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总时数 42.1 小时 (评测时 35.5 小时)
I'd like to preface this review by saying that this game requires three full playthroughs to be considered complete. Each of the two new game plus modes introduce new cutscenes, story pieces, and changes. While not always drastic or overt, these subsequent playthroughs build on the plot more than you could imagine. If you're considering watching the other endings online instead of playing through again, please please please trust me when I say it's worth it to play it again. This is not the same as an NG+ mode in something like Dark Souls, it's much more like NieR Automata. The plot unfolds hugely in these subsequent playthroughs, and is honestly necessary for the full experience. After your first playthrough, you have not even scratched the surface of Hinako's world. Characters grow and evolve in ways I didn't expect and the story shifts in interesting and surprising directions. Certain revelations didn't hit until I was knee deep in my third playthrough, still experiencing new storytelling. Much like the cyclical structure of his previous works, Ryukishi07 invites the player to revisit again and again, with changes each time.

I had a lot of expectations as a big fan of the series, I've played and completed each of team silent's original 4 games, and was really hoping that Ryukishi07 would do justice to the series and not deliver something phoned in. I can say that Silent Hill f exceeded my expectations by far, delivering a narrative that manages to compete with some of my favorites from the original games. I was worried that it would feel more like Umineko or Higurashi than Silent Hill, and while r07's style shines through particularly hard in some parts, it never strays too far from its identity as a Silent Hill game first and foremost. The blending of familiar visual novel elements such as progressive character profiles into the game is effective and feels right at home within something like Silent Hill, even if some of the information can feel a little overstated or obvious at times.
The creature design is absolutely incredible, with each monster offering plenty in the way of interpretation, showcasing the intelligent and well thought out design behind each enemy. It can be stated that there's a fairly small variety of them, but this is true for the rest of the series, and what is here is amazing.
The OST is perfect, with every track really delivering a blend of the new Japanese setting and traditional Silent Hill feeling, as well as some very r07 coded tracks from dai and xaki. Mayoi Uta and The Bird's Lament in particular are standout tracks that completely blew me away.

The combat system feels a little out of place at first, but throughout I felt the horror aspects were still maintained, especially when facing multiple enemies, or on the harder difficulties. I'm a little shocked by how many reviews have taken issues with the combat, as I found it to be suitable and fine within the game. Durability is a welcome addition, building on concepts used in Silent Hill 4, similarly to the dodge system. I do agree that perfect dodges and parries feel a little too action oriented for a horror title, but they served to freshen up the complexity of the combat without feeling too heavy handed for me. I'd also like to state that the game plays nothing like Dark Souls, and if we're going to compare SHf to the souls series, you might as well compare SH4 as well.

The biggest issue I had with the game was the objective system. I think SHf does a very good job of guiding the player without the need for handholding. The overbearing pop-up objectives really stifle any sense of exploration or feeling of being lost. I'd really like an option to turn this off outside of mods, as I strongly believe that Silent Hill works much better without it.
I also can't really decide which difficulty I'd recommend to someone, as story difficulty felt a little easy, taking away from the fear of encounters, but hard difficulty turned mandatory combat sections into much lengthier, bloated fights.

Gripes aside, Silent Hill f manages to make up for its faults by crafting an engaging and intelligent narrative that only gets deeper the further you go on. The issues I have are so massively overshadowed by the good in this game, and I can't express how much I recommend Silent Hill f to both longtime fans of the series, and longtime fans of r07. This is everything you're looking for and more, and if you stick with it you will not be disappointed.
发布于 9 月 27 日。 最后编辑于 9 月 28 日。
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总时数 14.8 小时
♥♥♥♥ you!
发布于 6 月 20 日。
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有 3 人觉得这篇评测有价值
总时数 43.5 小时 (评测时 27.3 小时)
there is 1.6g of milk remaining in The Night Mother's breasts
发布于 4 月 27 日。
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有 15 人觉得这篇评测有价值
总时数 1.6 小时
Anya was a very poorly handled character that I feel was not only somewhat insulting but a very poor representation of victims of SA
She feels like a vehicle for Curly and Jimmy's story instead of having her own nuance, and her last lines of dialogue are just so tasteless. If you want to tackle dark and mature themes in your narrative then you need to make sure you handle them well.
发布于 2024 年 10 月 25 日。
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总时数 23.5 小时 (评测时 20.2 小时)
The most important aspect of Silent Hill 2 has always been the story, which is complemented by the game's incredible atmosphere, enemy design, and music.

SH2R is interested in every aspect mentioned except for the story unfortunately, something that is hammered home by many things throughout the game's length.

-The voice acting is completely off for James and Maria. James went from a man who is dissociative and confused, to a generic tv show protagonist who speaks his lines with a gravelly certainty, lacking all feeling of confusion and strangeness. James is a compelling character in the original, and he needs to be given how much of the game revolves around him, but his new characterisation is just completely off, and he feels comparatively shallow and generic. Even the patches on his jacket are gone.
Maria suffers a similar but arguably worse fate. As the most compelling character from the original game, she was the one I was most worried about. Her performance should flutter between a seductive and aggressive tone, and an aloof yet vaguely comforting one. Instead, SH2R's Maria delivers all her lines with an incredibly flat and disinterested tone, she feels very fake as opposed to the more alluring yet uncomfortable person she was in the original. This problem isn't helped by the inclusion of new scenes, in which Maria's new placid and unthreatening personality takes center stage. This is not a character I believe went through the events of the born from a wish scenario.

-The cinematography and framing for many cutscenes is also very off base, with scenes no longer being content in hanging on one wide shot, now scenes seem to compulsively switch between different camera angles to keep things interesting, which hugely impacts the overall tone of the game. Many of the contemplative and emotional scenes of the original which were punctuated by lingering shots are now replaced with more close up shots (overlook cutscene, maria ending cutscene). This is incredibly obvious in the scene where James comes to his big realisation. The camera no longer slowly pans around James, but instead we see a close up where his face seems to alternate between confusion and constipation.
In instances where the original game was creative with it’s camera, such as the staircase scene with Angela, the creative and interesting camera work is stripped away, also heavily impacting the scene. When this seems to happen time and time again with SH2R, it begins to feel like bloober either felt that they had a better vision than the original, or did not understand what was being communicated.

-SH2R is afraid of depicting graphic scenes from the original. Scenes such as the iconic and visceral Pyramid head introduction have been sanitized. While potentially understandable at a glance, I’d argue that scenes like this were not done for shock value and do actually serve a purpose. The original was brave in depicting graphic scenes that were largely untouched by video games at the time, and it’s disappointing to see them cower away from discomfort, when the game owes it to the characters to show the true horror behind their trauma. This is further exemplified in the abstract daddy final boss arena, where the pistons are now just machinery placed around the arena instead of being directly in the walls, which are also turned into more generic otherworld walls instead of retaining their original appearance.
-Subtlety is removed from a lot of the key scenes where things don’t need to be blatantly obvious. It feels like the player is not trusted to come to the ‘correct’ interpretation, which is unfortunate but not unexpected in a modern remake of a game that makes heavy use of symbolism. Eddie is overly demonized in the remake, no longer is he sitting eating pizza, but instead has finished a pizza and is now eating ice cream with his hands as if to try to disgust the player and highlight how much of a fat slob he is. It ends up feeling like they want to turn him into an overt villain instead of a tragic character. The conversation before the final boss fight is another issue of misunderstanding the game and not trusting the player, where too many lines have been added and now James tries convincing Maria to let go when the entire point of her is to convince him to stay in the fantasy with her, not for her to be clinging to him unable to move on.

-The hotel after seeing the truth is changed from being dismal and depressing looking into being scary looking and unsettling, and what was once a contemplative and emotional part of the game is now just another dark horror section including a cart puzzle. I also could not find the scene where James hears a flashback of how Mary’s disease is terminal, a scene which is also pivotal in creating a strong emotional response in the player.

-The famous letter read at the end of the game is drawn out with added lines that absolve James of all guilt in a very blatant way. Several incredibly important lines have also been removed, which completely change the message that is being conveyed by the letter. No longer is Mary lamenting the fact that the disease has destroyed James' life and her own while expressing her wish that James continue to live while still keeping her alive in his memory, instead, Mary tells James that she has accepted her death and wants the pain to end, which completely alters the moral dilemma that the climax of SH2 hinges upon.
These changes are enough to remove most of the emotional impact from the scene, but as if to confirm the lack of understanding of the scene's importance there’s almost sinister music playing over the letter read, which entirely negates the emotional significance of this scene. The original game understood the impact of the letter and knew that letting Mary's voice carry the scene was the best choice, but the remake perhaps understands that it's very difficult to recreate such a powerful performance, and instead adds more and more into the scene to compensate. No lingering shot in the background, and now instead a montage of different shots of the town flashes by for seemingly no reason, this feels like the equivalent of having subway surfers gameplay in the middle of an important emotional moment. The letter’s text does not slowly scroll, but is restrained to subtitles at the bottom of the screen, killing a lot of the visual charm of the ending.

This scene to me is what all of Silent Hill 2 hinges upon, and I was very worried about how it would be handled, and to my dismay it was pretty much butchered. I cannot imagine anyone being impacted emotionally by this scene anywhere near as much as they would have by the original.

All in all, I do not think that bloober nor the people directing the voice actors understood what made Silent Hill 2 work. I cannot stress enough that if you have the choice (which you likely do), please play the original game first. It is around 6 hours in length and is well worth your time. It is considered a beloved masterpiece for a reason. The elements which elevate Silent Hill 2 to that legendary status are not present here, not in the same way.
发布于 2024 年 10 月 10 日。 最后编辑于 2024 年 10 月 11 日。
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总时数 8.4 小时
true to life
发布于 2024 年 7 月 15 日。
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总时数 676.0 小时 (评测时 583.0 小时)
Best horde shooter on the market, despite taking a long time to cook up something fatshark always ends up delivering something worth your time and effort eventually. If you haven't gotten into this game and want to, now is a great time to do so.
This game rewards player skill, and makes progression feel good. Don't feel bad if it takes you a while to get used to it, once you do you're in for some of the most rewarding and satisfying gameplay available in a horde shooter. Every enemy has a counter, and every scenario is clutchable, and you can and will eventually be able to pull off things that feel impossible.
Definitely worth your time and effort, I love tide games
发布于 2022 年 12 月 11 日。 最后编辑于 3 月 31 日。
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总时数 19.8 小时 (评测时 10.2 小时)
goofy ah
发布于 2022 年 7 月 1 日。
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有 18 人觉得这篇评测有价值
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总时数 0.5 小时 (评测时 0.4 小时)
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发布于 2022 年 6 月 13 日。 最后编辑于 2022 年 6 月 13 日。
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总时数 0.0 小时
missed opportunity to add yoda with his OG death sound, but otherwise its cool
发布于 2022 年 4 月 19 日。
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