
Initial release date: October 7, 2024
Developer: Bloober Team
Platforms: PlayStation 5, Microsoft Windows
License: proprietary license
Composer: Akira Yamaoka
Genres: Survival horror, Puzzle, Adventure game, Shooter game, Fighting game, Adventure
Publishers: Konami, Konami Digital Entertainment
Silent Hill 2 feels very modern in many respects. The fighting lacks the depth you may expect from a modern horror game, and the survival parts feel silly, yet the exploration, puzzles, and plot are all top-tier. Despite being nearly 20 years old, Silent Hill 2’s terror still seems fresh, doing things that other games in the genre only hope to.

I have never played the original Silent Hill 2, yet it is very impossible to ignore. It’s long been regarded as one of the best horror games ever created, and the Silent Hill 2 remake seems like a game deserving of the title, even if it’s not a modern masterpiece. The horrors are cutting in new ways, and the tale is extremely disturbing in a way that many horror games either fail to achieve or do so in opportunistic ways. While the combat and survival aspects feel superficial, the flawless moods carry this experience to a satisfying-yet upsetting conclusion.
Silent Hill 2 features James Sunderland, who returns to the tranquil, foggy town after receiving a handwritten note from his late wife Mary. Despite the fact that she died three years ago, he arrives in search of her. This assumption serves as a solid foundation for comprehending Silent Hill 2, as it demonstrates early on that there is something wrong with both Silent Hill and James. It feels like the sort of plot you’d anticipate from a survival-horror game, but that sensation is purposefully exploited against you.
The battle feels very normal for the genre, with a lot of decision making based on available resources. You have a limited number of bullets, so using your melee weapon may be advantageous; but, allowing adversaries to approach puts you at risk of taking damage, and healing items appear to be limited. At first, it appears that way, but as your supply of bullets and healing goods grows, it becomes evident that the combat isn’t what makes this dangerous. However, the battle cycle can feel a little simplistic, with limited adversary variation. With so much ammo and healing supplies, it can feel a little pointless at times. It’s not the main focus of the horror, but you spend so much time with it that I wish it had more substance.

This has no bearing on the overall feel of Silent Hill 2, which can be described in a variety of ways, but I believe terrible sums it up fairly nicely. The beginning feels a little slow and less intense than the remainder of the game, but once the plot and gameplay get going, there are no breaks or seconds to breathe. Even though my pockets were stuffed with bullets, I felt stiff with every new door or hallway I discovered. This was owing to the fact that the tale, mood, and settings were all extremely disturbing. It wasn’t the terror of a new monster–although there are plenty of bosses to scare you–but the next unnerving note, the next message written on the wall that felt just as directed at James as it did to another unknown danger.
Silent Hill 2 employs locked doors in an interesting manner. On a functional level, even the most complex riddles felt manageable, thanks to each environment leading you to the next area on your adventure. However, locked doors are one of the few sources of solace, as they eliminate one potential source of fear. The puzzles rely on the genre’s trademark obtuseness, with a jukebox serving as an early example. You must discover the missing piece of a broken record, a jukebox button, and a coin to turn it on, which will reward you with a key in the end. Most riddles include keys, which almost invariably lead to further horrors. This strange feeling captures you successfully, so even when it should feel like a break, you can’t relax your guard.
Exploration is important in this because, even with locked doors, you will need to examine residences, a hospital, and other locations to reveal more of Silent Hill’s mysteries. The map system plays a vital role in this, as James automatically marks blocked areas, important things, and locked doors. He even notes down codes you’ve discovered, eliminating the frustration of attempting to remember a solution you found. Exploration is also the most stressful phase of warfare, thanks in great part to the radio system. You find a radio early on in Silent Hill 2 that only makes static noise when an opponent is around. On PlayStation 5, this static sound emanates from the controller and is quite loud independent of the game volume. This static quickly forces you to fight or flee, knowing that an adversary is right next to you, even if you haven’t seen them. There are a few instances where this does not take effect immediately, such as with mannequin foes, but it does provide an extra layer of tension, even if the combat itself does not directly stress you out.

The plot of Silent Hill 2 is a major reason why it works. Not only does it lean considerably more towards psychological horror than Resident Evil, but the utilization of a supporting cast adds to the effect. Outside of the monsters, there are only a few characters, but each one is perfectly cast. The two standouts are Maria and Angela. Maria is a woman who looks quite similar to Mary and spends time assisting James in his search for her. Angela, on the other hand, has gone to Silent Hill in search of her mother, only sometimes encountering James. The existence of other individuals suffering from the atrocities of Silent Hill adds a nice aspect to the game, demonstrating that, while it may feel like James’ personal hell, it is actively tormenting other people in completely different ways.
It’s difficult to talk without saying too much, but Silent Hill 2 does a wonderful job of presenting difficult and frightening real-world problems in a way that doesn’t shy away from its awfulness while also not abusing it for cheap scares. It can be difficult to strike a balance between the reality of these issues and their unthinkable evilness when they are presented to you both realistically and metaphorically; yet, the remake manages to retain those characteristics of the original and treats them with the same care, if not more fidelity.

In addition to the simplistic fighting, there are a couple sections that feel overly long. The beginning allows you to sit with the foggy Silent Hill for a little too long before you start receiving glimpses of the tale that are compelling enough to keep you going. The following segment, the apartments, takes some time to get going, but around halfway through, Silent Hill 2 gains momentum and never lets up. The boss fights are good in terms of horror and story, but their bullet sponge nature emphasizes how uninteresting the shooting is in such long portions.
Silent Hill 2 revives a classic horror game in an excellent way. Even after almost 20 years, the plot remains compelling and unique in video games. As someone who has never played the original but has heard people praise it, Silent Hill 2 lives up to those expectations, even if its combat falls short of other games in the genre. If you love the unsettling, and in some cases severely cutting, sensation of psychological horror, Silent Hill 2 is a must-play.
Review Overview
Gameplay: 84%
Controls: 72%
Aesthetics: 90%
Content: 85%
Accessibility: 70%
Value: 82%
Overall: 80%
VERY GOOD
Summary:
“Silent Hill 2” is still a classic of psychological horror, mixing a haunting atmosphere with a highly emotional plot. The gameplay combines exploration, puzzles, and fighting, albeit the archaic controls may pose a challenge for current gamers. The game’s visuals are ageless, with horrific creature designs and haunting locations that continue to frighten players. Despite its linearity, the fascinating tale and varied endings provide a great replay value. For lovers of the genre, “Silent Hill 2” provides a remarkable experience that is definitely worth repeating.