šŸ³ Moby v2024.04.07

Silent Hill 2: Restless Dreams

aka: Silent Hill 2: Director's Cut, Silent Hill 2: Inner Fears, Silent Hill 2: Saigo no Uta
Moby ID: 5069
Xbox Specs
Note: We may earn an affiliate commission on purchases made via eBay or Amazon links (prices updated 4/17 9:12 PM )
Conversion (official) Included in

Description official descriptions

Restless Dreams is an updated version of of Silent Hill 2. It contains all of the content of the original version and adds several pieces of new content. The most significant is a new short scenario called Born from a Wish, where players take control of Maria from her first moments right up to where she first appears in the main game. Also included is a sixth ending to the main scenario and a minor feature that allows the player to turn off the graphical effect, which makes the game look like it was shot on cheap film stock.

Spellings

  • Silent Hill 2: ęœ€ęœŸć®č©© - Japanese spelling

Groups +

Screenshots

Promos

Videos

See any errors or missing info for this game?

You can submit a correction, contribute trivia, add to a game group, add a related site or alternate title.

Credits (Xbox version)

115 People (93 developers, 22 thanks) · View all

Reviews

Critics

Average score: 81% (based on 40 ratings)

Players

Average score: 4.1 out of 5 (based on 133 ratings with 14 reviews)

It's a rough but enjoyable return to Silent Hill

The Good
First of all I need to point out that, while I wasn't using any proper modifications for the game, I applied fixes to enable modern resolutions and some hardware improvements through my graphics card's panel. While these options aren't available directly in the menus they're all things that the engine can do natively. With these tweaks applied the game looks truly fantastic, especially considering that it came out in 2002. While the environmental lighting is rather flat and basic, the effects of the portable flashlight are also wonderful. The only problem with the game engine is that it's locked at 30 FPS.

Silent Hill 2 tells the story of James, who has received a letter from his dead wife. Despite the unlikely situation, he's decided to return to Silent Hill anyway and visit the resort where they had a holiday together. The game starts after he is forced to abandon his car and continue on foot, due to the road into town being blocked. The story revolves around James' obsession with his dead wife, Mary, and his confusion as he meets a woman named Maria who resembles her in an uncanny manner. I found Maria to be a rather well written and interesting character, while James felt very sloppy and his actions and reactions rarely made sense.

Both creature and level design are top notch: a complete new roster of incredibly creative monsters is introduced. All the locations are expansive and complex without being confusing or dispersive. There's a wide variety of places that James will explore in the search for Mary, ranging from the ever present hospital to a prison hidden beneath the bowels of the earth. Of course, most of these are reached by free roaming through the town, this time on the south side of the lake.

One of the biggest improvements that the development team brought over the first Silent Hill is that they've let the choice of control type to the player: people used to the ā€œtankā€ system seen in the prequel or in the Resident Evil titles can continue using it, but also available is a much more comfortable and fluid-feeling directional control system. It's also interesting the double difficulty selection: players can choose settings for both the action and riddle elements. The first one will affect how many enemies show up, how hard they hit and how accurate they are, while the second will concern only the puzzles, with the higher settings making them more cryptic and hard to decode. As far as riddles and puzzles go, they're a bit hit and miss: most were fun to figure out, but occasionally they relied too much on a very particular interpretation of the hints received.

Besides the portable flashlight, other features from Silent Hill have come back. The most iconic is undoubtedly the crackling radio that emits static noise whenever there's an enemy nearby. My favourite, however, is the map system: the clean and easy to read maps that get updated automatically as you try to open doors have come back and are as good as ever. A fantastic feature that appears to me has gone often unnoticed and I've never seen in another game is that James will look at items that can be picked up: in the first Silent Hill there often was the risk of missing something because it was behind a corner, hidden in shadows or maybe just slightly off-screen. To solve this problem the developers, instead of having glowing items or some ugly floating marker highlighting the item, made it so James' head will nod towards the nearest item. This is incredibly subtle and non intrusive, yet extremely useful. While there are still save points scattered around, represented by red squares generally on a wall, the game implements also a free saving system that allows the players to record their game whenever they want. The presence of several different endings will help keeping the replayability high for people who enjoy them. The New Game + mode doesn't offer much besides a few special weapons, that are, however, fun to use.

Added as a bonus after the main game there's also a mini-campaign called Born From a Wish, which tells what happened to Maria until the point right before she met James. It's rather short and should only take about one hour, but it's a nice bonus. Unfortunately it is marred by a puzzle that could have been good had its interface been better: the player needs to arrange a few tablets in a specific manner and the only way to try the combinations is to go through the inventory each time. The short fade-out that happens every time one of the menus is opened, normally unnoticeable, becomes very tiresome when done several times in a row.

The Bad
Sadly not everything can be good. The game itself is very slow to start. Unlike the prequel which throws the player directly into the thick of things, in this one there's a long walking sequence on a path down the hill, that's supposed to set the mood. The problem is that like the rest of the game, the overall atmosphere is not as claustrophobic and smothering as the original title managed to do. The light and darkness mechanics have been almost dropped, because most monsters will still be able to see James even if his flashlight is turned off. The result is that there's very little reason to stay in the darkness and attempt to sneak around because the disadvantages of doing so far outweigh the benefits.

The voice acting and writing have actually improved significantly. They are still awkward and weird, but at least they're not just comically bad.

The worst aspect by far of Silent Hill 2, and what can ruin the experience completely, is the camera's behaviour and controls. Similarly to the previous instalment it has an annoying tendency to face the front of the protagonist. However, in this case, it's also very hard to manipulate it so that it's facing the correct direction and, when you've finally managed to orient it correctly, it will refuse to stay put and constantly try to get back in front. This irritating behaviour makes navigating narrow hallways and corridors a real pain. The second aspect that was made worse from the first game are the melee attacks: they've become sluggish and very hard to time correctly, making close combat not a fun choice.

It doesn't matter that much anyway, because just like its predecessor the game starts off pretending to be a survival horror, just to end up showering the player with ammunition. This is not necessarily a bad thing, and in particular with the terrible melee controls it means that the combat is overall bearable because there's no particular need to pay close attention to the bullet use. Healing items are abundant as well.

The boss fights were a huge let-down. Most of them were relegated to small arenas, way too cramped to have the proper mobility. Dodging the attacks resolves usually to just running along the perimeter of the room, trying to shoot whenever possible. Pyramid Head in particular, who appeared to me, before I played this game, like he was an important icon of the Silent Hill series, turned out to be pathetic and laughable.

I found that the hard difficulty wasn't well balanced: the common monsters were fun and challenging, but the bosses became just plain unfair. If you consider that they deal massive damage and their speed increases, and pair that with the fact that most of the arenas where they're encountered are small, you get to the conclusion that survival is more based on amount of healing items left in the inventory rather than actual skill. The easier difficulties are understandably unchallenging. Overall, normal felt like the perfectly balanced setting to me.

The Bottom Line
I may have sounded a bit harsh towards the game, but despite its flaws I still consider it a very solid title that deserves to be played and enjoyed thoroughly. It's possible to work around its shortcomings and get used to them: the good times far outweigh the frustration that's caused by the unresponsive camera and clunky fighting. The story and its developments are overall interesting, albeit confusing at times.

Windows · by BeamingLizard (15) · 2015

Definitely not for everyone...

The Good
The most striking thing about SH2 isn't its fast-paced action, it's riveting storyline, its use of the Xbox's graphical capabilities or even the gameplay itself. This game manages one thing that may be said about very few (if any) action-based horror game: the suspense.

While many such games promise suspense, terror and spine-tingling thrills, very few deliver. With the unique combination of seemingly arbitrary sound effects, subtle changes in scenery and the tell-tale overall darkness of the game, it certainly delivers some interesting surprises. There will be times when the player will take a bit of a scare, which is exactly what the game is supposed to do.

Working well on a system with good surround sound, you'll hear footsteps behind you, rustling in the bushes, rattling of pipes and a barrage of other auditory illusions and effects that will keep you turning around in your chair to make sure that there really isn't something sneaking up behind you.

The Bad
Visually, this game isn't much to look at. Some of the cinematics are well-rendered, but the overall appearance of the game is lukewarm if you're charitable. Yes, the town is cloaked in fog and yes, the interiors of the buildings are almost complete darkness if you don't have the flashlight turned on, but the visual obscurity almost leaps from ambiance to hinderance in one mighty bound.

Also, while using the 3D control mode, our hero is all but unmanageable. Combined with constant spinning of camera angles, the "up equals forward" process (which doesn't even work half the time) can be maddening. Fortunately, you can switch between 3D and 2D control modes (which will give you more of a Tomb Raider feel) at any point in the game.

The voice acting also lacks something to be desired. The actors were trying to lend some strength to situational dialog, but it was as though they recorded the lines without ever hearing each other and were given almost nothing contextually to navigate by. This left the dialog seeming almost alien to the scenes in which it occurred.

The puzzle solutions were also a little outlandish. The solutions appeared to have no relation to the puzzles themselves, and it seemed more work than fun to collect the answers. (I'm not sticking my hand in a festering toilet because something appears to be stuck there, nor am I sticking my arm blindly into holes in a wall if I'm walking around a town that's infested with things right out of a Clive Barker novel.)

The storyline is fragmented and uneven, and though I enjoy the idea of being able to explore freely, the play offers very little directional assistance as far as which direction you need to go. The gameplay boils down to checking the map for places you haven't been and going to those places in hopes of finding something useful.

The Bottom Line
All in all, this is one of those games that you simply must have a taste for already. Chances are good that this game won't attract you to this genre, but if you're already interested, it will keep you busy for a while.

Xbox · by Joe Galindo (3) · 2003

No, I donā€™t want to stick my hand in the toilet!

The Good
Iā€™ve never really understood horror games or the horror genre in general. I always thought it was strange to willingly subject oneself to feelings of fear and stress. Yet for some reason I always end up playing games like Silent Hill 2 and Eternal Darkness. Okay, Iā€™ll admit it; Iā€™m a bit of a wuss. Years ago, the Resident Evil remake gave my teenaged self nightmares. I guess I find greater reward in a game that I have to force myself through. Enough self-reflecting though, because the latest game I forced myself through has been one of the best games Iā€™ve ever surmounted.

Silent Hill 2ā€™s premise starts simply enough, James Sunderland gets a letter from his wife, telling him to meet her in the town of Silent Hill. The kicker is, sheā€™s been dead for three years, yet for some reason, James still decides to search for her. It doesnā€™t take long for things to get spooky. James finds Silent Hill to be buried in fog, and almost completely deserted, that is, except for numerous monsters that stalk the streets.

The storyline is easily Silent Hill 2ā€™s greatest asset. It starts off mysteriously enough to get you hooked, and things just continue to get more and more intriguing as you continue. The story is told through sometimes awkward cut scenes, but also through imagery and documents you come across. What I find most fascinating is how the game leaves it to the players to draw their own conclusions. There are a lot of things in Silent Hill 2 that arenā€™t clearly defined. There are even a number of endings, none of them claiming to be the true ending. Itā€™s really engaging, and it makes you think for yourself.

The story is really original and interesting. On the surface, Silent Hill 2 appears to be an almost clichĆ© survival horror game, but as things drag on, you realize itā€™s anything but. Despite its horrific setting, the gameā€™s story is completely centered on James. Itā€™s an introversive character analysis that not only gives you a glimpse into Jamesā€™ head, but also gets into your head as well. Itā€™s a welcome change from the industryā€™s norm of two dimensional characters, which normally lack human flaws.

Another thing that Silent Hill 2 does exceedingly well is atmosphere. Your field of vision is always obscured by fog or darkness from which a monster could shamble out of at any moment. Itā€™s all very oppressive and gives you the feeling of everything working against you. Silent Hill 2ā€™s strange music just adds to it all, without becoming too intrusive. It always keeps you on your toes, even if you know youā€™re probably safe for the moment.

The game is almost artsy in its approach. But they manage to pull it off without all the pretentiousness that most artsy games seem to trip over. It seems fully aware that itā€™s just a game and never takes itself too seriously. It also avoids feeling too campy or silly. Its charm is almost intangible and difficult to explain.

The Bad
It amazes me that a game that is so intelligent in its presentation can screw up the gameplay so bad. Itā€™s like the game was made by a group of the greatest storytellers and artists in the industry, but no one thought to hire a designer. Itā€™s hard for me to think of a single thing I enjoyed about Silent Hill 2ā€™s gameplay. Silent Hill 2ā€™s biggest flaws are the twin demons of stubborn camera and clumsy combat. They work together, you see, to ruin your fun.

Whenever you walk into a new room, thereā€™s a good chance that the camera will be pointed directly at you, while a monster sits slightly off screen. You can manually place the camera behind your back, sometimes, when the game is in a good mood, but thereā€™s no guarantee that it will stay put. By the time you finish fiddling with the camera, a monster may have already bitten your face off. The camera also has an odd tendency to twist to strange angles in an almost sickening manner. It might be the developers attempt to make the game have a more picturesque look to it, but it just gets in the way.

Combat, on the other hand, is easily one of the least immersive systems Iā€™ve seen in a game. They totally missed the feel of combat. Itā€™s all really bland and unnatural. Thereā€™s no strategy to it either, you just flail at something until it falls to the ground, and then you stomp on it. Unless you use guns, but I never bothered with them, except on bosses. In fact, I used guns so rarely that I ended the game with enough leftover ammo to supply a small army. I had over 360 rounds of pistol ammo. The frigging Doom guy could only carry 200 pistol rounds without a backpack.

I can understand that some of these problems are likely added for effect. Knowing an enemy is just off screen is pretty unnerving, but I thought that was what the fog and darkness were for. I also realize that James is supposed to be an average everyday guy, but surely heā€™s not THIS incompetent. Now that I think of it, Silent Hill 2ā€™s combat is completely unnecessary. Why didnā€™t they scrap the whole thing and just make you run to avoid combat? Maybe they could have allowed you to throw rocks at enemies so theyā€™d stop chasing you. Now that would be scary.

Why is it that terrible voice acting and scripting seems to be a staple of survival horror genre? Itā€™s a good thing that a lot of the story is told outside of these cutscenes, because theyā€™re pretty awful. Everyoneā€™s delivery is either flat or over the top. Everyone also pauses after every sentence or so and they all move slowly and awkwardly. Even the main characterā€™s performance is terribly stiff and lifeless. It doesnā€™t prevent you from getting into his head and the cutscenes donā€™t ruin the overall plot, but my god, think of what the game would have been like if the cutscenes were up to par with the rest of the game.

Lastly, Silent Hill 2 is extremely rigid with how you play it. Basically, the only decision they leave to the player is whether or not you choose to explore. Let me give you an example: James walks up to this hole and tells me that he canā€™t see the bottom. The game then asks me if I want to jump down. No, Silent Hill 2, that sounds like a genuinely stupid idea. For all I know, thereā€™s no bottom to it, or no way out once I get down there. Since thereā€™s no other way to progress through the game, though, Iā€™m kind of wondering why the fuck you asked?

The Bottom Line
I might as well note that Iā€™m not an established fan of the Silent Hill series, and that this was the first one I played. Therefore, I donā€™t know how well it stacks up to the other Silent Hill titles. As it stands, though, I think Silent Hill 2 is a strange and wonderful game. Itā€™s completely rotten at its core, but everything else about it is so charming and original. Itā€™s almost like a delicious meal comprised mostly of sandpaper and shards of glass, you know somethingā€™s not right about it, but you canā€™t stop eating it. Iā€™m sure Silent Hill 2 isnā€™t for everyone, but most people should at least try it. Itā€™s different, and intelligent in everything except its core gameplay. Even despite all the negatives, I still think Silent Hill 2 is an OUTSTANDING game.

Windows · by Adzuken (836) · 2009

[ View all 14 player reviews ]

Discussion

Subject By Date
Pending correction Corn Popper (69027) Jan 14, 2011
Very well done Joe Price Apr 30, 2009
Best survival horror game? Donatello (466) May 24, 2007

Trivia

The Xbox version contains a lip sync bug. Since the PC version is a direct port of the Xbox version, the lip sync bug is also present.

Analytics

MobyPro Early Access

Upgrade to MobyPro to view research rankings!

Related Games

Silent Hill: 0rigins
Released 2007 on PSP, PlayStation 2
Silent Hill: Downpour
Released 2012 on Xbox 360, PlayStation 3, 2016 on Xbox One
Silent Hill: Orphan
Released 2007 on J2ME
Silent Hill: Homecoming
Released 2008 on Xbox 360, PlayStation 3, Windows
The Silent Hill Collection
Released 2006 on PlayStation 2
Silent Hill: HD Collection
Released 2012 on Xbox 360, PlayStation 3, 2018 on Xbox One
Silent Scope 2: Dark Silhouette
Released 2000 on Arcade, PlayStation 2
MMX Hill Dash 2
Released 2018 on iPhone, iPad, 2020 on Android
Zombie Hill Racing
Released 2018 on Android, 2019 on iPad, 2021 on Xbox Series...

Related Sites +

  • Hints for Silent Hill 2 for Windows
    Questions and answers to help you solve the game.
  • official homepage
    Konami's website for Silent Hill 2. Shows about the game, screenshots, movies and tips&tricks for the game, and is on english language.
  • official website
    "Konami computer entertainment Tokyo" official website on english and japanese. However, japanese link has much more info about the game, including all descriptions you'll need, movies, merchandise and such.

Identifiers +

  • MobyGames ID: 5069
  • [ Please login / register to view all identifiers ]

Contribute

Are you familiar with this game? Help document and preserve this entry in video game history! If your contribution is approved, you will earn points and be credited as a contributor.

Contributors to this Entry

Game added by Jak Din.

Xbox added by Brian Hirt. Windows added by John Chaser.

Additional contributors: Macintrash, MAT, Jeanne, NeoMoose, Corn Popper, John Chaser.

Game added October 4, 2001. Last modified January 27, 2024.