this post was submitted on 10 Oct 2024
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Gearing up to play the remake after playing and decidedly not liking PS2 version silent hill 2. Many reviewers and critics I respect really love this game, and I want some other takes on what I'm missing what I should focus on thematically or narratively in my remake playthrough. I want to give this one a decent second shot and I need some kind of grounding.

I have been rolling through survival horror games, having never played them as a very young kid for fear and religious parents but now I have fallen in love with the genre.

I recently finished resident evil 1 remake, the last I've played after playing every mainline re title and it's become my absolute peak I think no other game has gotten into my head like it. Signalis is another favorite of mine which has a ton of silent hill dna in it and I could tell that playing though 2 (PS2 version).

But despite this I really really could not fuckin get into silent hill 2. Everything felt very "2000s edgy". Is pyramid head supposed to be scary or just a foreboding metaphor? The nurses I kind of get and my first interaction with the crawling ones was the only legitimately frightening moment in my playthrough. I'm not all into survival horror just for scares, but I assume there will be something challenging or dangerous to contend with and pyramid head was the slowest least threatening "head boss" I've ever seen in a survival horror. All the serious metaphors and allusions to real domestic abuse clash with said "2000's edgy-ness". Gameplay was decent, I could have done without as much repetitive bat hitting but I elected to it to save resources so i can't totally blame that on the devs. The hallways get insanely repetitive and the puzzles, one of my favorite parts of signalis and the re games are largely unsatisfying and in some cases deliberately confusing. I've heard some people say "this is the point, it's supposed to be unsatisfying" but I think you really gotta stick the landing on using that as a device in your story and silent hill 2 didn't have the sauce for it. The atmosphere is a high point, and I like the surreal layouts, images and architecture as you dive deeper into endgame, but signalis pulled it off better for me.

Did you have to be there at the time? Re1 Remake I can see it would have blown my mind as a child and it does as an adult. I could see if silent hill 2 was your first survival horror experience how it could be incredibly formative, like re2 remake was for me.

What is the metaphor the story is going for, in your mind? What makes it a unique experience to other survival horror games? What should I be looking out for in the remake, narratively, metaphorically or otherwise?

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[โ€“] MasterBlaster@lemmygrad.ml 12 points 1 month ago (1 children)

Silent Hill 1/2/3 are probably the earliest examples of professionally produced games having genuine theming, properly written and conveyed subtext, as well as taking advantage of the medium and landing as a great psychological horror. Pyramid Head is neither meant to be a foreboding metaphor nor a heart-racing boss fight. He is James' self-punishment made manifest, his belief that he deserves pain for what he has done. But like, not metaphorically. That's literally what the monster is in the story, brought to life by a town that holds a unique but very defined spiritual power.

James killing the monster at the end is him killing the part of him that feels guilty for what he has done, which materially changes how James behaves. Depending on James/player behavior, this why the endings of the game can range from James killing himself or James making peace with his distorted memories of his wife and leaving town.

I'm sure that a game released in 2022 does all of this at least as well if not better, but SH2 was absolutely monumental for the industry and almost every psychological horror game today has some roots in what SH1/2/3 were doing. There's a definite 'Seinfeld effect' with this. But I do reject the idea that you had to play it in its prime to properly 'get it.'

I will say that its exploration of domestic abuse, sexual violence, terminal illness, did not come off as edgy in 2001. It came off as downright shocking that a game dared to explore it and demanded maturity from its audience. Back in 2001, this was unheard of in games.

[โ€“] Charliisarobot@hexbear.net 2 points 1 month ago

Great stuff, this helps me track the historical significance better. Being an example of an early psych horror game instead of just "largely a worse resident evil" is definitely a huge part of this puzzle.

This also fits because I tend to dislike the psych horror games I've played, in contrast to the more classic survival horror or action horror stuff.