Time has, as it often does, eroded important parts of the original
foundations. Unclear objectives and out-there puzzles frequently left me
at a complete loss. I wandered through empty hallways holding items
with no apparent purpose for a long time before falling back on
decade-old guides.
This is the nature of returning to old design. Age can be ugly.
Imprecise melee combat leads to more flight than fight, for better or
worse. Unwieldy control schemes don't cooperate with the camera, whose
cinematic presentation means to give you an interesting perspective of
each room. This often limits your view, which is a double-edged sword.
On one hand, the camera makes navigation, combat, and escape difficult.
On the other, it's a classic scare tactic that has an incredible effect
in tight, too-dark spaces. Hearing something you can't see may lead to
mistakes born out of panic.
Jump-scares are completely manufactured by players. Atmosphere,
aesthetic, and haunting themes dictate the real horror of Silent Hill, a
series that wants you to whimper rather than scream. It's worth
enduring minor inconveniences for the otherwise incredible whole.