Games
Silent Hill 2 Remake's James Is Almost Unbelievable in Combat
Despite some initial concerns from longtime fans regarding the studio’s handling of the project, the Silent Hill 2 remake is a resounding success for Bloober Team. Not only did the studio carefully thread the needle to deliver a remake that adheres to the original spirit and vision of Silent Hill 2 (including consulting with members from Team Silent who worked on the title), but it also deftly utilizes modern technology to add subtlety and nuance to the original’s somewhat ham-fisted presentation. One area where Bloober Team took plenty of liberties with Silent Hill 2‘s remake, though, is in its combat, resulting in an experience that borders on ludonarrative dissonance.
Originally coined by game designer Clint Hocking in reference to the disparity between a game’s narrative elements and its interactive, or ludic, elements, ludonarrative dissonance occurs when a character or characters in a game behave mechanically counter to how players are supposed to perceive them in the context of the game’s story. Make no mistake, combat in Silent Hill 2‘s remake is vastly improved over the original, but the clunky controls and stiff movements of the original Silent Hill 2 were both a necessity and an intentional design choice that made more sense in the context of who protagonist James Sunderland is, with the remake erring more on the side of action-oriented survival horror.
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Silent Hill 2 Remake Makes James Feel Powerful In a Way He Never Did Before
The age of the survival horror remake kicked off in earnest with the release of 2019’s Resident Evil 2, and since then, that game has served as the gold standard for how studios approach reimagining classic horror games from the 5th and 6th console generations. It comes as no surprise, then, that players can find a little bit of Resident Evil 2‘s DNA within Silent Hill 2‘s remake. However, where Leon Kennedy and Claire Redfield are both trained combatants with fighting experience, James Sunderland is not. In the Silent Hill 2 remake, his proficiency in combat contradicts the idea that he’s just a normal guy stuck in an abnormal situation.
Between dealing more damage with weapons, having greater access to firearms and ammunition, and a new dodge move that grants invincibility upon use and has no stamina meter to throttle players’ use of it, James Sunderland can handle himself more capably in the remake than he ever could in the original Silent Hill 2. But James’ ineptitude in the original was a combination of intentional design and technological limitation that forced players to weigh engaging with enemies. In the remake, there’s no reason to not rush in and make short work of foes, even though it breaks the immersion a bit.
Despite Its Conflict With James’ Characterization, Silent Hill 2 Remake’s Combat is a Highlight
James Sunderland’s place as an “everyman” aside, the improvements to Silent Hill 2‘s combat in the remake are, by and large, positive. One area where this becomes painfully obvious is in the new boss encounters, which are a far cry from the often tedious and frustrating fights against bosses in the original Silent Hill 2. Especially on higher difficulties where players have a razor-thin margin for error during these tense encounters, having an effective dodge ability that grants i-frames on each use is a welcome (if not slightly overpowered) maneuver to have in the arsenal against Silent Hill’s nightmarish denizens.
As a whole, combat also feels more responsive and satisfying in the Silent Hill 2 remake, which is a blessing for the game’s length and pacing considering the reimagining of the 2001 survival horror classic is practically double the length of the original. Had Bloober Team failed to stick the landing on the game’s combat system, it would’ve spelled disaster for the highly anticipated remake of one of the most important 6th-generation games. Silent Hill 2‘s James might feel like a bit of an action hero in the remake, but encounters are still challenging enough to where a brush with death is a normal occurrence in each and every fight.
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