The Silent Hill 2 remake is a horror game with the lights on
Bloober Team's recreation of a horror masterpiece trades subtlety for high fidelity, and loses its ugly humanity in the process.
Images: Konami
By most established metrics, Bloober Team’s remake of Konami’s 2002 horror game classic Silent Hill 2 is a success. It holds an “overwhelmingly positive” rating on Steam and a solid 86 out of 100 on Metacritic. It is a critical and commercial win. It has catapulted the sometimes-maligned Bloober Team—previously responsible for the Layers Of Fear games, and the much-derided Blair Witch video game—into development stardom. It’s also bad, a meager approximation of the 2002 classic’s startling power.
The original (hereafter referred to as Silent Hill 2) has much that is of its time: the often-stilted performances, the tank controls, its distant camera which cuts to new angles with every room you enter. Bloober’s recreation of Silent Hill 2 (hereafter referred to as Remake) removes these elements and replaces them with slickness and sterility. Remake is exactly what I feared it would be when it was first announced back in 2022: a reverent recreation that nevertheless rubs all of the original’s unique texture away.
Despite ostensibly recreating protagonist James Sunderland’s journey to the titular haunted town, Remake is emblematic of the game industry’s wary relationship with the past. It is at once devoted to and disdainful of its source material. It consistently references moments from the original, framing them with a nostalgic sound and a lingering shot. The script is almost entirely the same, adding far more than it alters or subtracts. Yet it plays and looks quite different. It’s too similar to be in meaningful conversation, yet too different to be a proper recreation.
Defenders might say that Remake mostly modernizes and remixes the original. (Some even claimed it doesn’t go far enough.) But even a couple of hours with Silent Hill 2 bear out just how different it feels from Bloober’s recreation. Merely playing Silent Hill 2 is not particularly scary. Enemies go down quickly. It’s easy to conserve ammo and health-generating items (at least on “normal” difficulty). Combat is not difficult in a technical sense. But the game nevertheless manages to be grueling. You have to raise your metal pipe before swinging it down. You can’t access items or switch items on the fly. Enemies can’t hurt you when you pause to rifle through your menus, but you also can’t see them, meaning they might be in mid-swing or just out of sight. Healing or switching weapons has the feeling of rummaging around in your bag, while an enemy steps closer. The effect feels awkward and fallible. James may look strange, turning on a hinge, silent as he bashes a monster’s head in. But he embodies the game’s take on humanity, scrambling and desperate.