this post was submitted on 19 Aug 2024
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From the article:

On the whole, Bloober's Silent Hill 2 sometimes seems more... visually led than it should. There's an innocent airiness and spaciousness to it, for all the shadows and grime, with puddles that grandly reflect the clouds and sumptuously imagined interiors that speak to an antiquated fixation with extravagant lighting effects and photorealistic fine-detailing for its own sake.

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[–] [email protected] 2 points 2 months ago (1 children)

I was super excited for this game until I heard about the free cam... Really hoping it's something that can be turned off. A core piece of the original horror was hearing something coming but not being able to see it.

[–] [email protected] 2 points 2 months ago

I don’t know if I can agree - there’s enough friction just in being able to explore the world from workings like that, I don’t blame them for changing it. At best it can feel cheap. There’s still plenty of ways to apply vulnerability of the unseen.

[–] [email protected] 5 points 3 months ago (1 children)
[–] [email protected] 9 points 3 months ago (1 children)

'Who' is for subject and 'whom' is for object, right?

[–] [email protected] 2 points 2 months ago
[–] [email protected] 17 points 3 months ago (1 children)

Did an AI write this? Completely mixing up history and the present in the same sentence

Developed well over two decades ago, the original Silent Hill 2 is the magnum opus of Polish horror stalwarts Bloober Team. Running on then-innovative "Unreal Engine 5" technology created by Jazz Jackrabbit publishers Epic MegaGames, it's a wonderful abyss of a game that remains perfectly playable today,

[–] [email protected] 18 points 3 months ago (1 children)

Later in the article:

I'm writing about the Silent Hill 2 Remake in this scrambled, back-to-front, obnoxious way partly to piss off whoever edits this (to be 100% clear, Team Silent are the creators of the original Silent Hill 2, which Bloober are remaking), and partly to make a point about remakes: that they tacitly or openly position the original game as an "obsolete" museum piece in need of replacement, dismissing the old artistic choices as primitive and incomplete, re-defining the old creative parameters as constraints that need to be lifted. It's all in the service of the market's cannibalistic mania for the new, its structural need to ceaselessly bury "the past", often by directly obstructing non-commercial preservation efforts, and sell you Progress that starts to wither and fade the second you peel away the cellophane.

[–] [email protected] 6 points 2 months ago (1 children)

This is a news article, not an art project. Really poor decision for the writer

[–] [email protected] 5 points 2 months ago* (last edited 2 months ago)

This is RPS's style, you don't have to like it but it definitely fits in.