Regardless of how his story was received, The last of us part 2 it is undoubtedly an extremely positive departure from the simplicity of the original. In fact, if all the sequel introduced was a dedicated jump button, it would already be an understated improvement, and yet it goes to great lengths to essentially redesign the way players interact with the world entirely. The prone mechanics are certainly deep in creating a more dynamic stealth system, for example, and breaking glass has since been a subtle mechanic that has a fun effect on exploration.
Silent Hill 2his remake is no different. However, by taking the bones of the original game and repurposing them through the lens of a third-person survival horror game, the remake had the opportunity to debut new mechanics. His fight has been compared ad nauseam to The Callisto Protocoldespite Silent Hill: Homecoming being a much better point of comparison with the latter, and rather it is evident at a glance how much of the The last of us' genetic essence is embedded in Silent Hill 2 The DNA of the remake. This includes, but is not limited to, the ability to break shop windows and glass windows.
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The remake of Silent Hill 2 literally breaks the barrier of exploration
As players initially enter the town of Silent Hill in Bloober's Silent Hill 2 redo, they instantly encounter the freedom to explore. There is a written, mandatory path that players must follow with associated key elements needed for Neely's Bar's jukebox puzzle, but players can also roam freely and see what they can or cannot discover once who purchased a plank of wood and were introduced to their first lie. figure.
Like the original Silent Hill 2many doors to street-facing shops in the city are blocked or otherwise locked. However, this is one of the areas where the remake gets the most mileage out of breaking the glass. After learning that players can hit storefronts and windows with wooden planks, Silent Hill 2its remake becomes a playground of broken glass, and the possibilities of where players can go are dramatically expanded.
A locked door is no longer a sure sign that whatever room it leads to is inaccessible, and instead raises curiosity about how players might otherwise find an entry point. Many buildings in Silent Hill are entered through windows, players escape and pass through, and this can give players much needed distance between James Sunderland and the reflections of his psyche that follow him. Not all glass can be broken, but it's usually clear when it won't be if there's a wall or environmental obstacle directly behind it.
Silent Hill 2 Remake's focus on exploration is a boon to the franchise
Additionally, while it's important to carefully search the environment for resources anyway, vehicle windows and windows in particular should be inspected as they may have an ammo pack or health drink. This is most similar to The last of us part 2where a brick, bottle or snack is usually found.
It would be interesting to see how either franchise could evolve with more regions like these that encourage and embellish exploration, and this kind of nuanced and immersive traversal through environments could undoubtedly improve aspects of Silent Hill: Rain if it was ever redone. In the meantime, it looks like you're taking one The last of us-esque approach, no matter how intentional, was a successful choice on Bloober's part for Silent Hill 2 redo