (2024, Playstation 5) Review


A PSYCHOANALYST'S DREAM


Also for: Windows


The town of Silent Hill, where your deepest emotional scars manifest around you, is one of the original horror locations of the Playstation ecosystem. Every visitor experiences the place in their own unique way, resulting in monsters tailor-made to inflict the most possible trauma. Silent Hill 2 is the best story this place has yet generated, a psychoanalyst's dream, where every bit of imagery, and every puzzle theme, is a clue to the enigma that is the protagonist's ailing mind.

Although his appearance suggests otherwise, James Sunderland is a disturbed human being, judging by the creatures he conjures. Demons in straitjackets, nurses in revealing outfits, mannequins with an extra pair of legs where their torso should be - these are the waking nightmares that haunt him. When combined with the dour state of the town itself, it doesn't paint a pretty picture.



Drawn there by the contents of a letter from his wife, who died from a disease three years before, James is full of questions and doubts throughout the game. She couldn't really be alive, could she? He investigates the old places they visited on a previous vacation, jogging through run-down streets and searching buildings for any trace of her.

This time, the city looks like it's been abandoned in a hurry. Cars are left everywhere, most buildings are boarded up and scrap litter the streets. No-one has tended to this town in a while. A thick fog dampens everything, making it hard to navigate the labyrinthine road network. Many paths end in large, impassable scaffolding and some are cut short by bottomless chasms. The town appears open, but you soon realize you're being led down a linear path. Silent Hill might be a living, malignant entity, and that's one of the scariest insights.



Other people are visiting as well, equally hounded by their past. You meet them repeatedly; Eddie, Angela, Maria and Laura, all differently affected - or seemingly unaffected - by the town. As you talk to them, the dialogue often seems detached, which might be an effect of alternate realities. Their version of Silent Hill looks and behaves different from yours. Maria is of special interest, an enchantress with an uncanny resemblence to James' wife. She seems to be the only source of color in the game.

This is a remake of the 2002 game of the same name. It's very respectful of the original story, all the while putting its own spin on events. It never sidesteps the original entirely, only extends it. For instance, numerous buildings that were boarded up in the original are now open for exploration, allowing you to stock up on ammunition, health and weapons. This faithful approach is a relief, especially since the original game has one of the most uncompromisingly evil storylines in gaming. Even as its traditional survival-horror gameplay has grown stale, the story affirms its position among my favorite games of all time.




In this reimagining, Bloober Team gives it the Resident Evil 2-remake treatment, updating it to a third-person camera with over-the-shoulder aim of your gun. The experience feels less bewildering  than the original from a navigational standpoint, and the combat - albeit not great - is significantly improved. Unfortunately, it's also too prevalent for my tastes. A lack of enemy variety soon makes the combat a bit repetitive, and the jumpscare of a mannequin lying in ambush gets aggravating.

Burdened by realism, James moves and aims like an everyman, which heightens the tension in tight situations. You can conserve ammo through headshots or by crippling them momentarily, followed up by a few melee attacks. By smashing windows of stores and cars you can rob a place for supplies. No-one is there to object. And ever so often, you'll find a new, more powerful firearm. James turns his head to look as he gets close to anything interactable, a subtle way of helping you miss as little as possible.


Enemies spawn at every possible location; they lurk in the darkness of the interiors, they patrol the streets, and later on they even climb the walls. Your radio emits white noise as they draw near, which is a superb way of raising tension while it also serves as a gameplay function. It is the icing on the cake that is sound design. The ambience constantly torments you with abstract, metallic humming. Smashing an enemy with your pipe is done with a satisfying squish. The resulting atmosphere alternates between depression and oppression, between eerie silence and noise, and the fine voice performances channel resignation and desperation.

And the enemy design remains intact from the original; the twisted sexiness of the nurses and the leg mannequins, the toxicity of the straitjacket patiens. Pyramid head is one of the classic antagonists. A force of pure violence against female figures, he's also dead set on punishing James for unclear reasons. Concealed behind his huge, red, pyramid-shaped helmet, he's the most disturbing enemy to look at. Another late-stage boss fight, involving the side character Angela, claims the prize as the most disturbing enemy to think about.




Following a trail of leads gets you though a series of increasingly corrupt locales, like an apartment complex, a hospital, a prison and beyond. In between enemy encounters, you read up on the town and your personal history through weird notes. Strange puzzles - often involving looking for notes and out-of-place objects - and lockboxes also give vague hints of the reasons behind James' anxiety. These puzzles are of the kind that are confounding at first, but gets obvious as you keep exploring and find certain items.

At set points, the wet blanket of fog gives way to the dread of darkness, as you enter the otherworld. These transitions are almost unnoticeable. You suddenly realize you're stuck inside a pure nightmare, as the enemies get more numerous and tougher. Visibility is reduced to the mere cone of your flashlight. Inspired by Jacob's Ladder (the 1990 horror-thriller directed by Adrian Lyne), these segments have a stygian quality to them, of rusty steel fences intertwined with fleshy substances and dream logics.



Alternating between the real town and the otherworld, Silent Hill 2 settles at a slow, tormentuous pace. It's hard to keep playing for long sessions, as it takes a toll on your mental health. If depression has a face in gaming, it's Silent Hill 2. It feels a bit meandering at times, particularly a maze-like section closer to the end, where it also goes overboard with loud audio design. Some puzzles also caused me some grief, as I misunderstood the simple premise of what they were about.

As a piece of art and a psychological horror story, I prefer the original PS2-game. It's better paced, with significantly less (albeit worse) combat. And the weird acting is even more detached, making the dialogue almost surreal, which improves the otherworldy aspects of the game. The confusion of the fixed camera angles, always making it hard to nagivgate, steeps that game in a feeling of constant dread.

But as a video game, the Silent Hill 2 remake is a clear improvement. The combat is smoother and the levels progress more intuitively. Excellent cinematography and disturbing visual design captures the alienation of the place. It's a tale of depression set inside a town that seemingly wants to push you over the edge. James has the aura of a defeated man from the outset, and he wears his green jacket like a war veteran. His fight is behind him, and he's ready to face the consequences. I'm thrilled a new audience will get to lead him down this road. 

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