When Konami first foretell that it wasremaking the horror classicSilent Hill 2 , I was an immediate skeptic .

The original game is one of those wholly unique creative visions that just feltimpossible to replicate . How could a studio apartment intentionally catch the stilted voice acting or jerky animation of the original , aesthetic determination that give that secret plan an off - kelter disquiet that made it so special ? I especially had reservation aboutThe Mediumdeveloper Bloober Team taking up that task , as it ’s a studio whose game have occasionally felt like they were sample a flake too hard to recreate an atmosphere support from PS2 - earned run average technical school limit .

After play the first three hours of Bloober ’s take onSilent Hill 2 , my fear have dissolve away . It ’s immediately clear that the studio understood the difficult assignment ahead of it . The remake keeps a firm handle on the splanchnic eeriness of one of the horror genre ’s greatest games , all while expanding it in style that are careful not to trounce on its touch mystique . While it ’s certain to be divisive no matter what , the naysayer may be in for one heck of a surprisal this October .

Return to Silent Hill

My lengthy demonstration covers a lot of ground , from the very opening fit through some puzzling in the formidable Blue Creek Apartments complex . The similarities and differences are immediately clear from the first few minutes of that stretch . ItsUnreal Engine 5visual upgrade makes a splash right out as I get more nicety from James Sunderland ’s tortured little face . It ’s almost uncanny . When I make my way to the townsfolk memorial park and meet Angela , an iconic chronological sequence from the original , it ’s almost otherworldly . These hyper - elaborate theatrical role endure out in front of the cloud - like fog that heave behind them , like they ’re swim in another world .

I ’m not trusted what to make of it at first , but I ’m tardily trade on it the cryptic I get into the story . What makes those minute work is the remaking ’s new voice cast . Bloober Team mold with an experienced squad of professional actors here , which is a notable difference from the hauntingly wooden public presentation of the original game . I worry that this overture could drive the book into ham melodrama that ’s miss its weird edge , but that ’s not the case . The cast is just intentionally stilted enough to make everything sense off - center . In an interview with Digital Trends , lead producer Maciej Głomb explained how Bloober draw near the slick project of recreating the original ’s eerily unusual performances .

“ We understood that the [ off - kilter ] opinion was a big part of the original , but at the same clock time , we wanted to flesh out the emotions of the characters much more , ” Głomb tells Digital Trends . “ Using professional actors give up us to go much deeper into the psychology of those characters and create those arcs of their specific inside information of their emotion change throughout the biz . Recreating that touch sensation with the new actors would n’t be impossible , but it would be very hard to do it in a good way and not feel eldritch . You ’ll never get the same feeling unless you use the same voice - overs , which was n’t potential with the flow of the game . ”

How do you make horror without ingest as much control over what thespian see ?

I can especially find that doctrine at play when I forgather Eddie . The baseball detonator - wearing character is perhaps the most unsettling mold member in the original game due in no modest part to an alien phonation public presentation . The version of Eddie I receive here — cower in a crumble apartment — allow for an effect too . He ’s more manic , laughing and crying through vomiting fits . Though it ’s a more controlled performance from a professional role player , there ’s still something off about it that make me experience like I ’m on another planet . originative conductor Mateusz Lenart explains that moments like this mark the cock-a-hoop difference with the remaking ’s performances , which take physicality into child’s play .

“ get actor with a lot of experience helped us a heap with the actual shot process , ” Lenart say Digital Trends . “ They often had their own ideas of how to make a scene more interesting . peradventure with some very pernicious show - don’t - William Tell techniques , actually sell a specific intuitive feeling or emotion without separate it to players ’ faces . As long as the tone from them actually made sense in terms of the history , we were more than open to explore them . That ’s the braggy modification . ”

A new angle

That interplay between old and new idea becomes more apparent once I get deep into the remaking ’s gameplay . My three - hour session showcased exposit exploration , more mired puzzles , and a completely reworked combat system of rules . That ’s where it ’s clear that Bloober Team is order its own mark on the remaking – and in telling fashion . Głomb observe that this is the large jump in orbit yet between the studio ’s projects and that shows . Its systems feel much more knotty than the comparatively stripped - downThe Medium . Lenart summate that this design approach comes from the means the studio apartment split the game into two .

“ We made a very clean distinction from the very source to divide it into the tale part and the gameplay part , ” Lenart say . “ For the story part , we always experience like what was there in the original we did n’t take to change . We might tweak a few things here or there to flesh out the write up even more , but we wanted to keep the core as it was . But gameplay was a entirely different tarradiddle . We needed to overtake all the system because of the transition to a third - soul photographic camera , which impacts all the level design and monster AI … How do you create horror without having as much control over what players see , because we did n’t have access to the sterilize camera ? ”

I can feel that challenge as I play . Sometimes , the deficiency of fixed angles takes a bit of mystique out from the original . James ’ basic walk into town is notably less tense than the master with a tv camera trailing behind him instead of fixed slant obscuring what ’s hiding in the haze . On the flip side , that dynamic pushed Bloober Team into making some discriminating originative conclusion that make up for any mixed-up repulsion .

That ’s on full display in the Wood Side Apartments , where I see the remake ’s fiendish enemies . Mannequins , for instance , love to flank players like they ’re audition to be in aDark Souls game . They often belt down out of corners in my blindside and latch onto me with their gnarly arm . To push the paranoia more , a few apartment elbow room go forth some inanimate mannequins stand around , causing me to let a bullet promiscuous at motionless statues . It ’s dastardly degree design .

My personal preferent enemy behavior is that some foes will skitter by when I fall my flashlight on them . In one elbow room , I see an enemy book it to the right as soon as my lighter hits it in the doorcase . I know that it ’s somewhere in that apartment , but I have no sense of how that space is arranged once I tag after it . I may have full control of the tv camera , but Bloober ’s more reactive humans means that they ’re still the unity with the power . My jumpy reactions throughout the demonstration proved that .

Shattered memories

When it add up to expand the gameplay , Bloober finds varying level of winner . The town is roughly the same , but there are a few more storefronts that I can come out into to clean for supplies . That ’s important because the remake run short all - in on detail scarceness with limited ammunition and health pickup that have me on edge until the end . Bloober does n’t go overboard either ; this is n’t a uncalled-for opened - populace renovation . Instead , it ’s measure in its design , add a few space and rooms that feel thoughtfully handcrafted to give the townsfolk more depth .

Also successful is the remake ’s much big emphasis on puzzler . When I get to Neely ’s Bar , I discover a jukebox that ’s miss both a record and a routine two push button on its computer keyboard . Through exploring , I find two one-half of a record and some vinyl radical mucilage around town . After putting them together using a Resident Evil - like combine feature film , I demand to take out the right platter tray out with some tactual manipulation of the auto ’s internal theatrical role . Once it ’s in , I cipher out which button to impinge on to play the record , and I get a key fruit for my troubles .

Another involved puzzle has me collecting medallions with iconography on each side and slotting them into a machine in an order base on a series of verse form that do as hints . afterward , I have to check a safe code through a similar brain-teaser , one that has me beam my torch in a graffiti - covered room to illuminate scrabble and the gibe number attach to them . Each one is more Byzantine than any puzzles in the original game , giving the project a Bloober signature that neatly fits right in like a “ bird Francis Scott Key ” to its “ bird room ignition lock . ”

What ’ll be a bit more polarizing , I imagine , is the remake ’s enceinte emphasis on combat . The apartment building complex are peculiarly infested with enemies that are hard to simply skirt around as one can in the original game . rather , players have to either wham them with a wooden board or fire at them with their pistol from an over - the - shoulder joint perspective not unlikeCapcom ’s Resident malefic remakes . James even has some defensive capabilities , as he can dodge in any guidance to avoid attack .

It ’s not terribly imaginative , but it ’s all running . Bullets are precious resources , and it ’s easy to waste them as enemies artificially and unpredictably contort around . In several encounters , I need to make split - second decision on whether or not I ’m going to waste my ammo or try knocking an enemy down before it can hook me , forcing me to dip into my modest stash of Health Drinks . The trade - off is just that there are a mass more enemies walking around in the remake . That hack into the redoubtable closing off of the original and make monsters experience a little expected after a while ( tuner static always cable their appearance , so they ’re never a surprise in any case ) . In the former hours , the system feels just a bit too shallow to absolve so many get-go and stops to deal with the creeps .

That ’s one of only a few business organization I have here — and that ’s much less than I had going into my preview . I ’m still not certain how well Bloober will trade with such a sensitive floor about genial trauma , something it notoriously mishandled inThe Medium . The iconic introduction of Pyramid Head seems to mean that Bloober has perhaps toned down the original game ’s more grotesque here and now to account for that . A scene that ’s been long learn as a sexual violation now plays out in a vaguer manner that interpret a second more like the tower ogre chop up a body that ’s just off - screen . How change like that will impact the overall tone and chronicle , both for better or worse , is yet to be get a line ( verbalize to me again when I get to the original ’s bed monster ) .

There ’s always the chance that the directional shifts could slowly move the remake off the track by the end , but I ’m much more affirmative now than I was before play it . Bloober has n’t been timid about how much its games are influenced bySilent Hill 2,and that admiration for the source material shines through so far . It ’s still unsettlingly weird in the right way , and its change largely find like serious-minded ways to retain the original ’s psychological repugnance while shift to more modern gameplay .

The good thing I can say about it is that even with its glitzy visuals and high - final stage voice acting , the remake still feels unlike any big - budget game I ’ve played since Silent Hill ’s prime . That ’s both a testament to the original biz ’s grounding and a cite to Bloober Team for knowing how to remain true to that vision while threading in one of its own . If the full game can keep that momentum up , the key to the serial publication may at long last be in good script .

Silent Hill 2launches on October 8 for PS5 and PC .