I didn't notice this on my first play through, but have noticed it in watching other people play: when you cross the threshold into Blue Creek, the apartment you enter is an exact mirror of the one you were just in. Even the grid pattern on the door is reversed. The closet, which would be where James was hiding, has been slashed through by Pyramid Head's great knife, as if to say "I can kill you any time I want, buddy"
I thought I was over analyzing that part but I'm glad other people noticed that. I saw that slash in the closet and was like, that could've been James.
Environment artists must love you. So much attention paid to small details in the environment. I'll admit, some amount of fear kept me moving briskly through the levels in my own playthrough and prevented me from appreciating the little things, so I'm glad I'm getting to see them more clearly now through your playthrough.
Here to boost the algorithm, as much as I am excited to play the game, I'm just as excited to hear your thoughts Nub, the definitive SH source. I'll be back after I finish my own playthrough!
I am an anxious scaredy cat and made it as far as Wood Side apartments. I think I'm too comforted by many NG+ runs of the OG with the green hyper spray, I think forgot what it's like to be TERRIFIED. Was practically crying when I got the Mary mannequin with the flashlight, knowing exactly what I was about to expect. So I'm enjoying watching your playthroughs up to that point till I get the courage to get back in there lol LOVING to see your exploration so far! It seems I've been Leeroy Jenkinsing it because there's so many notes/areas that you're finding that I *totally* missed. Thankfully my second playthroughs are usually a breeze, so I can't wait to retread those areas.
One thing that Bloober is always incredible at is environment, and they nailed it in this game. And it's interesting cause they knew beforehand what their reputation was, so it's awesome to see them completely turn that around. They even said "Just give us a chance" pre-release, hopefully they can keep it going and continue making games that don't suck lol
I love the scratches all over the apartment hallways and walls. Shows the path pyramid head took while lugging around the great knife, along with the scraping sounds and big footsteps, you feel he’s just close by and may be clearing the way of extra mannequins.
1:48:40 The thing about the notes though. If this is your first time playing through Silent Hill 2 and you have never heard anything of it, the notes are not that obvious. 1:49:42 Seems like an RTX bug. Never encountered it on my playthrough. It happened earlier on your playthrough as well. 2:08:00 You find Eddie vehemently saying he didn't kill the guy in the fridge in a room with prominent football paraphernalia. Later Eddie said something about shooting a guy in the knee and that guy won't be playing football anymore. 2:23:30 The last part of the coin puzzle is subjective. It's up to you to decide whose fault is it. At least in this difficulty.
I just doubled-checked. I saw another person put the Woman as the top coin during the coin puzzle and it unlocked for them as well. (It was sort of accidental since they didn't read the full text before moving her up.) There's at least one other puzzle that seems like there may be multiple acceptable answers since I there was at least one other puzzle in memory that seemed to have more than one plausible answer. I'm willing to bet the Man is also an acceptable answer, and I speculate that these choices may influence the ending you get. Just letting you know that there may be more ambiguity in some puzzles than a simple pass-fail. Ofc, just talking about standard difficulty. If you want to confirm my report on the Woman being accepted, you can see it on the channel IGP, first stream of the game @ 6:07:34.
2:52:20 - you mention the more modern CRT... I've noticed that some of the computers we see (especially later in the game) appear to be more modern than what we're led to believe is the setting. We see those calendars that say November 1983, but then we see TVs and computers from the late 90s. We have a graphic filter called 90s, even though the game came out in 2001. I'm wondering if they *are* still being cheeky with exactly when this game takes place. Maybe the calendars that say 1983 are meant to show "this is when the town became abandoned"? Or maybe it's a reference to something else entirely?
So fun watching you slowly play through the game with your commentary. I'm also playing slowly, loving the game so far! New sub from me, hope to catch your streams sometime!
Long time watcher, first time commenter! I'm currently watching you play through the game to see what you think of it. I'm much further in my playthrough and I'm absolutely loving it! I just seen your reaction with the new lying figure. These guys are a different variation on the normal guys. They even look like "suped" up versions of the normal ones! 😂 I just call these variations "super figures" lol. But yeah, there seems to be these suped up versions of other monsters as well without getting into any spoilers. Anyways, I'm glad you're enjoying the game so far! Can't wait for your next parts.
From what I understand, there is already some sort of camera trainer released for the game, as well as some things located out of bounds that are definitely worthy of seeing
The first scene with Eddie is sadder every time I see it. It's the last ditch attempt Eddie ever makes to connect with a person. I don't think Laura even counts in that regard, since as a kid, she isn't really a peer to him. But James? Sure, maybe he could bro out with James. But James says no, we're not teaming up. And that long pause after Eddie says "Oh," you just _know_ he's instantly explained it to himself in his head. He's building up James as just another person who thinks he's disgusting, ugly, stupid, and everything else his bullies say to him. It honestly makes me wonder if the bodies you find later that look like James that Eddie's killed really just... look like James to both of them. James sees himself because he's suicidal, but Eddie sees them as James because he built James up as a bogeyman who's probably talking behind his back.
It's kind of disappointing that PH doesn't walk away into water anymore. I recently thought that that tied into the In Water ending, and thanks you one of your playthroughs, I also learned that James had come to town to drown himself in the lake. Now that subtle theme element is gone... PH just walks out of the building. I suppose because the light/siren called to PH still sort of works as implying "going into the light," but how do you feel about the change?
I agree with the idea on 'water' being a recurring theme coinciding with the in water ending the first ending written for the scenario. In the remake boss fight, there is rain now in the courtyard area, and from trailers and things I know later scenes also have an element of rain added where it wasn't in the OG. It's a different approach to things, but I feel like so far all the same elements from the original are still there, just in different amounts.
@@Nubzombie Yeah I noticed the rain as well, but I associate it more with Downpour, even if there was always rain in the original SH2 -- just not as much. Thinking about it, there was always a theme of water in many places, but rain wasn't so noticeable. Sometimes, it was just... the sound of water dripping in an already flooded area, the "drowned" hotel, puddles of water in the apartment buildings -- hell, reaching into the toilet full of dirty water. Like you said, it's a different approach to the same themes, I just feel like PH literally walking out of the building isn't quite as thematic as walking into water first, and then not being able to see him walk out. All things considered, so far I haven't seen anything "offensive" with the remake. Blooper did a really good job!
Im wondering if anyone has found any ghosts in the Woodside apartments yet. That light turning on in the apt with Laura's drawing never happened to me, so it was pretty creepy
I can see what you mean about the interaction indicator. Even as a viewer, I can tell it takes some mental effort to switch from looking for indicators vs paying attention to the environment. Without indictors, looking for interactions and looking for details in the environment are one in the same. Aside from changing the sensitive / mechanics of interaction, I wonder if the game would simply benefit from being able to hit a button/key for a a quick view or toggle for nearby interactables. That way a player can explore as they want without immediately looking for the icon, but quickly double check for missed things without going into the menu. I don't think it's a complete solution, but perhaps a happy middle ground.
When my dad passed away the clock in our kitchen which looked just like that literally stopped so seeing the stopped clocks at 9:10 I always associate with death.
Gotta be honest, still prefer the original PH boss fight. It was much more befitting of a horror setting. Everything, from how it starts to the "fight" itself. Just imagine seeing PH leave through the flooded stairway in the remake with much better water effects and sound design, would've been much better than a giant steampunk door.
I respect everyone's opinion I can see that but also I can't help but detect a BIG bias when people talk about the original. Clunky. Bad voice acting. Silly at times. Yet still a classic, but when making the "oh he doesn't go down the stairs" whe in OG he looks silly doing so. Idk. Makes me wonder what game people played Originally. The OG game for me had a bunch of silly moments.
@@cleit1802 wtf are you on about? Do you not think it'd be a much more haunting imagery to see him walk down the flooded stairway with modern current day graphics and effects, submerged slowly as water rush down his helmet? Instead of simply pushing a giant steampunk door? Like be for real, which one is more interesting? Of course it's the original version, lol. No question about it.
I totally get wanting the prompts off for a more organic explorative experience. Ugh just sucks that you might have missed a bit with them off. I say keep them on for the first and maybe 2nd playthrough just til you get familiar with the game. Im sure you will play this a few times lol
Hey Mr. Nub. I know you shared the graphics settings at the start but what did you change in the custom/advanced area? Also are you finding the 60fps cap to be too limiting at the moment or is it feeling smooth given the visual tradeoff you get?
Lmao. Why would be the man at fault? That's feminazi 101 behaviour. Snake or maybe woman makes sense but the man has literally nothing to do with the incident.
Just got done watching this on twitch and figured I'd leave a comment here. I will say that I've been enjoying the take on the game. As someone who never played the original and only watched a lot of playthroughs, though, I think the "hey remember this" parts where they focus in on an old location might be really confusing to new players. I don't remember every little thing and could see myself wondering what to do in those areas if there was a musical sting and the camera focused on it. It's neat for the older players but I bet it's confusing to players who are completely new, I'd be curious to watch a playthrough of someone who has never touched or seen it. I assume they did some play testing, but it is a thought that came to mind. I've been thinking of getting this version because I can't play the original, but I did want to watch you go through it first. I like the changes they have made so far, even with Angela. I think they captured a very uncertain and untrustworthy tone in her voice. I'm very curious how they will handle the big future scene with her because I feel her story is so important and tragic. I'm glad they made her a little more baby-face in this version, I feel the original definitely captured the "grew up too fast" angle but lost the fact that Angela is supposed to be a teen. This design captures it well I think. I look forward to more!
Lowering the shadows to low is the only setting that has a big impact on performance that and Ray traceing but if you switch off Ray traceing the games lighting gets ruined in certain areas but the shadows on low are least changed there's not much difference between low and high shadows.
@2:02:02 Are you sure it's more believable that it's been there a while? the body in the original is the same gray leg texture you see in the bodies in the morgue later the james corpses earlier in this version of the game have VERY realistic decomposition effects, like very realistic bloating/dessication. this body, however, the blood is still red, he doesn't look bloated, and there's like... a visible piss stain on his pants. like, maybe he's been there a few hours, but in the original it looked like one of the vaguely rotten, vaguely gray corpses. he looks... incredibly recently dead to me, like a day at MOST.
Am I going to mad or should there be no industrial fans and rust and all of that in James’ Silent Hill? That’s 1 & 3 right? I thought all of James’ stuff was like mould and water damage and rot / decay? I could be wrong
Those enemies seem much more aggressive in the other world segment. Can't remember if that was the case in the original but I don't remember it being like that.
In 2 they kinda have some basic AI and you can just ran past them, and they are slow too. The level of the aggression in the remake reminds me of silent hill 3
It's so odd to me to see how all the keys in this game have 7 bits. Seems excessive for an apartment. Most keys tend to have 5 - 6. I bet all the locks have security pins too lol that's why James can't just pick em all.
I think the problem with the signposting with "yellow paint" or "white cloth" is precisely the photorealistic graphics. Game developers have forgotten how to do clever artistic choices to signpost where to go and what to do and how to know which objects in the environment are items (hence the button prompts), so they don't even bother to be clever about it. Just be as blunt as possible! And it also cuts a lot of the creative work necessary during development. "How do we hint at the player they need to go through here, get that, etc.? Oh just put white cloth there. Or the button prompt will show it. Done." But I guess at least SH2R has the excuse of the town manifesting things to guide James or whatever, and at least the white cloth is symbolic of.... you know, hospital bed sheets, curtains, etc. and the color white is associated with death. As for the button prompts, the best way to get rid of them is to make interactive objects obvious in some artistic way. Make them stand out in the environment with color/design and/or lightning to draw your attention. But then I guess people would complain that's not realistic or whatever. 🙄
so far its pretty interesting what they did. if I play it I will play on easy or story, I already have platinum on RE4 remake I dont need to be good on another 3rd person shooter lol
The light is attached to the camera, rather than James, so he turns after it does, despite it being in his breast pocket. With light being so key to this experience, it's a constant, frustrating break of immersion.
1:30:00 so this Saw-style safe puzzle... I was playing this with button interactions turned off, and there's no white cloth on the dresser's side to indicate you should be able to push it, so I didn't know you could at first. I must have spent 5 - 10 minutes just staring through that hole, watching the light flicker on and off. I thought it would be really cool if it was something closer to P.T. interaction, where instead of just finding the numbers, you'd have to interact with the world in an interesting way. The note says they'll watch you make the same choice over and over again, so I figured maybe it had to do with something you have to choose to do, like turning your light off. Mostly, the light would just dim, but when it finally turned completely off, I shut my flashlight off and could see all those lines on the wall glowing. I thought it was really cool, but nothing changed, so I was still confused. Seems like it could have been an opportunity for a really challenging and creative puzzle, but I don't blame them for making it a bit more mundane. I was a little frustrated by how difficult it was to notice I could push the dresser without having interaction prompts enabled. I was just mashing X and accidentally found it. I also didn't notice the rhyme on the wall, without the prompts enabled (I'm just blind). Had the same problem with the clock puzzle, but I remembered the solution from the original - also, how could you miss it, every single clock in the game is 9:10 and 15 seconds. I'm playing the whole game with prompts disabled. Yes, I'm missing things, but it's just optional notes and probably some ammo / health pick ups. I figure it makes the game a little more difficult, plus there'll be more to discover when I play on NG+ (with the prompts enabled).
I have a feeling (and a hope!) if bloober does another remake it will be SH4! I’d be excited to see a SH4 remake. I love the story and atmosphere of SH4 but I can’t stand to play it LOL
So far i got to say Angela is the character i like the least in this remake, from her redesign to the acting...i knows it's not a character easy to portray but...I'm not feeling it
1:46:30 Mannequin: *is simply pushed off James* NubZombie: I CAN'T WITH THE QUADRUPLE BACKFLIP DISMOUNT I think you're experiencing your own manifestations 😂 It didn't even flip once EDIT: Nope, it did flip at least once lol
I'm quite disappointed with the game. No new game modes like Mercenaries or No Return. The new expanded areas feel hollow when there are no meaningful rewards, like new firearms or attachments. No costumes for characters (where are the OG character model skins for example?). PH's Knife is gone as an unlockable weapon. Replacing 2x4 with a steel pipe, instead of having two of the melee weapons serving different gameplay functions is a missed opportunity. Where's Born From A Wish?
I didn't notice this on my first play through, but have noticed it in watching other people play: when you cross the threshold into Blue Creek, the apartment you enter is an exact mirror of the one you were just in. Even the grid pattern on the door is reversed. The closet, which would be where James was hiding, has been slashed through by Pyramid Head's great knife, as if to say "I can kill you any time I want, buddy"
I thought I was over analyzing that part but I'm glad other people noticed that. I saw that slash in the closet and was like, that could've been James.
Environment artists must love you. So much attention paid to small details in the environment. I'll admit, some amount of fear kept me moving briskly through the levels in my own playthrough and prevented me from appreciating the little things, so I'm glad I'm getting to see them more clearly now through your playthrough.
Literally the only critic opinion on SH2R I trust. Nice one Nubz!!!
soon as it came out i was looking for nubz upload
Facts.
RE Mannequin behavior: they act as if they're self-conscious, trying to hide from James' sight and lashing out when they're noticed. Fitting.
1:30:00 Your Jigsaw impression got me so hard 😂
Hello James 👋
Here to boost the algorithm, as much as I am excited to play the game, I'm just as excited to hear your thoughts Nub, the definitive SH source. I'll be back after I finish my own playthrough!
The only person I’ll watch play this through for the first time
I am an anxious scaredy cat and made it as far as Wood Side apartments. I think I'm too comforted by many NG+ runs of the OG with the green hyper spray, I think forgot what it's like to be TERRIFIED. Was practically crying when I got the Mary mannequin with the flashlight, knowing exactly what I was about to expect.
So I'm enjoying watching your playthroughs up to that point till I get the courage to get back in there lol
LOVING to see your exploration so far! It seems I've been Leeroy Jenkinsing it because there's so many notes/areas that you're finding that I *totally* missed. Thankfully my second playthroughs are usually a breeze, so I can't wait to retread those areas.
One thing that Bloober is always incredible at is environment, and they nailed it in this game. And it's interesting cause they knew beforehand what their reputation was, so it's awesome to see them completely turn that around. They even said "Just give us a chance" pre-release, hopefully they can keep it going and continue making games that don't suck lol
Hope you're feeling better, man 👌🏾
Pyramid head tooking several gunshots: "weakness disgust me"
I love the scratches all over the apartment hallways and walls. Shows the path pyramid head took while lugging around the great knife, along with the scraping sounds and big footsteps, you feel he’s just close by and may be clearing the way of extra mannequins.
1:48:40 The thing about the notes though. If this is your first time playing through Silent Hill 2 and you have never heard anything of it, the notes are not that obvious.
1:49:42 Seems like an RTX bug. Never encountered it on my playthrough. It happened earlier on your playthrough as well.
2:08:00 You find Eddie vehemently saying he didn't kill the guy in the fridge in a room with prominent football paraphernalia. Later Eddie said something about shooting a guy in the knee and that guy won't be playing football anymore.
2:23:30 The last part of the coin puzzle is subjective. It's up to you to decide whose fault is it. At least in this difficulty.
I just doubled-checked. I saw another person put the Woman as the top coin during the coin puzzle and it unlocked for them as well. (It was sort of accidental since they didn't read the full text before moving her up.) There's at least one other puzzle that seems like there may be multiple acceptable answers since I there was at least one other puzzle in memory that seemed to have more than one plausible answer. I'm willing to bet the Man is also an acceptable answer, and I speculate that these choices may influence the ending you get. Just letting you know that there may be more ambiguity in some puzzles than a simple pass-fail. Ofc, just talking about standard difficulty.
If you want to confirm my report on the Woman being accepted, you can see it on the channel IGP, first stream of the game @ 6:07:34.
i dont know why but "digeridoos in the distance" made me laugh wayyy harder than it should have 😭😂
After seeing the pyramid part this way it made me think it’s saying “your not ready buddy” as opposed to the end
Thank you Nub, legend
It's looking good so far!
2:52:20 - you mention the more modern CRT... I've noticed that some of the computers we see (especially later in the game) appear to be more modern than what we're led to believe is the setting. We see those calendars that say November 1983, but then we see TVs and computers from the late 90s. We have a graphic filter called 90s, even though the game came out in 2001. I'm wondering if they *are* still being cheeky with exactly when this game takes place. Maybe the calendars that say 1983 are meant to show "this is when the town became abandoned"? Or maybe it's a reference to something else entirely?
So fun watching you slowly play through the game with your commentary. I'm also playing slowly, loving the game so far! New sub from me, hope to catch your streams sometime!
fucking died at the jigsaw part
Feel better bud, I'm so happy to be watching you!
Long time watcher, first time commenter! I'm currently watching you play through the game to see what you think of it. I'm much further in my playthrough and I'm absolutely loving it! I just seen your reaction with the new lying figure. These guys are a different variation on the normal guys. They even look like "suped" up versions of the normal ones! 😂 I just call these variations "super figures" lol. But yeah, there seems to be these suped up versions of other monsters as well without getting into any spoilers. Anyways, I'm glad you're enjoying the game so far! Can't wait for your next parts.
Yippee was super excited for this
@42 mins in, I'm so glad I wasn't the only one who got their shit rocked here. This made me feel a lot better hahs
Stalactites hold *tight* to the ceiling. Stalagmites *might* cause you to trip.
there are 2 Lying Figure types, the OG ones, and the more red torn up looking ones that explode
From what I understand, there is already some sort of camera trainer released for the game, as well as some things located out of bounds that are definitely worthy of seeing
The first scene with Eddie is sadder every time I see it. It's the last ditch attempt Eddie ever makes to connect with a person. I don't think Laura even counts in that regard, since as a kid, she isn't really a peer to him. But James? Sure, maybe he could bro out with James. But James says no, we're not teaming up. And that long pause after Eddie says "Oh," you just _know_ he's instantly explained it to himself in his head. He's building up James as just another person who thinks he's disgusting, ugly, stupid, and everything else his bullies say to him.
It honestly makes me wonder if the bodies you find later that look like James that Eddie's killed really just... look like James to both of them. James sees himself because he's suicidal, but Eddie sees them as James because he built James up as a bogeyman who's probably talking behind his back.
He be like get tf outta my way James at that last battle 😂😂😂
It's kind of disappointing that PH doesn't walk away into water anymore. I recently thought that that tied into the In Water ending, and thanks you one of your playthroughs, I also learned that James had come to town to drown himself in the lake.
Now that subtle theme element is gone... PH just walks out of the building. I suppose because the light/siren called to PH still sort of works as implying "going into the light," but how do you feel about the change?
I agree with the idea on 'water' being a recurring theme coinciding with the in water ending the first ending written for the scenario.
In the remake boss fight, there is rain now in the courtyard area, and from trailers and things I know later scenes also have an element of rain added where it wasn't in the OG.
It's a different approach to things, but I feel like so far all the same elements from the original are still there, just in different amounts.
@@Nubzombie Yeah I noticed the rain as well, but I associate it more with Downpour, even if there was always rain in the original SH2 -- just not as much.
Thinking about it, there was always a theme of water in many places, but rain wasn't so noticeable. Sometimes, it was just... the sound of water dripping in an already flooded area, the "drowned" hotel, puddles of water in the apartment buildings -- hell, reaching into the toilet full of dirty water.
Like you said, it's a different approach to the same themes, I just feel like PH literally walking out of the building isn't quite as thematic as walking into water first, and then not being able to see him walk out.
All things considered, so far I haven't seen anything "offensive" with the remake. Blooper did a really good job!
Im wondering if anyone has found any ghosts in the Woodside apartments yet. That light turning on in the apt with Laura's drawing never happened to me, so it was pretty creepy
Ing, this game looks fire af! I can't wait to play it for myself!
Hope you're feeling better nub!!
I can see what you mean about the interaction indicator. Even as a viewer, I can tell it takes some mental effort to switch from looking for indicators vs paying attention to the environment. Without indictors, looking for interactions and looking for details in the environment are one in the same.
Aside from changing the sensitive / mechanics of interaction, I wonder if the game would simply benefit from being able to hit a button/key for a a quick view or toggle for nearby interactables. That way a player can explore as they want without immediately looking for the icon, but quickly double check for missed things without going into the menu. I don't think it's a complete solution, but perhaps a happy middle ground.
1:52:30 - I believe it was the one you killed in that hallway (just next to the hole in the wall) which you never stomped on. It came back to life.
Don’t know if I’m just hearing things, but during the PH fight I feel like I hear a faint humming sound from SH3 otherworld?
When my dad passed away the clock in our kitchen which looked just like that literally stopped so seeing the stopped clocks at 9:10 I always associate with death.
My wall clock in my bedroom is currently stopped at 9:41 but I'm still here
Gotta be honest, still prefer the original PH boss fight. It was much more befitting of a horror setting. Everything, from how it starts to the "fight" itself. Just imagine seeing PH leave through the flooded stairway in the remake with much better water effects and sound design, would've been much better than a giant steampunk door.
I agree. I wish he did have the water stairs. Oh well, The new fight was fun at least
I respect everyone's opinion I can see that but also I can't help but detect a BIG bias when people talk about the original. Clunky. Bad voice acting. Silly at times. Yet still a classic, but when making the "oh he doesn't go down the stairs" whe in OG he looks silly doing so. Idk. Makes me wonder what game people played Originally. The OG game for me had a bunch of silly moments.
@@cleit1802 wtf are you on about? Do you not think it'd be a much more haunting imagery to see him walk down the flooded stairway with modern current day graphics and effects, submerged slowly as water rush down his helmet? Instead of simply pushing a giant steampunk door? Like be for real, which one is more interesting? Of course it's the original version, lol. No question about it.
@@1theprince1 It's absolutely silly in the OG
@@AChimpKnockinAbout not as silly as some of you coping and shilling hard for a sfw censored reimagining slop.
I totally get wanting the prompts off for a more organic explorative experience. Ugh just sucks that you might have missed a bit with them off. I say keep them on for the first and maybe 2nd playthrough just til you get familiar with the game. Im sure you will play this a few times lol
1:45:44 When Nub F'ed around and found out (wait for the 2nd enemy) 👌🏾
Mannequins: Catch these fucking hands
3:48:20 - No honey, we don't need original coin puzzle, just leave it on the ground, we've got a new and improved coin puzzle at home.
Hey Mr. Nub. I know you shared the graphics settings at the start but what did you change in the custom/advanced area? Also are you finding the 60fps cap to be too limiting at the moment or is it feeling smooth given the visual tradeoff you get?
Spoiler for the coin puzzle I guess
I'm pretty sure that I picked the man as the one to blame and it also counted as the correct answer.
Lmao. Why would be the man at fault? That's feminazi 101 behaviour. Snake or maybe woman makes sense but the man has literally nothing to do with the incident.
Just got done watching this on twitch and figured I'd leave a comment here.
I will say that I've been enjoying the take on the game. As someone who never played the original and only watched a lot of playthroughs, though, I think the "hey remember this" parts where they focus in on an old location might be really confusing to new players. I don't remember every little thing and could see myself wondering what to do in those areas if there was a musical sting and the camera focused on it. It's neat for the older players but I bet it's confusing to players who are completely new, I'd be curious to watch a playthrough of someone who has never touched or seen it. I assume they did some play testing, but it is a thought that came to mind.
I've been thinking of getting this version because I can't play the original, but I did want to watch you go through it first.
I like the changes they have made so far, even with Angela. I think they captured a very uncertain and untrustworthy tone in her voice. I'm very curious how they will handle the big future scene with her because I feel her story is so important and tragic. I'm glad they made her a little more baby-face in this version, I feel the original definitely captured the "grew up too fast" angle but lost the fact that Angela is supposed to be a teen. This design captures it well I think.
I look forward to more!
It’s criminal how much ammo people waste during the pyramid head boss fight. Most people don’t know you don’t have to attack pyramid head.
Real chads whack him a few times with a stick
Everyone knows that.
I’m watching your playthrough up to where I am in the game to be optimal
Lowering the shadows to low is the only setting that has a big impact on performance that and Ray traceing but if you switch off Ray traceing the games lighting gets ruined in certain areas but the shadows on low are least changed there's not much difference between low and high shadows.
@2:02:02 Are you sure it's more believable that it's been there a while?
the body in the original is the same gray leg texture you see in the bodies in the morgue later
the james corpses earlier in this version of the game have VERY realistic decomposition effects, like very realistic bloating/dessication.
this body, however, the blood is still red, he doesn't look bloated, and there's like... a visible piss stain on his pants.
like, maybe he's been there a few hours, but in the original it looked like one of the vaguely rotten, vaguely gray corpses. he looks... incredibly recently dead to me, like a day at MOST.
Next time try to smash Angela's mirror! I was dying to know if it could be smashed or not.
by the way I turned FSR frame generation editing the engine.ini because it makes the stutters smoother overall
Am I tweaking or was there a silhouette of Mary in the TV in front of the corpse on the chair? There definitely was an outline of person there 🤔
Am I going to mad or should there be no industrial fans and rust and all of that in James’ Silent Hill? That’s 1 & 3 right? I thought all of James’ stuff was like mould and water damage and rot / decay? I could be wrong
Those enemies seem much more aggressive in the other world segment. Can't remember if that was the case in the original but I don't remember it being like that.
In 2 they kinda have some basic AI and you can just ran past them, and they are slow too.
The level of the aggression in the remake reminds me of silent hill 3
i kept hitting triangle for map, obvious why, but it happened so often i just swaped up and triangle
It's so odd to me to see how all the keys in this game have 7 bits. Seems excessive for an apartment. Most keys tend to have 5 - 6. I bet all the locks have security pins too lol that's why James can't just pick em all.
48:06 could it be Heather's White Jacket in that closet beside the wedding dress
Heather has a white pocketed vest, not a jacket. The one in the wardrobe has no chest pockets, and has sleeves.
@@Nubzombie oh yeah that's true 🤘
Stalactites are TIGHT on the ceiling, and stalagmites MIGHT grow to reach the ceiling.
ahhhh that's smart!!
That Jigsaw voice and line got me 😅
@2:31:10 "Sponsored by RealDoll"
YES!!!
I think the problem with the signposting with "yellow paint" or "white cloth" is precisely the photorealistic graphics. Game developers have forgotten how to do clever artistic choices to signpost where to go and what to do and how to know which objects in the environment are items (hence the button prompts), so they don't even bother to be clever about it. Just be as blunt as possible! And it also cuts a lot of the creative work necessary during development. "How do we hint at the player they need to go through here, get that, etc.? Oh just put white cloth there. Or the button prompt will show it. Done."
But I guess at least SH2R has the excuse of the town manifesting things to guide James or whatever, and at least the white cloth is symbolic of.... you know, hospital bed sheets, curtains, etc. and the color white is associated with death. As for the button prompts, the best way to get rid of them is to make interactive objects obvious in some artistic way. Make them stand out in the environment with color/design and/or lightning to draw your attention.
But then I guess people would complain that's not realistic or whatever. 🙄
They do things in more clever ways through the game, with light on the another world, for exemple. I think is a good middle ground on the matter.
@@gleisonvinicius5469 Otherworld*
I am such a basic b for PH
AHHH THAT BATTLE WAS EPIC
4:38:01 Pyramid Head: “Move James I got mannequins to molest”😂
so far its pretty interesting what they did. if I play it I will play on easy or story, I already have platinum on RE4 remake I dont need to be good on another 3rd person shooter lol
The light is attached to the camera, rather than James, so he turns after it does, despite it being in his breast pocket. With light being so key to this experience, it's a constant, frustrating break of immersion.
1:30:00 so this Saw-style safe puzzle... I was playing this with button interactions turned off, and there's no white cloth on the dresser's side to indicate you should be able to push it, so I didn't know you could at first. I must have spent 5 - 10 minutes just staring through that hole, watching the light flicker on and off. I thought it would be really cool if it was something closer to P.T. interaction, where instead of just finding the numbers, you'd have to interact with the world in an interesting way. The note says they'll watch you make the same choice over and over again, so I figured maybe it had to do with something you have to choose to do, like turning your light off. Mostly, the light would just dim, but when it finally turned completely off, I shut my flashlight off and could see all those lines on the wall glowing. I thought it was really cool, but nothing changed, so I was still confused. Seems like it could have been an opportunity for a really challenging and creative puzzle, but I don't blame them for making it a bit more mundane. I was a little frustrated by how difficult it was to notice I could push the dresser without having interaction prompts enabled. I was just mashing X and accidentally found it.
I also didn't notice the rhyme on the wall, without the prompts enabled (I'm just blind). Had the same problem with the clock puzzle, but I remembered the solution from the original - also, how could you miss it, every single clock in the game is 9:10 and 15 seconds.
I'm playing the whole game with prompts disabled. Yes, I'm missing things, but it's just optional notes and probably some ammo / health pick ups. I figure it makes the game a little more difficult, plus there'll be more to discover when I play on NG+ (with the prompts enabled).
Lmao “ESTUS FLASK!”
I have a feeling (and a hope!) if bloober does another remake it will be SH4! I’d be excited to see a SH4 remake. I love the story and atmosphere of SH4 but I can’t stand to play it LOL
So far i got to say Angela is the character i like the least in this remake, from her redesign to the acting...i knows it's not a character easy to portray but...I'm not feeling it
1:46:30 Mannequin: *is simply pushed off James*
NubZombie: I CAN'T WITH THE QUADRUPLE BACKFLIP DISMOUNT
I think you're experiencing your own manifestations 😂 It didn't even flip once
EDIT: Nope, it did flip at least once lol
@@forgot7en watch in .25 speed. It backflips once when James pushes it off, then backflips again after landing.
@@Nubzombie Oh yeah it did flip once! But not twice 😅 I edited my comment.
I'm quite disappointed with the game.
No new game modes like Mercenaries or No Return.
The new expanded areas feel hollow when there are no meaningful rewards, like new firearms or attachments.
No costumes for characters (where are the OG character model skins for example?).
PH's Knife is gone as an unlockable weapon.
Replacing 2x4 with a steel pipe, instead of having two of the melee weapons serving different gameplay functions is a missed opportunity.
Where's Born From A Wish?
uhmmmmm.... this is not resident evil....
you can put james in a costume at the very start? you have the option to put him in a pyramid head mask or mira mask
also i would guess born from a wish might be a dlc for later, it wasnt included with the initial release in the OG anyways
I’m wondering if all of this entire remake is just another version of James still experiencing Silent Hill, albeit slightly different each go around.
If you get the UFO ending, you will have your probably non-serious answer.