The Silent Hill 2 remake was perhaps one of the most unexpected successes in recent video game history. Following an underwhelming series of trailers and sneak peeks, Bloober Team’s 2024 version of one of the most impactful stories in the horror game genre exceeded all expectations by earning high ratings and dashing reviews.
Being a long-term fan of the original PlayStation 2 game, I was initially sceptical when hearing about the remake. That eerie, mysterious vibe that was perfectly captured through the VHS static of a 2000s computer felt impossible to measure up to or ever do justice to on a modern console. Through not only visuals but soundtrack and storyline, Silent Hill 2 was an untainted masterpiece, and so when my expectations were let down following the promotion that lead up to the new game’s release, I had vowed not to play.
That was until said reviews flooded in, and my prayers were answered— the developers seemed to have taken criticisms on board and had created a remake that was entirely loyal to the source material, diverging only to expand upon areas of gameplay that fleshed out the consumer experience. The Bloober remake is huge and a mustplay, not only for old fans, but also ncomers to the story and franchise. A game that previously took around nine hours to complete, now takes the average person over twenty just to complete the main bulk of the walkthrough.
A remake is not a remake without a refresh. Of course, changes had to be made to revitalise the game into one that is enjoyable two decades on—tweaking the combat, locations, and puzzles within the story to keep fans both old and new on their toes and prevent boredom. Instead of the original’s click, click, click approach to fighting, the new game has not only a pattern to each enemy, but a dodge option that adds to the intense experience with each and every monster. Whereas past enemies weren’t much more than an inconvenience, easily avoided by rerouting around their path, the remake versions are individual obstacles that cannot be ignored. They are fast, determined and savage, to the point where I was almost relieved to encounter a boss fight, as I was sick of being stalked and beaten by Mannequins. Speaking of which, those things are less comedic and more terrifying, striking an uncanny nerve when hunched in a storage room corner, standing rigid behind a curtain, or (perish the thought) crawling up the walls of Toluca Prison.
In terms of boss fights, revitalisation of the same old has unlocked new locations, new stages and new difficulties. You won’t be pleased to hear, but Pyramid Head is almost too frequent in the remake. He still finds James in those expected places, such as closets in apartments, and long, winding hallways with Maria, but will sneak up on you in some new environments, too. He is equally as terrifying as in the original game, but in my opinion slightly diluted in terms of ability. This is maybe one of the only complaints I have about the new game.
In the original version, James’ first fight with Pyramid Head is in a compact stairwell, making it difficult to dodge or catch a break from his relentless attacks. The reboot has altered this fight to take place in a much larger room, full of places to hide and avoid that rusted scissor blade swinging towards you. While this makes for a much more pleasant experience, the claustrophobic feel of the original boss fight had you holding your breath as you ran around the tight room, always in arm’s reach. Some players have reported that it is possible to complete the fight now without taking a single hit, by waiting for the sirens droning in the background to cease (by which point, he will grow tired of chasing you around the room and give up).
The much-loved characters, Angela, Eddie, Maria, and Laura have been given a breath of fresh air, too. Many players have reported that the Eddie fight was the most difficult part of their playthrough, even worse than the final boss fight. Angela has been given more scenes, and is no doubt my favourite character. Critics had a lot to say about her new look— eyebrowraising, if you ask me, as she just looks younger, more vulnerable and less likely to be sexualised—but I think she captures the traumatised, desperate young woman she has always been, maybe even better than the original game. James sees her a lot more, and his encounter with the Abstract Daddy boss is somehow even more devastating than the original, running through burning hallways of her childhood home.
And as for the map itself, the town of Silent Hill is like a Tardis. With a new ability to smash windows allowing for even more exploration of businesses and shops, you truly feel as though the town is abandoned, left intact from the day it was last lived in. The major areas, such as the hospital, apartments, and prison, keep their original aura but somehow become even more terrifying and mazelike. The hotel is no doubt my favourite location, with some of the more difficult puzzles within that section meaning that a portion that previously took maybe an hour to complete, left me confused, scared, and running in circles for around four.
