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I did start to fatigue in the last 1/4 of the game, but I spent a full weekend playing it from start to finish. The prison was way too combat focussed in my opinion, this is where the wall climbing mannequins got introduced and the first couple of them that surprise you from above are terrifying. I think they should have made this section more about suspense than action, maybe just a handful of well placed spider mannequins.
Looking back, I think part of what made it feel long was that I took my time getting to the Historical Society and explored the town as much as I could. So by the time I was half way through the Prison I was playing and streaming for three hours already and called it quits there.
To OP, yes it's a ♥♥♥♥♥♥♥ slog at this point. The game over staying its welcome has gone from GOTY to boredom and annoyance for me now.
That said, there ARE of course places where it's intended to be very dark, like the prison, but you still have the lights that can be activated by lever, which keep them on long enough, but not so long it ruins atmosphere.
This was the best bit for me, you could hear the enemies but you didn't know where they were. It was extremely tense.
Right!!!
Bro was feeling snacky.
Only clip I could find
https://www.reddit.com/r/silenthill/comments/1g49k3a/cell_f15_at_toluca_prison/
The mannequins in general really did a number on me, even in good light they hide really well. I'm waiting for Bloober to fix the crappy performance then I'm playing it in VR, that is going to be something else!
But the game start losing the sense of placement after you go to the historical building and jump down too unsurvivable holes in the ground. That did take me out of the experience a bit. It made absolutely no sense that James would just jump down a random hole in the ground and somehow survive landing on flat ground.
I know it was like this in the original, but changing it and put a ladder he goes down through would do wonders for the immersion. It's just so dumb that he just jumps down to his death in a senseless leap of faith. It made me roll my eyes. They could have made a ladder that takes him down just far enough until you can see where you land, then jump off from there, so you can't reach back up. Same final result, much more convincing way to get there.
The prison was a cool location, but not getting there as part as the connected world spoils the immersion for me. Now I'm in the labyrinth and any sense of a real place is gone, which for me kinda takes me out of the experience further.
That's why I've always like Resident Evil better. The context get lost in Silent Hill for the sake of craziness , which is just a matter of personal preference. Same reason I end up disliking The Evil Within. It's immersion breaking to me, having the feeling that nothing around you is real.
Silent Hill 2 really does get worse and worse as you play. The most interesting and immersive part is the very beginning.. going down the dirt road by the forest, crossing the farms, getting into town and exploring it.. the apartment building is great and it peaks at the hospital. Then it's down hill from there. It probably should have wrapped it up after the hospital.
If they removed the jump into the hole's the fan backlash would be unreal. A big part of at least 3 of the Silent hill games is jumping into darkness filled holes. It's a way of showing that the character is starting to understand that they are no longer in the real world and that they have to risk everything to move forward. There is enough clues pointing to this for the characters. The prime example is "there was a hole here, its gone now" It's also symbolism for "decent into madness" or "the darkness inside someone's heart"
“There was a HOLE here. It’s gone now.” would become a meme for fans hating on this game if they removed holes
I wouldn't consider Resident Evil to be immersive at all. Resident Evil 4 for example is a arcade game with large arcade style spinning icons for bullets & items, zombie enemies drop these silly icons, they are also mostly slow moving shooting gallery targets.
Resident evil 5 carried on this trend but with Chris punching 5 ton boulders in a volcano and the less said about 6 the better.
The resident evil games are not really a horror game as there's no slow build to suspense, each area is a shooting gallery with a puzzle tagged on. Resident evil isn't exactly know for its great voice acting, writing or dialog either.
I was a big fan of resident evil 1 and 2 on playstation 1 as them games had slower more atmospheric sections of the game with genuine scares, more realism and good lore building. After that capcom turned the games into dumb action shooting games with zero immersion, zero realism and really DUMB story lines.
They tried returning to the spooky horror element with the RE 7 but its still too arcadey with its collecting loot to sell, shooting gems out of objects and when its made clear that the main character can't die or lose limbs at the start of the game it removes any scene of dread.
Resident Evil makes Silent Hill look like a master of immersion and horror by comparison.
There is a long part of the game with no monsters before the prison where you can learn more about the Town and a scene about Angela.
It is your decision whether or not you allow yourself to be immersed in the story and game play. You have the power both figuratively and literally, to not scream "this game is f****ng s**t" every five minutes while playing, you could even stop playing if it bothers you so.