As unmatched as Silent Hill 2's atmosphere is at times, with its incredible music and uncanny FMV cutscenes, I really dislike how it tackles the things it's "about". There are no real mysteries to the human unconscious here; it's all been categorized into clearly identifiable 'Themes' and 'Symbolism' based on a skim through the Wikipedia article for Sigmund Freud. There really isn't much room for interpretation or disagreement on what it all means.

The monsters represent James's repressed views toward his sick wife. The nurses represent James's sexual frustrations while visiting his wife at the hospital. Laura represents innocence and redemption. Maria represents an idealized version of his wife that he fails to hold on to. Pyramid Head represents James's endless self-flagellation. The appearance of the empty, decaying town of Silent Hill represents James's empty, decaying life. And I'm not a fan of media that can be boiled down to "this represents this", "x symbolizes y" so cleanly. It's so... sterile - like going through some kind of intro course for being able to identify themes and symbolism in art.

It's fitting then that the literal exploration of James's unconscious is similarly trivial. The game will present you with an initially daunting and unsettling place: an abandoned hospital, a labyrinthine prison - and then, right at the entrance, it hands you a map. As you explore, James marks down doors, dead ends, and puzzles, systematically demystifying anything uncertain about this place, revealing the artifice of all of this. It's just a crude process of elimination; walking door to door, checking each one off of a list. This is the problem with video games as a medium for horror: The tendency is to represent everything as a concrete, understandable 'system' or 'game mechanic' that sabotages any sense of confronting the unknown. These dilapidated ruins we explore throughout the game sure have an air of uncertainty, but in terms of our actual interaction with them, they're just video game levels, like any other.

The architecture of these spaces isn't very creative either. If you ignore all of the horror set dressing, they're mostly just regular buildings. That's unfortunate, because video games as a medium, while not entirely suited to horror, are uniquely suited to experimentation with architecture; they're the one form of media that asks the audience to personally inhabit and navigate a space. And considering Silent Hill is all essentially a dream projection, the developers could have gone in a very surreal direction. But other than a small labyrinth and one section of the hotel, you'll rarely find yourself in truly hostile or confusing geometry - the only real hostility you face is from the monsters.

And when James encounters these personifications of his most shameful repressed thoughts, how does he deal with them? Gun. The joke answer to "How would you make a video game about trauma?" After all, what did you think this was? A nuanced psychological horror/drama, the sort that you would find in an actual artistic medium? This is a video game, dude. Your actual engagement with these complex issues can only be in the most braindead ways imaginable.

Maybe this would be forgivable if the combat had more complexity than the story - but it doesn't. James is supposed to be a wimpy civilian, but thanks to auto-aim he shoots like a trained sniper. Even this would be excusable, though, if it weren't for the essentially limitless ammunition scattered thoughtlessly throughout the map. These two aspects come together to make combat a formality. The only way to really fail is to allow enemies to close distance with you and do melee damage. Then again, health potions are plentiful (and can be used while the game is paused), making even this threat moot. You can try to address these issues by turning the difficulty up, but this just turns the monsters into bullet sponges. That may fix the overabundance of ammo, but it also heightens the core absurdity of this game; you'll find yourself standing there, mashing square to unload shell after shell into a video game monster that represents depression. As you do that, ask yourself: is this really the height of "interactive art" or whatever people claim this game is?

Maybe my attitude toward SH2 is unfair; I will admit that the devs continuing to answer questions and debunk fan theories online 20 years later gives me a less favorable outlook. It could be my fault for letting content outside of the game ruin it for me. But I don't think that's completely it. The game itself seems to eschew any subtlety in its message, and the developers openly explaining the game's meaning online seems like a continuation of that lack of subtlety. I honestly think even the Metal Gear Solid series has infinitely more layers of hidden thematic meaning than anything you'll find here.

One thing I will give the game credit for though is how it assigns you an ending based on the psychology of how you play. If you fight recklessly and always seem to be an inch from death, the game is more likely to end with James taking his own life - reflecting the player's apparent death drive. And examining the knife (Angela's would-be suicide weapon) too many times can also result in James's own suicide; a great representation of suicide as a social contagion. Even if James retains the will to live, getting too attached to Maria will result in an ending where he loses all grip on reality. To achieve true redemption for James, the player must keep him in good health, avoid contemplating suicide, and keep Maria at arm's length while respecting the memory of his wife. This is a genuinely innovative way to implement psychological storytelling in a video game and I haven't seen anything else like it. And most importantly, this process is entirely mystified to the player; you don't see a tally of "depression points" or a scale between Mary and Maria telling you which ending you're leaning towards as you play. Unless you read the wiki, the game's process of assigning you an ending is a complete mystery - as it should be.

It's a shame the rest of the mechanics are so by-the-numbers, because this game's stellar art design deserved equally creative game design. And while it may have been a milestone for video game storytelling in 2001 (but then again, was it really?), I honestly think the medium has done a lot better, before and since.

Reviewed on Dec 05, 2022


2 Comments


1 year ago

While I think your criticisms of the "obviousness" of SH2 are valid, I dont necessary see why that would inherently be a bad thing in of itself. SH2 being obvious doesnt take away from its striking and effective imagery, thats ultimately why it has had such staying power of the years. Much of that analysis also seems obvious because the game has been picked apart ad nauseum for decades now, and by osmosis everyone knows what it is about nowadays, the enemies and setting being representations of James' psychological state isnt something anyone would be able to pick up on hadnt the design choices been explained by the devs (which i understand is a point you make, about the devs exposing too much of the game to it's own detriment).

1 year ago

I always found Silent Hill 2 to be rather dull when lined up with its peers, 1 and 3. It definitely has the easiest story to contend with- James’ trauma and how the monsters relate it obvious, and the ending twist as well as any symbolism related to it is both intensely obvious as well as constantly spoiled by fellow “fans”.

I do find the side stories of Silent Hill 2 interesting though. Angela is a very down to Earth and grim look at a sexual assault survivor, who leaves much of her journey to interpretation, even the conclusion of her story can be seen as either positive or negative. The exploration she receives is very respectful of the content while not shying away. I also found Eddie to be interesting in how the game portrays a persecution and inferiority complex born from bullying, to the point where he sees what James says in the latter half of the game as purely confrontational.

Ultimately though, I find these less interesting than the ambiguity and ultimate non ending of Silent Hill 1, or the intense constant assault of Silent Hill 3, and it’s especially less interesting compared to Toyama’s Siren or the middling Silent Hill 4.

I do disagree on a couple things though. Maria is less an idealized version of his wife, and more a failure of James’ desires. It’s a hot sexy version of his wife, who spends her time emasculating him and making him feel bad.

Good review though. Nice to see someone not just go through the motions of “This good because he was the killer all along!!”