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New Silent Hill Announced

Reever

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Jul 4, 2018
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585
Music and sound wise Yamaoka as usuall is master. I feared that he would change completely music but he just rearranged slightly tracks but they still sound pretty much like original. Soundscape on other hand got major buff, SH always was very strong in that aspect but SH2 is really really really fucking good.
Is it? I don't have the game and am not planning on playing it any time soon but I did take a listen to the soundtrack on youtube and felt like most tracks are just worse. They also sound worse in terms of quality although that may be because of the person that ripped the music from the game. Heaven's Night in particular lost all it's purpose and feels like a track from a porn movie. The only track from the ones that I listened to that I felt sounded better than the original was Angel's Thanatos.
 

Machocruz

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Actually, this remake does have a "fixed camera". Unfortunately, it's always FIXED to the PC's ass.
We gradually went from seeing the entire model in og RE4 to this. You're just a turret with arms now, literal tank controls kek. One day it will be just a head and some of the neck.
 

Hell Swarm

Learned
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Jun 16, 2023
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Bathroom mirror in the opening scene? Works. Reflects James perfectly.

Every other mirror? DOESN'T FUCKING WORK!

0/10 You fucked up the mirrors because you're all fat ugly dykes defiling your bodies because Daddy didn't love you.
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Been playing a little to try it out, and to measure it up to my computer. Seems to run well at 60 FPS, but I got the occasional stutter. The game feels like Silent Hill in graphics and name, but yeah, that has already been discussed here. The atmosphere is okay, and I find it enjoyable to loot cabinets and stuff for items, aka the slow paced survival horror gameplay. Like the Last of Us, Resident Evil, and so on. But to my point. The one thing that gets me every time with remakes... and especially one when the plot is supposed to be shrouded in mystery. Is that we already know what it's all about. So every little cool tidbit is ruined by this aspect. Finding background stuff about the city, mysterious characters etc. It just seems like such a major waste. Playing something new in the engine/style of graphics they created would have been cool, but instead we are stuck with the same old. The same stories, but made worse, since the finer things have been lost. 10 years of SJW games, and now 10 more years of good games being remastered endlessly...
 

Hell Swarm

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The atmosphere is okay, and I find it enjoyable to loot cabinets and stuff for items, aka the slow paced survival horror gameplay.
I don't like it because I know it's cheating me. This isn't RE with fixed item placement and if you waste it get fucked. This is modern DEI faggotry difficulty where 80% of the drawers are empty because they could have items but don't because I already have too many resources. I know if I fired all my shots off I'd find more ammo really quickly. But it wants me to think I've only got 10 shots left and I need to save them. RE2 remake did this much better where holding 1 bullet for the pistol meant 100% headshot critical hit with it. You didn't realize your difficulty slider was changing enemy head. SH2 changes resources so you notice it when you open so many empty places and the next few have items because you used up a couple.
 
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The atmosphere is okay, and I find it enjoyable to loot cabinets and stuff for items, aka the slow paced survival horror gameplay.
I don't like it because I know it's cheating me. This isn't RE with fixed item placement and if you waste it get fucked. This is modern DEI faggotry difficulty where 80% of the drawers are empty because they could have items but don't because I already have too many resources. I know if I fired all my shots off I'd find more ammo really quickly. But it wants me to think I've only got 10 shots left and I need to save them. RE2 remake did this much better where holding 1 bullet for the pistol meant 100% headshot critical hit with it. You didn't realize your difficulty slider was changing enemy head. SH2 changes resources so you notice it when you open so many empty places and the next few have items because you used up a couple.

Sad.

But remember that SH3 (IIRC) was the first survival game to spawn resources based on you not having many already. It was very limited to only a handful of rooms but it was there
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
The atmosphere is okay, and I find it enjoyable to loot cabinets and stuff for items, aka the slow paced survival horror gameplay.
I don't like it because I know it's cheating me. This isn't RE with fixed item placement and if you waste it get fucked. This is modern DEI faggotry difficulty where 80% of the drawers are empty because they could have items but don't because I already have too many resources. I know if I fired all my shots off I'd find more ammo really quickly. But it wants me to think I've only got 10 shots left and I need to save them. RE2 remake did this much better where holding 1 bullet for the pistol meant 100% headshot critical hit with it. You didn't realize your difficulty slider was changing enemy head. SH2 changes resources so you notice it when you open so many empty places and the next few have items because you used up a couple.
Yeah, sadly, this mechanic seems to be popular in modern survival horror. The last modern one I played (Alone in the Dark) suffered from this, too. I find it much better if they let the player fuck up, but let's say, always keep a basic melee weapon around so they can get out of a bind.
 

Zombra

An iron rock in the river of blood and evil
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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
"Obtained" it, played for a while and I think I will uninstall.
Let me say this, if I had never played any Silent Hill before then I imagine I'd really like this. It's pretty cool. It's like Resident Evil 4 Remake but with better story.
That said, the story is butchered compared to original, dialogs are handicapped and "badass" now (James is a complete chad, you know, unless when he squeals) and now it's all about running around killing things and solving occasional puzzle. The focus of the game went from uneasy atmosphere creating dread (which is all gone) to AWESOME combat with cool animations and finishing moves. But don't worry, James is also now able to break windows (but only developer chosen ones) into stores 'n shiet to steal stuff, and crawl around into places (but can't jump over 0.5m fence).
There's also no yellow paint, but there's WHITE CLOTHES! Now you can see where you need to go by just following their trail!
I'm watching a playthrough, this game has more combat than RE2 remake. I saw an achievement pop-up that the player killed 75 enemy with a ranged weapon (at about the halfway point in the game), I don't even remember killing that many in the original in total. There is very little opportunity to build any tension because almost every single room and hallway has multiple nurses to fight.
Thank you both for saving my sanity. When I saw good reviews from reviewers I normally respect I thought I had to be losing my mind. I cannot exist in a world where Bloober not only makes a good game, but nails a remake of a treasured classic. Reassuring to know that they fucked it up in all the predictable ways we knew they would.
 

kites

samsung verizon hitachi
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The problem is the old game is an albatross around their neck. The original had many deficiencies but made up for it with it's atmosphere, music, and other artistic choices that required creativity to work around the PS2's limitations. If Bloober were given the space to make their own SH thing it probably would have been received much better by nitpickers like me, and would have been way more interesting. Those who already knew what SH2 was; there's no mystery left to engage, and I don't care if they "improved" the combat/camera if they can't nail the details that tied the old one together. Maybe it's corporate limitations, cultural/artistic differences, or them learning UE5; because it certainly wasn't time given their four year development. And frankly, the original didn't have enough variety to pad it out by 30% or whatever it is. It's a shame one of the only Team Silent people to come back was the guy whose main input was designing the monsters, but he didn't get to work on adding a 1-2 more main staples that would fit into the lore. ~15 hours is a long time to mostly fight the same 2-3 enemies..
 
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Hell Swarm

Learned
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The atmosphere is okay, and I find it enjoyable to loot cabinets and stuff for items, aka the slow paced survival horror gameplay.
I don't like it because I know it's cheating me. This isn't RE with fixed item placement and if you waste it get fucked. This is modern DEI faggotry difficulty where 80% of the drawers are empty because they could have items but don't because I already have too many resources. I know if I fired all my shots off I'd find more ammo really quickly. But it wants me to think I've only got 10 shots left and I need to save them. RE2 remake did this much better where holding 1 bullet for the pistol meant 100% headshot critical hit with it. You didn't realize your difficulty slider was changing enemy head. SH2 changes resources so you notice it when you open so many empty places and the next few have items because you used up a couple.
Yeah, sadly, this mechanic seems to be popular in modern survival horror. The last modern one I played (Alone in the Dark) suffered from this, too. I find it much better if they let the player fuck up, but let's say, always keep a basic melee weapon around so they can get out of a bind.
AITD didn't make it this obvious. It wasn't this in your face. I enjoyed AITD and thought it played pretty well.

Who decided James should always pull out his weapon when an enemy is close? Utter immersion breaking.

A place full of monsters? Windows covered with news paper poorly taped up? Why would you ever pull the paper down? Leave it dark instead.

Locked inside a room where you have to find hidden numbers that only appear in your flash light? Better make it so it's easier to read the stuff on the wall if your light is off!

So many constant fucking issues and it makes me angry. I'm BORED by this game but I want to see what they do with it. But every thing they do is a fuck up and makes me annoyed and BORED.

If Bloober were given the space to make their own SH thing it probably would have been received much better by nitpickers like me, and would be way more interesting.
No. Don't bullshit us. A developer that thinks the player should always know when a monster is close doesn't understand horror. They don't understand how to make an action game, a horror game or any other game. It's a miracle Mary isn't a nigger this is so bad.
 

kites

samsung verizon hitachi
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"Much better" is the wrong wording. Only that I wouldn't have something to directly compare it to, and as a result would have judged it less harshly at first blush. A bad game is a bad game, but perception and expectation also play a part in coloring your experiences and determining what you're open to.
 

Hell Swarm

Learned
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"Much better" is the wrong wording. Only that I wouldn't have something to directly compare it to, and as a result would have judged it less harshly at first blush. A bad game is a bad game, but perception and expectation also play a part in coloring your experiences and determining what you're open to.
I expected to play a DEI version of Silent hill 2. Yellow tarps every where and awful combat. I was quite happy to play a crappy modern action horror game like Resident evil remakes wearing silent hills face. The same way I went into RE3 remake expecting a crappy modern action game wearing it's face. I can say I had some fun with RE3 and even though I don't like it RE4 has it's charms. I cannot find a single thing in this game that merits it's existence with or without Silent hill 2's name attached.

There has been 1 thing I've found impressive in this game. While heading to the apartments the fog effect is matched with a heavy wind effect. It creates a very intense, creepy looking effect that makes it very hard to see and only could have been done with modern graphics. It is the single redeeming thing in the 2 hours of play time I have put in.. That's not me comparing it to Silent hill 2 original or really any other game. It's me being incredibly bored before the games intro is 20 minutes of running down empty streets followed by another 30 minutes of it.
 
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"Obtained" it, played for a while and I think I will uninstall.
Let me say this, if I had never played any Silent Hill before then I imagine I'd really like this. It's pretty cool. It's like Resident Evil 4 Remake but with better story.
That said, the story is butchered compared to original, dialogs are handicapped and "badass" now (James is a complete chad, you know, unless when he squeals) and now it's all about running around killing things and solving occasional puzzle. The focus of the game went from uneasy atmosphere creating dread (which is all gone) to AWESOME combat with cool animations and finishing moves. But don't worry, James is also now able to break windows (but only developer chosen ones) into stores 'n shiet to steal stuff, and crawl around into places (but can't jump over 0.5m fence).
There's also no yellow paint, but there's WHITE CLOTHES! Now you can see where you need to go by just following their trail!
I'm watching a playthrough, this game has more combat than RE2 remake. I saw an achievement pop-up that the player killed 75 enemy with a ranged weapon (at about the halfway point in the game), I don't even remember killing that many in the original in total. There is very little opportunity to build any tension because almost every single room and hallway has multiple nurses to fight.
Thank you both for saving my sanity. When I saw good reviews from reviewers I normally respect I thought I had to be losing my mind. I cannot exist in a world where Bloober not only makes a good game, but nails a remake of a treasured classic. Reassuring to know that they fucked it up in all the predictable ways we knew they would.
Out of curiosity I fast forwarded to the end of the stream to see total number of kills and other stats (his playthrough was Standard combat and Standard puzzles).

image.png


I couldn't believe that number. For comparison I tried to find the total number of zombies in RE2 and RE3 remakes:

image.png
image.png


Now that's just zombies and the RE games have a few more enemy types, but fuck SH2 remake has more enemies than RE2 and RE3 combined! I know they improved the combat, but I don't know what the fuck Bloober team is thinking. Their combat system isn't THAT fucking good to kill 300+ enemies with less than 6? 7? enemy types. I recall reading something where Konami pushed for more combat in the original SH2 to make it a competitor to Capcom's RE franchise, which is understandable as the walking simulator was rare then. But if you're going to remake or dare I say reimagine the game, and you're going to give it to Bloober Team, let them make the type of game they're comfortable making. They make walking simulators. This is a game that could have easily been one. And you could have still had some combat, but instead maybe some set-piece fights. I mean they had the guy who designed the original monsters as a consultant, he could have come up with quite a few other designs and pull it out of James' psyche's ass. What they went with instead is just bizarre.
 

kites

samsung verizon hitachi
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6-7 enemy types is overstating it. 90% of the time you will only be killing lying figures/mannequins/nurses, and there are hundreds of them. How can you build an atmosphere when you’re Callisto Protocol genociding a group of fiends every 5 minutes? The original had a problem with too many monsters but this doubles down on it at the expense of pacing

When you’re exposed to something enough it becomes routine and predictable, and then it isn’t scary.. it’s a chore. Oh, I picked up the key item? Here we go again.. Especially when it isn’t a challenge and you just gulp some more health drinks out of the punchbowl
 
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Konjad

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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
So many constant fucking issues and it makes me angry. I'm BORED by this game but I want to see what they do with it. But every thing they do is a fuck up and makes me annoyed and BORED.

Good luck. I'm bailing out. Constant combat is infuriating and takes away all the leftovers of atmosphere.

Resident Evil got decent remakes because they took old games and improved upon them.

What was the lesson learnt for Konami? No, don't take old games and improve upon them. Take old games and make a weird and unplayable mix of them and Resident Evils!
 
Joined
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6-7 enemy types is overstating it. 90% of the time you will only be killing lying figures/mannequins/nurses, and there are hundreds of them. How can you build an atmosphere when you’re Callisto Protocol genociding a group of fiends every 5 minutes? The original had a problem with too many monsters but this doubles down on it at the expense of pacing
They really must've been afraid of the goldfish brain twitch streamers/normalfags reaction to not having something dangled in front of them every 20 seconds. 293 enemies is insane. The other important thing to remember in the RE2 comparison is that each of those runs is about 1/3 the length of SH2R, nowhere near 15 hours each even on professional giving you closure and a break between each story line instead of nonstop action.

Guess it worked in the end judging by the gushing over it these people are currently doing. Can't wait for Konami to remake SH1 and put in 400 unavoidable enemies and really pad it out.
 
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I think they got the point across. James really wants to fuck some nurses.

They should have limited his ammo and forced him to pipe them then.

Also, a streamer suffering ZERO deaths? Combat must be incredibly easy and resources nigh-infinite. Hell after 10 hours of playing a game I'd die just to see if it was possible.

When you’re exposed to something enough it becomes routine and predictable, and then it isn’t scary.. it’s a chore. Oh, I picked up the key item? Here we go again.. Especially when it isn’t a challenge and you just gulp some more health drinks out of the punchbowl

You can make the routine enemy feel menacing if you force a player to contend with limited supplies and make all encounters at best a net-neutral contribution to your ammo stockpile if you use the pipe. We all know that's never gonna happen on a game released this decade though lol.
 

Necrensha

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Deep underground
They could've just made both James and the monsters slow and awkward, have the combat be a tiring and pointless thing because you should be able to avoid most monsters. It's not like the original wasn't a walk in the park.
But instead they gave him navy seals speed and precision, and put a mannequin every 5 steps.
Just one of the many things that they could've improved but somehow made worse instead.
 

Zboj Lamignat

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Feb 15, 2012
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5,778
Listened to the soundtrack for a bit yesterday and... I don't really know what to think.

Good: it's not just a low-effort rehash and most tracks are different enough to be considered their own thing, also very well-produced.
Bad: I don't think I found a single one that I would like more than the original, despite all the added instruments, "better" drum lines etc. Promise, in particular, was like super whatever.
 
Joined
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6-7 enemy types is overstating it. 90% of the time you will only be killing lying figures/mannequins/nurses, and there are hundreds of them. How can you build an atmosphere when you’re Callisto Protocol genociding a group of fiends every 5 minutes? The original had a problem with too many monsters but this doubles down on it at the expense of pacing
They really must've been afraid of the goldfish brain twitch streamers/normalfags reaction to not having something dangled in front of them every 20 seconds..
Speaking of, if you recall the puzzle(?) where you need to throw the cans of juice down the chute to dislodge the coin, Bloober Team actually put the cans literally right next to the chute instead of finding it in one of the hallways in the original. Maybe they change that on Hard puzzles but to have that as default shows how highly they think of their audience. Maybe mods will fix it.

image.png
 

Yuber

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Saw a guy who killed 377 Monster in the end. My god they fucked it up.
To get 10 Stars for the best raring in the OG you had to kill 150 enemies ....
 

Perkel

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Mar 28, 2014
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Saw a guy who killed 377 Monster in the end. My god they fucked it up.
To get 10 Stars for the best raring in the OG you had to kill 150 enemies ....

Game is actually longer than original and has new puzzles. Which mean that if you are stuck on puzzle and run around you will kill more enemies.
 

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