29.8 hours played
Written 28 days ago
Playthrough Time: 16 hours
I liked this game, but I did not love it. A personal favorite of mine is the original SH2, so it was an uphill battle from the start with me. After finishing it I can say I enjoyed my playthrough, with some hiccups. With the track record of the series, this was a very very welcome game after the past ones. It was by no means a perfect experience, but I would play it again to see a different ending.
This game looks and sounds great. The atmosphere of this game is right on point. There are some changes from the source material, but for the most part they uphold the originals intents while taking another shot at to really nail the spooks. Outside of a few small things that look a little silly, like a fire texture near the end, the environments felt realized, scary, and pretty.
The character/monster designs feel a bit more mixed. James’ design feels more or less the same, with a bit of a clothing change and some bone changes but feels like a graphic update to him. I enjoyed Maria’s new outfit; it makes her feel more “normal” and realistic in my opinion while upholding the more provocative free spirit she sells you. Angela’s redesign I think fits her character far more. I really was able to believe her age and story in this rendition, a softer younger look. Laura’s appearance is largely the same, with an update on facial features that make her look like an innocent 8-year-old, which I thought was very fitting. However, I very much disliked Eddie’s redesign. I thought this design leaned far too much into “gutless fatso” while really trying to make you hate him because of this. I felt this was a big disservice to a character that had the most room to explore in this remake.
Monster wise, I think the updated graphics make them look quite good. But I don’t think all of them met the mark. They often suffer from “shiny skin” syndrome I’ll call it. They sometimes look a bit out of place because of how clean they look compared to what is around them. I also think the “rotten” versions of these creatures muddy up the design a bit too much. I will say it was quite a surprise to see creatures we saw for a split second in the original make appearances in this remake. Regarding the red pyramid thing, I think the design update demystifies some of his menace to clean him up. He is still a demanding presence, but he sits very firmly as an executioner and there’s no doubt about it now. Overall, they still looked recognizable to their originals, but when placed in the context of the remake I think they can look out of place a bit.
On sound ,I think it all sounded great. Environmental sounds felt natural and immersive, monster sounds feel updated from their original versions while being just as cryptic. The new music all feels inspired from the original while trying to make it distinct from its roots, and of course a motif here and there. All the voice actors did a great job of embodying the characters while providing a new sound. There wasn’t anyone who felt out of place or gave a bad performance, there were a few moments where dialogue felt a bit rushed/ a little off, but they were few and far between. The only big negative about the sound for me is the monster screams tended to be far louder then the rest of the mixing, it wasn’t super common, but in one section where it was it was irritating and felt unnecessary.
The plot is still here. It’s still the same letter from Mary that brought us here. All the major bullet points are hit in the same order as the original. But there are some deviations here. There are some new cutscenes which I thought were quite well done. They feel in spirit of the story, while humanizing the characters. An early example of this is when traveling with Maria through Heavens Night, which looks so good now, we have a scene between the two sharing a drink. This scene doesn’t change the flow of the story, or the characters, but it provides a bit more “realism”. James and Maria don’t know each other and they’re walking around in this weird town with weird monsters, who wouldn’t want a drink? Something I enjoyed a lot was during this scene, James does not drink, declining. But afterwards it’s very clearly shown that he does want the drink but is resisting. This is a nod to a line of text in the original that suggests James may have had a drinking problem. These little touches felt really natural, its not as subtle as its original, but I enjoy these touches because it makes something miss able front and center in hopes that more people will see it. All our character’s stories follow their originals, with some dialogue rewrites/new writes just to make the flow of conversation more naturally, which favors the new voice actors. One thing I can say that I dislike is some of the new endings. I will note here that these new endings are NG+ only so at least you won’t get these your first go around. Overall, this is the same story, just with some extra little bits here and there. An enjoyable story, though it gets caught up in its details occasionally.
Unfortunately, a lot of my gripes start here in gameplay. Combat when 1 on 1 functions. The dodge button is coded to dodge away from the enemy in your sights, which is great when you want to fight, and clunky when you want to move through and away from them. Some enemies feel like their move set is designed to be handled by a specific weapon, and when you use something else it feels obtuse. This all goes out the window as soon as one more enemy gets involved, which tends to happen often after the apartments section of the game. There was a healthy number of resources for combat, making it feel like a punishment to avoid combat. An exception to this being during the prison section of the game, because of its new layout there was plenty of space to maneuver around these monsters. However after the halfway point enemies become plentiful and around every corner, really diminishing how I felt about them. The combat became really frustrating to me as there ended up being so many of them, and having more then 1 around made controlling James clunky and unresponsive. However, the boss fights lent themselves well to this combat, as you are of course supposed to fight them. They were all pretty good, though I thought the final boss was a bit over the top and not necessary. This was the biggest gripe I had with the game, combat was not very fun, and I was annoyed when I had to engage with its clunkiness.
The other thing that bothered me was the handholding. Quite a bit of this game’s puzzles do not expect you’ll try to solve them. As soon as an item/event is seen by James, he immediately notes it on the map, even if you haven’t fully figured out what you are looking for. A puzzle I was solving took me a few minutes to put it together, luckily I did not pull my map out during it as when I did after solving it James had written the exact answer on it for me. I resisted checking the map after this, because I felt very robbed of the puzzle solving. That said the puzzles have been changed to try and feel fresh and not just a remaster. They were very hit and miss, some of them fun spins like the apartment coin puzzle, and some of them phoned in like the safe puzzle. One puzzle near the end of the game presents itself as a more thoughtful, needing you to really think about the clues. But you get the answer quite literally spelled out to you, and this was a huge disappointment to me. The puzzles never felt truly satisfying to me in the end, but they never were frustrating.
Overall package then, this was a fun and well-loved game. You can feel the developers really putting in the effort to make this rendition of the classic as best as they were able. It misses the mark in combat, puzzles, and the scares fall flat and are repetitive. But the game is by no means bad, it’s a new take and I enjoyed my time with it.