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Tag: Bloober Team

  • Silent Hill 2 Remake Update Given by Developer

    Silent Hill 2 Remake Update Given by Developer

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    Bloober Team, the developer behind the Silent Hill 2 remake, has recently given an update on the status of the game. They also addressed fans’ criticism for lack of communications.

    In a recent reply to a few fans tweets on Twitter, Bloober Team confirmed that the game had not been canceled, and is in active development.

    Alongside that, they also noted that any updates or communication with the game would have to come from Konami, the publisher of the game. This comes after fans questioned by there had been no updates regarding the game from Bloober Team.

    What do we know about Silent Hill 2?

    So far, any updates we’ve had about Silent Hill 2 remake have come from various leaks. For instance, a Steam update ended up revealing that the game will come with 12 trophies, though this may change nearer to launch. 

    Preorders for the game have also unceremoniously started appearing online on several retailers’ websites, with fans speculating that a release date announcement is coming in the near future.

    All we know so far is that Silent Hill 2 remake is expected to release sometime in 2024. At launch it’ll be a PS5 console exclusive.

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    Anthony Nash

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  • Layers Of Fear: The Kotaku Review

    Layers Of Fear: The Kotaku Review

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    There’s a lot to admire about Layers of Fear, Polish studio Bloober Team’s new reimagining of its (relatively) excellent surreal, psychological adventure horror series.

    Developed alongside Anshar Studios, which previously assisted Bloober in expanding its sci-fi horror Observer in 2020, this new version of Layers of Fear compounds the original 2016 game, its DLC, Layers of Fear 2, a new DLC, and a new story meant to fill the gaps into one beautifully complex, decayed rose. But while the series has never looked better—Layers of Fear was made with Unreal Engine 5—its narrative is contrived, choking sometimes on its own ambitious intricacies.

    My disappointment is poetic. Most of the characters the game lets you choose—The Painter, his wife The Musician, The Actor, and The Writer, who is introduced to the series for the first time in this game—suffer from the same sickness: getting squished under impractical aspirations. Through Layers of Fear’s divided chapters, I play each of them in first-person and piece together their distressing pasts through notes and their own commentary.

    Letters with scratched-out names, found sentimental objects like a cracked conch shell, and a barrage of enigmatic voiceover tell me that the Layers of Fear cast has been successful in art before, and so they’re determined to keep striving, however unreasonable their goals start to feel in the game’s morphing, pitch-black houses. Only boring things can hold them back, earthly things, like the brown liquor The Artist depends on, or the marred skin stretched painfully over The Musician’s burnt fingers.

    But these are temporary setbacks—the splendor of their art and genius can’t be contained by something as small and imperfect as a body, the characters suggest. So they turn to the Rat Queen, the series’ villain formally introduced in 2019’s Layers of Fear 2, with her long teeth and black marble eyes, and she forces them to take her supernatural path to greatness.

    Screenshot: Bloober Team / Kotaku

    Layers of Fear is my favorite walking simulator

    With its emphasis on piece-by-piece discovery and exploration, there isn’t much typical “gameplay” in Layers of Fear, so I spend the majority of my time in it digesting this information. The series frequently has been called, with a little bit of a scoff, a “spooky walking simulator,” and that’s what I spend over 10 hours doing—walking, and, sometimes, screaming at sudden sounds, like dissonant, echoing piano chords.

    There aren’t options to do a lot more. Aside from walking, I can run—or, more accurately, walk with more DualSense feedback—and pick items up by hitting right trigger. I can zoom in on secret codes and puzzle solutions since they’ve all been changed from their original iterations, and in the Layers of Fear 2 section, I can crouch into vents.

    The Layers of Fear Rat Queen hovers over a boy seated on a stage.

    Screenshot: Bloober Team / Kotaku

    The most significant gameplay adjustment between this Layers of Fear and previous titles is the introduction of a handheld light source. It isn’t particularly shocking, but it breaks the series’ passivity tradition, since the lights are not only practical, they’re violent. By hitting both triggers, my beam becomes incendiary, and I use it to singe a fresh puzzle type—it appears like a blurry blob and obscures exits and key items—as well as approaching enemies. For The Artist, who has shunned electricity in his palatial 1920’s home, this means pointing a glowing gas lantern at visions of my dead wife, who may or may not have deserved it, but other characters get to use flashlights to illuminate the rot around them.

    Anyway, I don’t mind just walking. The game’s level and puzzle designs are immaculately unpredictable. They shift when I’m not looking, and I get a nervous thrill from not knowing what will happen if I turn back around. Will I find a film photo? A chopped-up finger? Am I about to get trapped in a looping hallway, or locked closet, or bedroom with no windows, or keys, or air to breathe?

    That is what makes Layers of Fear scary, and therefore entertaining. With its rebuilt graphics, the game shapeshifts as convincingly as a terrified chameleon. If I look behind this empty picture frame, a door will appear. If I begin to play this roll of film, a big, white moon will descend and enrapture me. It’s scary to move with determination toward uncertainty, and Layers of Fear exploits that, diffusing in me a tumbling ocean wave of unease.

    But, oh, God, the story.

    Layers of convoluted lore

    This is what makes the game both aggravating and appealing: If Layers of Fear were a person, it would live its whole life with its head up its ass. It wants, somewhere in its shifting staircases and infinite basements, to discover the psychology behind great art.

    Since this is a horror game we’re talking about, its interpretation of that psychology is insufferable. I understand quickly that the environments I’m in are physical manifestations of artists’ looping thoughts and cobwebbed instincts, knotted with metal chains and wet candle wax. A creative mind is an uncomfortable and unsatisfying place, the game tells me, and really lays on the metaphor.

    Layers of Fear routinely makes references to legendary creative work like The Picture of Dorian Gray, Faust, The Shining, and so on, and I am hit on the head with how important art is; “Great art carries a heavy cost,” a note says, “To create is to reach into chaos,” a voiceover instructs. “Chaos is darkness. Warm. Soft. Swarming. He understood it in the end. Will you?”

    Um, not really, TBH.

    Taking cues from its influences, Layers of Fear’s demon is the Rat Queen, who is featured more prominently in the added Writer and Musician content. But Unlike Dorian Gray or Faust, in which men knowingly give up their souls in exchange for sex and knowledge, the characters in Layers of Fear are traumatized people the Rat Queen coerces into pursuing unattainable perfection. As a result, Layers of Fear isn’t a cautionary tale about selfishness.

    I don’t really know what it is. It points out things it wants me to feel without letting me feel them. The most egregious case of this happening is in The Musician’s DLC, where found diary entries describe her house as a “prison.” Eventually, I place a dead songbird back into its cage. Yeah, I get it.

    Whereas something like Faust satirizes the tortured artist, conveying that creative people aren’t necessarily special people, that they can be as bad as anyone, Layers of Fear seems to say that art is uncontrollable. It’s a hungry, magical force, and if a wife, or a sister, or a daughter are caught and bloodied in its insatiable mouth then, well. So be it.

    I find that difficult to accept. I think it’s damaging, too, to contextualize art as something dangerous and wild, however reverentially Layers of Fear phrases it. Art isn’t the boogeyman. It’s not the problem—people are, usually. Blaming a monster, like the Rat Queen, feels too easy to me. That’s a narrative issue I’ve had with Layers of Fear since the beginning, and the new Writer and Musician stories have unfortunately made it snowball.

    Still, I am impressed with Bloober’s ground-up transformation of its series into a compact nightmare with white rats. The game is a show of strength, despite fans’ reservations for the studio’s upcoming Silent Hill 2 remake, and I admire a game that cares about art as deeply as its characters do. I only wish that it weren’t so annoying about it.

     

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    Ashley Bardhan

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  • After Years Of No Silent Hill, Konami Just Opened The Flood Gates

    After Years Of No Silent Hill, Konami Just Opened The Flood Gates

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    Image for article titled After Years Of No Silent Hill, Konami Just Opened The Flood Gates

    Screenshot: Konami / Kotaku

    Silent Hill fans can finally—finally!—rejoice. Konami has confirmed that, after accidentally leaking some details earlier today, the beloved survival horror game Silent Hill 2 will make a return as a timed PlayStation exclusive, alongside a bevy of other Silent Hill projects currently in the works. You can watch the stream via the embed below.

    The stream opened with that iconic shot of Silent Hill 2 protagonist James Sunderland staring into the mirror, wondering if his wife Mary is waiting for him. James then walks through the foggy streets of a town before we see a cinematic montage of familiar sights impressively rendered in modern graphics. The trailer was short but confirmed two things: Silent Hill 2 is available to wishlist on PS5 right now, and it will absolutely be locked on PlayStation (and PC) for 12 months after launch.

    Konami

    Konami also talked a bit more about the other projects in development right now. We saw a glimpse of Silent Hill Towerfall, developed by Observation and Stories Untold creators No Code. Details are scarce on this project, but if you’re familiar with No Code’s work, then you can expect some “deep psychological horror,” according to the studio’s creative director John McKellen.

    Another project Konami showed off was Return to Silent Hill, the upcoming film directed by Christophe Gans (the writer-director of 2006’s Silent Hill) which “tells the story of a young man” coming back to the town only to find nightmares.

    There was some chat about Silent Hill merch like shirts and statues, before Konami jumped to a third project, an apparent “whole new experience.” Titled Silent Hill Ascension, the project is a “live, real-time interactive series” that sounds akin to Until Dawn. You can change outcomes, be part of the scenes, and shape the Silent Hill canon. But if you fuck up, you fuck up because there is, apparently, no reset button. It’s due in 2023.

    A young girl stands in front of flowers and a tree in a foggy landscape.

    Screencap from the Silent Hill f trailer.
    Screenshot: Konami / Kotaku

    The livestream wrapped with one final announcement of a completely new Silent Hill game, titled Silent Hill f. Serene footage showed a young girl exploring a foggy town; slowly, invasive tendrils make them themselves known, followed by very colorful, all-consuming fungal growths. The brief trailer ends on a shot of the girl’s now-infested corpse, just as its face sloughs off. Silent Hill f is developed by Neobards Entertainment, with story by Ryukishi07, creature and character design by kera, and produced by former Nintendo developer Motoi Okamoto.

    This remake of Silent Hill 2 has been rumored for a hot minute now. Back in May 2022, screenshots purporting to be related to the franchise started making the rounds online, with Layers of Fear developer Bloober Team attached to the project. Bloober Team announced a month later a totally separate horror game within the Layers of Fear universe that appears to be a reboot of sorts. However, Bloober Team is now leading development on Silent Hill 2 Remake, with Konami serving as the game’s publisher.

    While Silent Hill 2 Remake may be a PlayStation exclusive for 12 months after it launches, the game will also be available on PC. Sorry, Xbox folks.

    Silent Hill 2 first came out in 2001 for the PlayStation 2. It put the new console’s horsepower to good use, rendering notoriously thick, rolling fog that cranked the atmosphere to previously unknown heights. The plot had protagonist James Sunderland visiting the doomed town after receiving a letter from his previously deceased wife, Mary. As you can imagine, following the trail leads nowhere good, and we gradually learn that Sunderland is a very, very broken man.

    Various sequels followed over the years, each with their own strengths and weaknesses, but Silent Hill 2 went down as a particular fan favorite for its fantastic atmosphere, terrifying situations, and psychological depth. It also served as the first appearance of the now-beloved antagonist Pyramid Head.

    After years of very little new or exciting Silent Hill content, it looks like fans finally be feasting like it’s 2001 all over again.

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    Levi Winslow

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