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  <title>House of Nettles: #silent hill 2</title>
  <id>https://nex-3.com/tag/silent+hill+2/</id>
  <link href="https://nex-3.com/tag/silent+hill+2/feed.xml" rel="self"/>
  <link href="https://nex-3.com/tag/silent+hill+2/" />
  <updated>2024-10-29T20:23:53Z</updated>
    <entry>
      <title>Silent Hill 2: Enhanced Edition        - ★★★★½</title>
      <link href="https://www.backloggd.com/u/nex3/review/2055307/" rel="alternate"/>
      <id>https://www.backloggd.com/u/nex3/review/2055307/</id>
      <published>2024-10-29T20:23:53Z</published>
      <updated>2024-11-04T08:31:56Z</updated>
      <author><name>Natalie Weizenbaum</name>
          <uri>https://nex-3.com/</uri></author><category term="nat reviews" label="nat reviews"/><category term="silent hill" label="silent hill"/><category term="silent hill 2" label="silent hill 2"/><category term="repost" label="repost" /><content type="html">Having played only two &lt;em&gt;Silent Hill&lt;/em&gt; games, I&#39;ve already formed my
opinion that &lt;em&gt;this&lt;/em&gt; is what &lt;em&gt;Silent Hill&lt;/em&gt; should be. Although
the original marshaled an incredible ambiance, it didn&#39;t quite manage to
coalesce it into cogent themes. It lives in my memory largely as a collection
of horror vignettes which, while strikingly effective given the limited
palette of the PS1, are little more than the sum of their parts.&lt;br&gt;&lt;br&gt;&lt;em&gt;Silent Hill 2&lt;/em&gt;
learns that lesson well, and strides forth confidently with a degree of
narrative focus and aptitude that&#39;s rare to see in games before or since.
Everything in this town of Silent Hill curls meticulously around its true
function, even long before the player begins to suspect that it has a function
at all. Where the first game just asks the player to experience it, the second
asks the player to &lt;em&gt;understand&lt;/em&gt; it, and is consistent enough to truly
reward that understanding. In doing so, it manages to be effective not just as
a game or as a mood poem but as a horror story—something I&#39;ve never seen
another game fully succeed at.&lt;br&gt;&lt;br&gt;The craftsmanship is also
outstanding even beyond the purely narrative realm. When I first played
&lt;em&gt;Resident Evil&lt;/em&gt; (2002) I was shocked by how much mileage it got out of
its much-derided &#34;tank controls&#34; as a means of giving the game itself detailed
control over the camera angles without bewildering the player&#39;s movement.
&lt;em&gt;Silent Hill 2&lt;/em&gt; takes this to the next level, allowing the movement of
the player itself to guide the camera along paths that echo those of horror
cinematography. My breath was stolen when, in the opening sequence as James
walks down a long dirt path through the woods, the camera began trailing him
with trees interspersed, using filmic techniques to convey a sense of being
watched and stalked.&lt;br&gt;&lt;br&gt;It&#39;s just not possible to do that sort of
things with the now-standard two-stick full-motion camera controls, and I
became even more thoroughly convinced playing this game that we let ourselves
throw away a gem of design in tank controls. They do feel awkward, this I
won&#39;t deny—but must games always feel smooth? What is life without a little
variation in the texture? I dearly hope that one day fixed cameras and
relative controls are added back to the toolbox of game design, as I long to
see what a game could do if it truly iterated on the way
&lt;em&gt;Silent Hill 2&lt;/em&gt; wields the camera as a piece of the artistry during the
game itself.&lt;br&gt;&lt;br&gt;The only place this doesn&#39;t rise above its predecessor
are the combat and resource management mechanics, which still feel by-the-book
relative to &lt;em&gt;Resident Evil&lt;/em&gt;&#39;s brilliance. The combat is perhaps
slightly better here, but only by virtue of being easier to avoid. But if the
niche this series is carving for itself is tremendous atmosphere, narrative,
and visual artistry, you won&#39;t hear a single complaint from me.

</content>
    </entry>
  
    <entry>
      <title>repentance for small sins</title>
      <link href="https://theoptics.bearblog.dev/repentance-for-small-sins/" rel="alternate"/>
      <id>https://theoptics.bearblog.dev/repentance-for-small-sins/</id>
      <published>2024-10-22T18:46:24Z</published>
      <updated>2024-10-22T18:46:24Z</updated>
      <author><name>socioreligious chrysalis</name></author><category term="silent hill" label="silent hill"/><category term="silent hill 2" label="silent hill 2"/><category term="repost" label="repost" /><content type="html">i&#39;ve come around 360 to thinking that silent hill 2 is underrated actually but only because i haven&#39;t seen enough people talk about the parallelism between sh2&#39;s crowleyan psychologizing of sh1&#39;s necromantic horror on one hand and the homologous relationship between contemporary occultism and its demonological predecessors on the other

</content>
    </entry>
  
    <entry>
      <title></title>
      <link href="https://nex-3.com/blog/i-have-formed-the-opinion/" rel="alternate"/>
      <id>https://nex-3.com/blog/i-have-formed-the-opinion/</id>
      <published>2024-10-21T03:57:21Z</published>
      <updated>2024-10-21T04:13:14Z</updated>
      <author><name>Natalie Weizenbaum</name>
          <uri>https://nex-3.com/</uri></author><category term="silent hill" label="silent hill"/><category term="silent hill 2" label="silent hill 2"/><category term="food" label="food"/><content type="html">&lt;p&gt;I have formed the opinion that &lt;em&gt;Silent Hill 2&lt;/em&gt;&#39;s &amp;quot;health drink&amp;quot; is an unflavored
yogurt/raw quinoa smoothie with no other ingredients and I will not be swayed
from this&lt;/p&gt;
</content>
    </entry>
  
    <entry>
      <title></title>
      <link href="https://nex-3.com/blog/my-two-hot-survival-horror/" rel="alternate"/>
      <id>https://nex-3.com/blog/my-two-hot-survival-horror/</id>
      <published>2024-10-16T05:47:06Z</published>
      <updated>2024-10-16T05:47:06Z</updated>
      <author><name>Natalie Weizenbaum</name>
          <uri>https://nex-3.com/</uri></author><category term="&#34;we know better now&#34; no. we have forgotten the old lore" label="&#34;we know better now&#34; no. we have forgotten the old lore"/><category term="resident evil" label="resident evil"/><category term="silent hill" label="silent hill"/><category term="silent hill 2" label="silent hill 2"/><content type="html">&lt;p&gt;my two hottest survival horror takes are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;the &amp;quot;ink ribbon&amp;quot; style save economy is actually genius and totally changes the
way the player approaches the game. it&#39;s a huge factor in what makes resource
management so compelling in early &lt;em&gt;Resident&lt;/em&gt;s &lt;em&gt;Evil&lt;/em&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;fixed camera angles are worth every bit of the awkwardness of tank controls
and more. I&#39;ve only just started playing &lt;em&gt;Silent Hill 2&lt;/em&gt; and it&#39;s already
going completely off the wall with the camera in a way that just wouldn&#39;t work
if you had to adjust your heading every time it cut&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;neither of these should be in every game, or even every survival horror
game—&lt;em&gt;Silent Hill&lt;/em&gt; never used ink ribbons because it&#39;s not really about the
resource mechanics in the first place and that&#39;s fine. but it&#39;s a tragedy that
they&#39;ve completely exited the modern design lexicon&lt;/p&gt;
</content>
    </entry>
  
    <entry>
      <title></title>
      <link href="https://nex-3.com/blog/are-you-going-to-play-silent/" rel="alternate"/>
      <id>https://nex-3.com/blog/are-you-going-to-play-silent/</id>
      <published>2024-10-07T02:51:27Z</published>
      <updated>2024-10-07T04:42:04Z</updated>
      <author><name>Natalie Weizenbaum</name>
          <uri>https://nex-3.com/</uri></author><category term="ask" label="ask"/><category term="silent hill" label="silent hill"/><category term="silent hill 2" label="silent hill 2"/><content type="html"> &lt;blockquote class=&#34;h-entry u-in-reply-to&#34; style=&#34; padding: 0.75rem; margin: 1rem 0.2rem 1.15rem; border-radius: 0.5rem; box-shadow: 0px 4px 5px rgba(0, 0, 0, 0.14), 0px 1px 10px rgba(0, 0, 0, 0.12), 0px 2px 4px rgba(0, 0, 0, 0.2); &#34;&gt; &lt;p&gt; &lt;strong class=&#34;p-author h-card&#34;&gt;&lt;span class=&#34;p-name&#34;&gt;Máxima&lt;/span&gt;&lt;/strong&gt; asked: &lt;/p&gt; &lt;div class=&#34;e-content&#34;&gt;&lt;h1 class=&#34;p-name&#34;&gt;Are you going to play Silent Hill 2 OG or Remake this halloween?&lt;/h1&gt; &lt;p&gt;As good as the remake looks, it&#39;s made by an entirely different team&lt;/p&gt;&lt;/div&gt; &lt;/blockquote&gt; 

&lt;p&gt;Good question! For those unfamiliar, I&#39;ve had a yearly tradition since 2021 of
playing a classic survival horror game each October, because I like themes. I&#39;ve
played &lt;em&gt;Resident Evil&lt;/em&gt; (GameCube version), &lt;em&gt;Silent Hill&lt;/em&gt; (PlayStation version
which I think is the only one), and &lt;em&gt;Resident Evil 2&lt;/em&gt; (2019 remake) so far. This
year, as Máxima accurately recalls, I am planning to play &lt;em&gt;Silent Hill 2&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;Originally I thought I would obviously be playing the original, since the remake
was being made by Bloober Team whose horror output has not seemed particularly
great. But with this remake reviewing quite well, I did take some time to
consider it as a real possibility. Ultimately, particularly after consulting &lt;span class=&#34;mention h-card&#34;&gt;&lt;a class=&#34;p-name         u-url u-uid&#34; href=&#34;https://soundretro.co/&#34;&gt;Christa&lt;/a&gt;&lt;data class=&#34;p-nickname&#34; value=&#34;OhPoorPup&#34;&gt;&lt;/data&gt;&lt;/span&gt; who has strong opinions about these sorts of things, I
decided to stick with the original.&lt;/p&gt;
&lt;p&gt;Where I&#39;ve found my interest in &lt;em&gt;Resident Evil&lt;/em&gt; as a series largely orbiting its
mechanics and the use of game design to convey a notion of &#34;horror&#34;, at least in
the first &lt;em&gt;Silent Hill&lt;/em&gt; much more of what I found compelling was wrapped up in
the story and atmosphere. That&#39;s much harder to preserve, let alone elaborate
on, in a remake. Even a really good remake made in 2024 will still have 2024-era
textures and mocap and movement. If I&#39;m playing a game for its vibe, I think I
want the first time I play it to be with the original vibe.&lt;/p&gt;
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    </entry>
  
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