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Опубликовано: 10 окт в 16:15

This review contains spoilers and is intended for those who have already played the original game.

This game holds a deep, personal significance for me. It entered my life at a pivotal moment roughly a year ago, and, though I didn’t realize it at the time, it would later help me cope and move forward in the present. Naturally, I had high expectations for this remake. While I knew it could never surpass the original, I hoped it would provide a fresh take on the same story.

If you’ve played any of the previous titles — from the first game to the more recent, less-favored ones — you’ll find numerous references scattered throughout, often hidden in texts and objects. The changes to the first area, for instance, brought to mind the residential zone of Silent Hill 1, while James’ new commentary when interacting with the environment echoed Heather's personality from Silent Hill 3. Of course, a 29-year-old doesn’t have the sass of a teenager, but his added personality is a welcome change for sure.

The free camera movement allows for deeper exploration, but it also alters enemy placement, forcing you into combat more often. While the fixed camera angles are gone, there are plenty of jump scares for anyone not attentive enough, as well as unexpected changes to cutscenes that catch you off-guard. This is no mere remaster but a true remake, building on the original to create something new. It has a distinct tone, sometimes darker than the original; had it simply repeated old patterns, it would have relied solely on nostalgia without delivering real shock for returning players.

I'm also happy that Masahiro Ito's vision for Pyramid Head was respected, ensuring he's portrayed as the violent justiciar he intended, rather than as a rapist. Additionally, all the monster designs are based on Ito's original concept art, thus being more in line with what he had originally envisioned. It is entirely possible to play with your radio turned off and still react timely to enemies, as your lantern flickers and each monster emits gruesome sounds, making their presence felt through both visual and auditory cues. Combat has been refined significantly, with a forgiving dodge mechanic that provides iframes and a rhythm to melee combat. Enemies now have distinct move sets, and their Otherworld variations are even more challenging than their normal forms, often luring you into old habits only to punish you with a swift blow — courtesy of a metal pipe from one of those sexy nurses.

Speaking of which, the sexual undertones in the game positively surprised me. If you were turned off by Maria's new appearance, assuming there was censored content in any shape or form, you couldn't be further from the truth.

It’s not just the regular enemies that have seen an overhaul; bosses have also gained more depth, both in terms of mechanics and story. Extra scenes have been added that flow seamlessly into the narrative.

One standout I must mention by name is, undoubtedly, Abstract Daddy. Remember the uncomfortable, sexually charged atmosphere of the original? Picture the small, cramped room with its disturbing holes — now countless rooms and halls, where you are actually able to hear what his voice is like. You’re not just fighting; you’re experiencing Angela’s trauma. You feel her fear, her revulsion, and you share in her pain, as well as her rare moments of respite in her own safe haven.

I had never felt such anger, disgust, and sadness all at once. Through its own mechanics, it’s as if the game acknowledges your emotions and validates them — "your anger is justified." For me, this was one of the most memorable boss fights in any game, ever. There was a clear attention to detail in Angela’s character, and her voice actress delivered an outstanding performance, giving the story the weight it deserved. While I don’t want to diminish the performances of the other characters — on the contrary, I cannot praise their performances enough — her arc stood out as a personal highlight for me.

That said, there are a few nitpicks I’d like to address...

While Toluca Prison became my favorite stage of the game, the final dungeon holds the most significance for me, and it's the one I examined most critically. Room 312 is pivotal, not just for James, but for the player as well. It's where he confronts his true identity and sin — something he'd locked away deep in his mind, never meant to see the light of day again — only to be brought to the surface by the very town that summoned him. No matter how far you run, your guilt will eventually catch up with you.

As you approach the truth, the once-beautiful hotel begins to decay, mirroring James’ deteriorating mind. This unraveling isn't just about the hotel's appearance, but also how we perceive James, the protagonist we’ve controlled this entire time. All it takes is a single moment, a small detail, or one piece of footage to completely change how you see a situation, the people you thought you knew, and even yourself.

No matter what lies you try to tell yourself, the hotel will never return to its previous splendor. It will remain dirty, rotten. Your precious memory tainted, forever.

It was such a critical turning point in James' life, as well as my own — the moment when you stop focusing on the details and start seeing the bigger picture for what it truly is. I cannot even begin to describe Akira Yamaoka's genius with his melody 'Blank Fairy'; the perfect encapsulation of hopelessness, and my favorite score from the whole game.

Although the video footage is infinitely superior to its predecessor — showing not only Mary's murder, but also placing us in her perspective as it happens — the way the remake presents the aftermath feels... too artificial. The problem doesn't lie in the line delivery, rather, the camera perspective, as it feels more intimate, focusing on close-ups of the characters’ faces, whereas the original kept us — the audience — distant at all times; a bird's-eye view meant to represent us judging James directly from above. It might seem minor, but it shifted the emotional weight significantly.

In the remake, James no longer denies his suicidal tendencies during Angela's cutscene. However, in the original, he remained in denial about his emotions, only truly accepting them when facing himself — Pyramid Head — one final time, admitting that he was a weak person. The removal of both of these lines feels ironic, given that the remake generally added more depth to each scene. Sure, the message is still more or less conveyed, but the original felt direct.

Not all is lost, however, as the final cutscene with Maria, before her boss battle, has been improved, being far more emotional and now my preferred version. Her character is portrayed with such realism and depth in this scene that I was genuinely impressed.

As for the letter...

Unsurprisingly, the original remains unmatched. It was delivered in a single take, capturing the voice actor’s raw, first-time reaction, which allowed players to experience the same emotions simultaneously. While the remake does a commendable job making it as moving as possible, I still recommend listening to the original afterwards, if you can.

In the end, the remake succeeded in delivering a nostalgic journey while standing as a worthy experience in its own right, bringing new passion and craftsmanship to a 20-year-old classic. That’s no easy feat. The only real criticisms are likely to come from people like me, who have strong emotional connections to the original game. But that shouldn't stop you from experiencing it for yourself. In fact, it’s the perfect opportunity to introduce friends and family to the series and immerse yourself once more in the melancholic world of Silent Hill.

Bloober Team, you made me happy.
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