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Silent Hill 2 |OT| You promised you'd take me there again someday...

tommib

Banned
It's not a bug, other people on reee are having this thing.

And the enemies literally have a dedicated twitch animation when they are on the ground before getting up, it's just random so you can probably go hours without seeing one or you can have enemies reviving after 10 min or 1 hour or 30 sec.

I stomp them multiple times aswell, dead space thaught me well.

You don't have random health? So the same enemy type always die in a precise number of hit? Well it's not my experience, i can go from 4-5 hits to like 8 hits, i'm still just 2 hours in so i have like 2 enemy types available, not exactly hard to notice.
I’ll pay attention to the health tonight. All clear.
 

tommib

Banned
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I finished the game, still don't know how they pull it off on AA budget, because i think cost of making this was probably the main reason Konami decided to hire them.
Not sure about the budget. Credits mention 1000+:

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Man i usually don't even notice rtx but in here i tried on\off in the very first walk you do in the corridor forest before reaching the actual city and the difference was pretty big.

Maybe inside the city the difference is ower but for now i'm keeping that shit on.

To counter the frame loss i have shadows on low, minimal difference but big frame gain, also AA off, dlss quality is still soft enough to not need any AA.
The difference between lumen GI and HW RT GI is quite large because the game is mostly lit with indirect lighting. There is a black crush in many indoor scenes with lumen. HW RT illuminates much more detail in the shadows. RT in this game absolutely affects the gameplay, because you dont need to use flashlight as much (in this game monsters are attracted to the flashlight).


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tommib

Banned
The difference between lumen GI and HW RT GI is quite large because the game is mostly lit with indirect lighting. There is a black crush in many indoor scenes with lumen. HW RT illuminates much more detail in the shadows. RT in this game absolutely affects the gameplay.


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That’s insane. And I thought people were already missing so much with the PS5 performance mode.
 
Game is really spooky and nails the feeling of James wondering aimlessly into Silent Hill town proper. The bad is that a lot of the items in the world are set dressing only. The chairs, trash cans what have you are fixed and cant be toppled over. Tlou 2 spoiled me.
 

Luipadre

Member
The way they’ve Metroided these “dungeons” is simply masterclass. They’re tight, cohesive and treat you like you know what what the fuck you’re doing. It’s remarkably refreshing. The non handholding combined with such a good “just-enough-info” map makes planning the routes you’re going to take some of the most thrilling shit I’ve played in eons.

Its incredible. When you first enter a new "dungeon" it looks like a maze, but its so well paced and flows perfectly.
 

Bartski

Gold Member
So weird you’re having this, Gym. I’m playing on hard and don’t have them coming back from the dead. I stomp them 3 times and move to the next one. Could it be a bug? I also don’t have this feeling of their health being random. Even if in a way that sounds kind of cool.
I've had this happen quite a bit, I don't mind tho I actually love it, just like the fact enemies have semi random "health". Keeps constant tension in cleared areas, especially after nurses come into picture/ It's part of a larger post I plan on making when I'm done with NG+, but enemy presence and behavior delivers in spades on a few design concepts, lack thereof is one of my pet peeves in modern gaming. They are present in the area and stay present after they're dead.
It’s worse than that. After you get to a certain length in the game, enemies will react-spawn to you picking up stuff or facing enemies in certain situations.
Enemies will even spawn behind you!
Maybe I missed something but I don't recall a single moment when this would happen, only a handfull in very speciffic scenarios after picking up or using a key item. Only manequins stay very well hiddnen and jump from behind if you're not paying attention. It's a huge strength of the overall encounter design also due to you being able to detect enemy presence with the radio - there is permanence to them other games would just leave out.
 

Luipadre

Member
How is the NG+ in this game since there are no upgrades? What is even the point? Is anything changes besides the different endings you can get?
 
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Facism

Member
Bloober have done a great job here. Looks like all they needed was someone else's game, story, music and characters to bash out a GOTY contender.

Incredible game that's been invoking the same feelings I got the first time I played this on PS2 all those years ago.

We getting old, mang.
 
I've had this happen quite a bit, I don't mind tho I actually love it, just like the fact enemies have semi random "health". Keeps constant tension in cleared areas, especially after nurses come into picture/ It's part of a larger post I plan on making when I'm done with NG+, but enemy presence and behavior delivers in spades on a few design concepts, lack thereof is one of my pet peeves in modern gaming. They are present in the area and stay present after they're dead.

Maybe I missed something but I don't recall a single moment when this would happen, only a handfull in very speciffic scenarios after picking up or using a key item. Only manequins stay very well hiddnen and jump from behind if you're not paying attention. It's a huge strength of the overall encounter design also due to you being able to detect enemy presence with the radio - there is permanence to them other games would just leave out.
I've been in situations where I'm facing multiple enemies, so maybe it's just how I'm encountering shit?
That aside, I don't think enemy health is random. There are stronger variants of enemies, just like the original game. What I do notice is enemies are harder to kill in this than they were in the original, then again, if I wasn't aiming for 10 star in the original, it would just get bypassed. 🤷‍♂️
 

OmegaSupreme

advanced basic bitch
I'm only at the third save point but it's been amazing so far. It's been 15 years since I played the original so it feels pretty fresh. Once the tweaks are done it looks fantastic. Right up there with the best of this gen IMO. It all feels very cohesive I would say.
 

tommib

Banned
I’m halfway through the Hospital. Is it me or does the new VA for James absolutely blow OG James outta the fucking water? Dude has been fantastic so far.
The performance, facial capturing and voice acting of James is probably my favourite thing about the whole game. You totally feel for this miserable but also very handsome man.
 

Arachnid

Member
God, new James is a movie star compared to that zombie.
Nah, OGJames in cinematics is a chad that makes NuJames look like a timothy.

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This game is too intense for me. I reached the apartments and took a break.
Yeah, the amount of stress I felt sprinting to the apartment after the wind gusts picked up and lying figures flooded the streets had my heart rate up. Good lord, that was amazing.
 
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tommib

Banned
Nah, OGJames in cinematics is a chad that makes NuJames look like a timothy.

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Yeah, the amount of stress I felt sprinting to the apartment after the wind gusts picked up and lying figures flooded the streets had my heart rate up. Good lord, that was amazing.
I wasn’t talking about CGI JAMES who is GOATED.
 
Yeah, the amount of stress I felt sprinting to the apartment after the wind gusts picked up and lying figures flooded the streets had my heart rate up. Good lord, that was amazing.
My dumb ass thought it was a boss fight and I killed that entire car arena. After I run into the street when I finally see the alley and freaked out and panic-sprinted to the apartments.

I love a touch like that. It tells me someone actually took the time to wonder what the fuck would have to be bad enough to make you seek refuge in that hellhole of a building. That was a fantastic moment.

On that note, the role wind has played in this is a subtle but fantastic addition. The little flyers flapping in the wind, rusted debris rolling across streets, the leaves. Seeing an enemy emerge from the fog just slightly with cans rolling across the street and the wind going is stunning sometimes.

Never put this together but this new version brings out the Salem's Lot in SH. The original adaptation and book both.
 

GymWolf

Member
I know sh2 did it first (althought from my understanding bloopers opened up the map and improved exploration), but doesn't the game feel to anyone else like a more horror focused tlou2 seattle area where you explore a sandbox city with paper map, etc?!


(For reference, i was young and stupid when i played sh2 so i bailed out because it was too slow and clunky and the existential plot wasn't for me, so the remake is basically like my first time playing the game, strangely enough i fucking loved sh1 when i was even younger :lollipop_grinning_sweat: ).
 

tommib

Banned
I know sh2 did it first (althought from my understanding bloopers opened up the map and improved exploration), but doesn't the game feel to anyone else like a more horror focused tlou2 seattle area where you explore a sandbox city with paper map, etc?!


(For reference, i was young and stupid when i played sh2 so i bailed out because it was too slow and clunky and the existential plot wasn't for me, so the remake is basically like my first time playing the game, strangely enough i fucking loved sh1 when i was even younger :lollipop_grinning_sweat: ).
Silent Hill 2 did it first. The Seattle area is a throwback to Silent Hill.
 

GymWolf

Member
Silent Hill 2 did it first. The Seattle area is a throwback to Silent Hill.
I literally said that first thing in the post.

But it is probable that many people played tlou2 more recently than sh2 so maybe they have that game as more recent reference for sandboxy city block with paper map type of gameplay.

Also, i heard that the game is like 15-20 hours long if you explore everything so they enlarged the map, it's not the exact same map as vanilla sh2, right??!
 
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I literally said that first thing in the post.

But it is probable that many people played tlou2 more recently than sh2 so maybe they have that game as more recent reference for sandboxy city block with paper map type of gameplay.
I'd say they played off each other in a full circle way. Bloober is clearly influenced by TLoU(2) and clearly they were influenced by SH. I thought the same by the way, especially because I fucking loved the Seattle area and map. Like oh shit, a whole game of that...yes please.
 

GymWolf

Member
I'd say they played off each other in a full circle way. Bloober is clearly influenced by TLoU(2) and clearly they were influenced by SH. I thought the same by the way, especially because I fucking loved the Seattle area and map. Like oh shit, a whole game of that...yes please.
I couldn't say it better.
 

SkylineRKR

Member
It's like a hundred times better.

From what I've seen, I wouldn't be surprised.

The original is a classic, but its obviously aged. The controls and combat are kind of awful and always has been (it wasn't like classic RE with its different weapons, upgrades and shotty headshot speedruns that still holds up in a way), the camera wasn't great, the VA was already very wooden and odd back then. I think this game retains the same story, settings and atmosphere just with far better gameplay and controls. SH2 was a product of its time.
 
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