Silent Hill 2 Remake | Accessibility Review
Replaying Silent Hill 2 is like opening a memory chest, that nostalgia of the PlayStation 2. I used to play with my brother and friends, feeling very scared, even with graphics that weren't that realistic. Back then, games had little or no customization due to technical limitations; we played without being able to adjust the brightness or camera position, and there wasn't even the option of localization to other languages besides English and Japanese.
Silent Hill, originally released in 1999, and Silent Hill 2 in 2001, make up one of the best horror series in games in my humble opinion, although unfortunately they have been forgotten for some good years. The game focuses on psychological terror, with a deep and disturbing narrative, exploring the characters' traumas. Now, after so many years, we have a remake that brings this experience to a new generation of players. It's an intense game that, I warn you, will not be for everyone.
The Silent Hill 2 Remake demonstrates how evolution in both game design and service design can enhance the user experience. Respecting the horror genre, the game offers options that balance immersion with customization. Now, players can choose the desired level of interface, from an immersive experience, without aiming or ammunition indicators, to more complete settings. This choice puts control in the hands of the player, allowing for a deep customization of the experience. I will explore these features in detail and categorize them, as I do in my reviews, so you can focus on the aspects that interest you the most.
Gameplay
In the gameplay section, the game offers some accessibility settings that enhance the user experience.
Puzzle Difficulty Level: The difficulty of the puzzles can be adjusted in three levels: easy, standard, and high. Although this suggests a significant variation in challenge, the truth is that even on the easy level, the puzzles remain quite challenging. The main difference lies in the logical reasoning required. For example, in one of the puzzles, located in the Butterfly Room, the player needs to count butterflies and use these numbers to decipher a padlock. On the easy level, the padlock only requires addition operations; on standard, it also includes subtraction; already on the hard level, the player faces addition, subtraction, multiplication, and other more complex operations. Thus, even though the game makes things a little easier at lower levels, it still requires considerable logical reasoning to progress.
Combat Settings: It is possible to choose between easy, standard, and hard modes. In easy mode, enemies have less life and are defeated more easily, which is particularly useful given the scarcity of healing resources. This customization of the difficulty level allows both newcomers and veterans to adjust the experience according to their preferences.
Tutorials: There is the option to activate or deactivate tutorials, providing a more personalized experience. Players seeking a more guided journey can keep the tutorials active, while those who prefer a greater challenge can choose to deactivate them.
Psychological and Trauma
It is important to note that Silent Hill is a series known for its intense content, both in horror and psychological aspects. The game is designed to cause discomfort, addressing sensitive topics such as traumas, violence, and sexual abuse. If you are sensitive to these subjects or believe you may feel uncomfortable, this game may not be the best option. However, if you decide to play anyway, I recommend taking regular breaks during gaming sessions to avoid emotional overload.
Motor Accessibility
In the Silent Hill 2 Remake, motor adaptations present some challenges. The game allows remapping keys on the keyboard, but not on the controller, limiting customization for players who prefer or need a custom controller. In addition, the continuous running option requires the player to press the button again after a pause, unlike other games where the character continues running automatically. This can be frustrating and tiring, which led me to disable this function.
There are also moments where it is necessary to press repeatedly or hold down a button, such as in puzzles or when an enemy grabs the character. Both actions can be challenging for people with reduced mobility. An alternative would be to allow a single press to resolve the action or simply remove this mechanic. Although there are accessibility settings for motor issues, there is room for improvements to make the experience more accessible to all players.
Visual Accessibility
The game offers some visual accessibility options, such as the possibility to adjust the size of icons, which can facilitate the identification of objects and interactions. However, these icons only appear when the player is very close, and the color changes of the icons, from black to white, can be confusing for people with low vision.
In addition, the game includes a high contrast option, where enemies are highlighted in red, the main character in blue, and map interactions in white. This helps improve the distinction between important visual elements, but still requires a considerable residual vision to be fully enjoyed, as there is no support for screen reader navigation or adapted gameplay adjustments.
Despite having font size options for subtitles and documents, menus and inventory do not offer the possibility of adjustment, which can make reading difficult. The map, with its realistic design, can also be challenging for those with low vision, as the information is small, even with the zoom option. It would be interesting if the game included a high contrast or font adjustment option on the map to facilitate navigation.
I also noticed that, in some puzzles, the lack of adequate contrast or visual highlights for important elements makes the experience even more difficult, especially for people with low vision.
Hearing Accessibility
The game offers various settings for players with hearing difficulties or deafness. It includes subtitles with adjustable size, allowing for easier reading. In addition, the subtitles are accompanied by the name of the character speaking, and there is also the option to activate hidden subtitles for a more complete experience.
The game's iconic radio, which emits interference when enemies are nearby, now has a visual indicator. Waves on the screen show the intensity of the radio sound; the larger the waves, the higher the frequency, making it easier for players with hearing limitations to perceive danger.
Final Considerations
Playing Silent Hill 2 Remake was a nostalgic experience. They respected the original a lot. Now, it is worth remembering that it is a heavy and complex game, definitely not for everyone. For those with low vision, like me, high contrast was essential. Without it, I would probably have given up, as the game is very dark and the monsters are too.
In addition, the game also offers auditory settings, such as subtitles and large size options, the character's name and hidden subtitles. However, hidden subtitles are only available in cutscenes, not during gameplay, but what was cool in this part was transmitting the radio interference sound in a graphic.
I also noticed some issues with control remapping, which did not work with my controller, which can make gameplay difficult for those who need to use different types of controls. On the keyboard, it worked fine.
And you, did you already know about the accessibility of Silent Hill 2?
For this accessibility review, Silent Hill 2 was played on PC via Steam.
About the game
Silent Hill 2
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- Platform(s): PC (Microsoft Windows), PlayStation 5
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