Oddly enough, this unnerving dysfunction stems from the game’s sense of order. But there is sense behind this system, if not sanity - this is videogame architecture that is as unhinged as its broken doors. Sometimes it almost feels like poor level design, especially when you find yourself in a corridor of 10 locked cells, rattling each handle as you go. Perhaps this is due to the ambiguous nature of much of the game’s environments: There are more locked doors than open ones, more dead-ends than ways ahead. Overlooking a detail in the dark, forgetting to check a door, even missing the map for an area, forcing you to go by memory - these are the game’s central struggles. But navigating its dim hallways, cramped rooms and sprawling titular town can be a challenging affair. Returning to the game after all these years, it’s surprising to find that its enemies are barely a threat, its puzzles mostly “lock and key” affairs and its bosses require a single tactic - point and shoot. Silent Hill 2’s architecture, along with its iconic blend of fog and darkness, is its main antagonist.
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