Kill the past, Or embrace it. Choice yours and yours alone.

This game is about people that couldn't move on their pasts and their solutions to "dealing with it". So, we, the players, see these events from own eyes and make our own judgment. For the question, the ideology of the "Past". You, the player that seen everything. What do you do with your past? Embrace it? Or kill it? Or move on from it?

Choice is yours and yours for truly. Game is here for one thing and that is giving you multiple perspectives for this ideology and every case is here to support that fact.

I wish gameplay itself was cool as it's concept tho. Since trying out the ps1 armored core games, I didn't thought I would felt this feeling of "just looking of the cover brings me pure FEAR of playing" again.

Because movement sucks ASSSS. Puzzles sucks ASSSS. Mail reading sucks ASSSSS. Sorry, I went a bit rude at there, but really... I have a lot of problems for this game's mechanics and maybe I have even more things to count.

Yes I know the existence of holding skip makes everything go faster but even with that, exploration so damn annoying with tank controls with the inclusion of hard to see interaction symbols also with the combination of finicky interaction mechanics, playing this game feels like a chore to me.

You know, just for this reason I thought about leaving this game couple of times. Especially near the end where every mission just wants you to go around and rub your face to every goddamn wall to find and read trillion amounts of documents or finding millions of interactables to progress.

Excellent character writing stopped me from doing so... Sumio and Kusabi's daily friendly fights... Morishima's anger about his poor life conditions... Hachisuka and Morikawa's unending discussions and How red goes "..." And then goes "....." Really fun dialogues to experience dare I say. Also murder filled detective cases and journalist cases are cream on the cake too with how these two different segments support each other with the "question" part and the "answer" part of it.

But in my opinion, reading a pure visual novel format of it sounds to me more fun experience than playing itself ever again unfortunately.

Reviewed on Feb 29, 2024


6 Comments


2 months ago

Yeah, you are right. It could've worked better as a VN. But knowing Suda, the tank controls and Tokio's interaction with his PC were intentionally annoying to represent the mundane and the rutine aspect of TSC. Most of these setpieces happen during work; gathering information, or exploring an area. Means to an end, as people say.

Can't say I agree, but it is a fun theory I made up in my head. Not to excuse the poor gameplay, but it doesn't get much better on 25th Ward either. There is not a easy way to put it, at least or me.

2 months ago

@Moister what can I say. if so, I have to grit my teeth a bit more then. Story is enjoyable so I wonder where it will go next

1 month ago

@Moister lmao that is equivalent of people calling combat in Silent hill 2 sucks because James is just a normal human being

1 month ago

@firelance32 I haven't played silent hill 2 but played 1 and tbh in those games heavy movement feeling adds to the run away or fight feeling, they are not supposed to be clear enemy waves after waves like resident evils starting from 4. If combat was about popping heads and limbs you would had no incentive to run away in the first place

1 month ago

@firelance32 Yeah, ik. But SH2 combat sucks because the loop doesn't go beyond clearing enemies that get in your way. It is simple, but it streches for far too long. Unlike for example RE which itself uses elements of "Survival" like item managment and such.

It's not because "James is human". Gameplay is still tedious, but you have to know the reason of why was made that way.

1 month ago

@Moister @gsifdgs Yes I understand that the game might be designed in that way. I was just making a point about how both of the theories sound similar and far-fetched but makes sense if you think about it. People might see it as bad game design but sometimes the devs have to take risks for games like Silent Hill for the true feeling of survival horror.