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Batsu Review - Silent Hill 2

Posted : 2 months, 3 weeks ago on 14 February 2024 04:17

The survival experience of the game is rather poor not only compared to its rival franchise, Resident Evil, but also to its own predecessor. The enemies are less varied, less agile, and therefore less demanding, and resources are plentiful. The game's structure of trying out doors until finding accessible areas and then collecting items to unlock new areas becomes repetitive and quite linear. The parcially smart decision to clean the screen from any kind of HUDs is truncated by the necesity to check the menu constantly in order to manage the inventory and check the maps. Most puzzles are incoherent with the narrative context and are not even rooted in the protagonist's psyche, unlike the monsters inhabiting the town. The camera, sluggish like no other, achieves absurd levels of annoyance and injustice when dealing with dangers. This simplistic and limited design, almost a lazy copy of Resident Evil, and frankly mediocre, is redeemed by the psychological load of level architecture and its navigation, signifying a journey into an increasingly twisting subconscious. The levels of thematic depth, and the maturity of the themes addressed, are hard to find in any other game. Particularly, I enjoy how there are no strictly good or bad characters, and all their actions are conditioned by circumstances and emotional entanglements. You feel both disgust and pity for them, and you can’t think of a clear way to overcome their situation. It's worth noting how, unlike its franchise peers, the endings are not classified from bad to good, but rather have their own names and carry equal narrative validity. The lack of a clean resolution leaves a bittersweet flavor that reminds of the cruel reality, and this makes the game memorable. The atmosphere, lacking in generating fear due to tools like the radio segmenting danger, and dark and foggy in excess, still manages to deeply resonate with the player when it comes to transmitting James's mind, that nebula with flashes of sinful truths and burning traumas. Finally, the voice actors sometimes display amateurism, but they bring an eerie tone to the interactions that fits well, and Mary's voice actress, in particular, delivers a truly touching performance towards the end.


ESPAÑOL:


La experiencia de supervivencia del juego es bastante pobre no solamente en comparación a su franquicia rival, Resident Evil, sino a su mismo predecesor. Los enemigos son menos variados, menos ágiles y por tanto menos demandantes, y los recursos están por doquier. La estructura del juego de probar puertas hasta encontrar zonas accesibles y recolectar ítems para desbloquear nuevas zonas se vuelve reiterativa y bastante lineal. La decisión parcialmente acertada de librar la pantalla de HUDs de cualquier tipo se ve truncada por la necesidad de entrar al menú a cada rato para administrar recursos y consultar mapas. La mayoría de puzles son incoherentes con el contexto narrativo y ni siquiera están arraigados en la psique del protagonista, cosa que sí ocurre con los monstruos que habitan el pueblo. La cámara, vaga como ninguna otra, logra niveles absurdos de fastidio e injusticia a la hora de ayudar a lidiar con los peligros del mundo. Este diseño simplon y limitado, casi una copia perezosa de Resident Evil, y francamente mediocre, se ve salvado por la carga psicológica de la arquitectura de los niveles y su navegación, significando un viaje al subconsciente que se retuerce cada vez más. Las cotas de profundización temática, y la madurez de los temas tratados, son difíciles de encontrar en otro juego. Particularmente, disfruto como no hay buenos ni malos personajes perse, y todas las acciones de los mismos están condicionadas por las circunstancias y enredos emocionales. Sentis repulsión y a la vez lastima por ellos, y se dificulta pensar en una salida clara de las situaciones en las que están envueltos. De destacar cómo a diferencia de sus pares de la franquicia, los finales no están clasificados de malo a bueno, sino que tienen nombres propios y tienen igual validez narrativa. La falta de una resolución limpia, deja un gusto agridulce en la boca reminiscente a la cruel realidad, y hace del juego algo memorable. La atmósfera, deficiente a la hora de generar miedo por herramientas como la radio que segmentan el peligro, y en exceso opaca y neblinosa, logra aun así calar hondo en el jugador en cuanto a descubrir la mente de James, aquella nebulosa con destellos de verdades pecaminosas y traumas ardientes. Por último, los actores de voz pecan de amateurismo de a momentos, pero le dan un tono enrarecido a las interacciones que viene muy bien, y la actriz de voz de Mary particularmente da un delivery conmovedor hacia el final.




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Chilling and Beautiful

Posted : 1 year, 8 months ago on 16 August 2022 09:20

I always thought that video games were due for some respect as a legitimate art form, but far too many games relish their positions as mindless gorefests. That's why this game is such a breath of fresh air. It combines all the best elements of a video game with the creepy ambiance of films like SEVEN. Even better is that the game gives you characters that are complex and troubled.

You play as James Sunderland. James lost his beloved wife Mary to a strange disease three years ago, and he's been drifting through his life in a deep depression since then. Then, out of the blue, he receives a letter signed by his late wife saying to meet her in the town of Silent Hill, a faorite vacation spot of theirs when they were married and the site of Mary's death. So James travels to the town, to find it devoid of natural human life and engulfed in fog. Something terrible has happened here, and James starts to learn the truth about the town's horribly mutated, monstrous inhabitants.

Few games have made characters seem so real. James doesn't have superpowers, and he isn't trying to survive any longer than it takes to find his wife. He's not searching for treaure, he's searching for a reason to live, and he doesn't necessarily care if he finds it. There are several other mysterious characters inhabiting the town. All have stories to tell, none of which are pretty, and we watch in fascination as various characters fold under the mental strain of the sights they are seeing.

By the end of the game, there are several questions left unanswered, and several new ones are raised. Where did the monster's come from? Where did the strange little girl come from, and how did she survive? And (most interestingly) does this nightmarish Silent Hill actually exist, or is it all a figment of James' twisted imagination?

The game provides some brilliant environments and creature design, some challenging puzzles and creepy, grainy camerawork. It uses these things to grab hold of your emotions and twist them around. Few games have ever been able to capture raw fear, but this one succeeds brilliantly. Most importantly of all, this game makes you think. This is a formula that more games of this genre should follow, if video games ever hope to receive respect as an art form.


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Silent Hill 2 review

Posted : 7 years, 3 months ago on 12 January 2017 08:36

El mejor juego de terror que he jugado, la mejor secuela spin off ( por que realmente lo unico que tiene del primer juego es la ciudad) ) que reconstruye el concepto del primer juego para, ademas de causar miedo, también poder dar un hermoso mensaje sobre enfrentarse a los problemas. Cuyos personajes estan ahi por una razon y no simplemente por azares del destino! con una musica y ambientacion hermosa.


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Our special place...

Posted : 15 years, 8 months ago on 9 September 2008 11:47

''I was weak. That's why I needed you... needed someone to punish me for my sins... but that's all over now... I know the truth. Now it's time to end this.''

Players find themselves placed in the role of one James Sunderland, a lonely, depressed man who was once happily married. His former wife, Mary, died three years ago to a terrible disease, and ever since, James hasn't been able to pull it together.
Then one day, James receives a letter, signed by his "dead" wife Mary, pleading for him to meet with him in the town of Silent Hill. It reads, "Silent Hill, our sanctuary of memories...I will be waiting for you there." Disturbed, perplexed, and intrigued, James lets his emotions decide against logic, and drives to their former place of memories, Silent Hill.
Players find themselves placed in the role of James Sunderland, a lonely, depressed man who was once happily married. His former wife, Mary, died three years ago to a terrible disease, and ever since, James hasn't been able to pull it together.
Naturally, a letter from the dead can only mean one thing, trouble. And James is headed straight for it. It's kind of subtle when you pass through the first major area, a cemetery and the fog is so thick, you can barely see which way you're going. But the point slowly seeps in, you're on a long, wild goose chase and the few people who are around can barely help you, let alone help themselves...

Guy Cihi: James Sunderland (voice)

Just like Konami did in its first original Silent Hill on PlayStation, Silent Hill 2 is a study in surrealism and eerie, psychological terror. The game is perfectly set up from the start, slowly drawing players in with loads of atmosphere, unsettling environments, and unstable characters. As James learns about the town and what he is up against; A sense of creepiness doesn't subside a bit. Strangely, every little thing in the game works to create a chilly feeling. Footsteps on grass, cement, broken glass or water, all sound differently. The clanging metallic music and sound effects are more than effective. The radio even works to scare us. Just like in the first installment, the radio volume grows louder with static as nearby monsters approach, signaling what's coming up next. But instead of lessening my fright, it did just the opposite. Whenever that radio static grows, so does the closeness of a ghoulish enemy.



The sheets and sheets of enigmatic fog create a claustrophobic feeling that somehow shrouds the user with a personal significant vibe.
Inside buildings, players have different visuals to deal with. Once inside any building, players usually are placed in dark hallways and the chest-high flashlight helps to create an additional effect, much like that in Alone in the Dark: A New Nightmare. Only in this case, the flashlight is attached to the character's chest. Players can only see as far as the cone of light protrudes. James also recognizes objects, turning his head when an enemy or object comes into sight, making locating objects less cumbersome.
As for the gameplay formula seemingly inherent in the survival-horror genre, Silent Hill 2 certainly doesn't disturb the "action-puzzle-exploration" balance from the norm. It blends a healthy amount of exploration with key-based fetch-quests, and delivers some intriguing puzzles. There are standard style puzzles, such as disseminating scratches on a wall to unlock a clock puzzle, and collection puzzles involving riddles (Three Coins in Five Slots), and even an interesting radio quiz show. And there's even a simple Rubic's Cube style puzzles later in the game. For those who had a hard time with the puzzles in Silent Hill 1, the puzzles here can be adjusted independently of the game difficulty in the options menu. Playing on the medium difficulty, most puzzles are do-able, neither too easy nor too hard.
Playing the game on hard is the best experience ever, not just the puzzles, but when you get to the final level in the Hotel. Where you have to turn off your light and your radio, otherwise it results in death due to such sensitive evil creatures that roam the corridors. This is thrilling, intense, orgasmic and certainly rewarding.

As for the exploration aspect of the game, it is a triumph. What is especially nice about it would be that one would never feel horribly, redundantly backtracked. In other words, the key quests seemed natural. for example: "Go get the key to my apartment, I left it in this room." Or "find the wrench to unscrew the hidden box behind the statue." Part of the reason these little searches work is because Silent Hill 2 takes place in an ordinary town, and James is an ordinary guy, so the puzzles and quests can't be too far out, or they wouldn't work at all. The whole game feels like a terribly bad nightmare that just gets deeper, more elaborate each and every progression you make resembles a drill being executed into your own skull. Jump in a hole, put your hand in a toilet or hole, explore a dark hospital or hotel... Do whatever it takes, without any fear for searching for truth through the electric storytelling.

One of the best aspects of the exploration works in juxtaposition with the map. Silent Hill is a huge town, and it's natural to get lost. Quick cut-scenes and markers on the map identify where you should go. Not only that, the markers indicate where you have been and which doors, taverns, parks, and boundaries you have visited with distinct marks, so unnecessary backtracking can be avoided. The quick-map button, used by hitting triangle, is a big help, too.

Players also see a good bit of action. Players who enjoyed Silent Hill 1 or any other survival-horror game should feel comfortable playing Silent Hill 2. X is action, Triangle summons the map, R2 plus X enables players to attack or shoot, depressing Square is run, Circle turns on/off the flashlight, and L1 and R1 independently are strafe, while depressed together, they automate a 180-degree turn. The strafe function is a nice addition, because it adds more control, and the 180-degree quick-turn is a natural for this kind of title. James can walk and hold any weapon, and he can reload without dipping into the menu system. Weapons include a handgun, plank, long, steel rod, shotgun, and a rifle (yes, there are others, but they're spoilers). Numerous gadgets and accessories, such as knives, wrenches, rings, keys, faceplates, and other items assist on your quest.

Despite the inherent dilemmas in the control system, what makes Silent Hill 2 so enjoyable is that it frightened me in so many ways, and it also compelled me to know the full story. Not once in Resident Evil Code: Veronica X was I scared, and the brother and sister bad guys were mere caricatures. In SH2, gamers are constantly being thrown off balance with such a huge array of variables, causing nervousness, anxiousness and pure fear, but it's the characters that remain strangely, uncomfortably real. Each time Maria speaks she becomes creepier and creepier. Creepy, eerie, creating lingering doubts in your mind about your character, and what you believe has happened to you. It creates internal, psychological fear. Not the fear caused by shocks or jolts, like from dogs crashing through a window. The diseased fear created in Silent Hill 2 is a steady, unsettling one, induced by claustrophobia, unnerving silences occasionally pierced by metallic, harsh sound effects. And finally, no matter how settled you might feel, you still feel so incredibly lost and rudderless, that it is almost uncanny that you're merely playing a game. This is real and yet surreal. You have control over proceedings, unlike a film or book, while restricted to the programming and code, which you manipulate to decide the conclusion/ending (Four endings including a secret Dog ending). Silent Hill is a nightmarish struggle of our reality blurring with the subconscious, which sometimes needs to burst through; An explosive release and then, peace...


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