akif de Vil.
⠀𝚂𝚘𝚖𝚎𝚝𝚒𝚖𝚎𝚜, 𝚒𝚝’𝚜 𝚗𝚘𝚝 𝚝𝚑𝚎 𝚙𝚎𝚘𝚙𝚕𝚎 𝚠𝚑𝚘 𝚌𝚑𝚊𝚗𝚐𝚎,
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝚒𝚝’𝚜 𝚝𝚑𝚎 𝚖𝚊𝚜𝚔 𝚝𝚑𝚊𝚝 𝚏𝚊𝚕𝚕𝚜 𝚘𝚏𝚏.
⠀𝚂𝚘𝚖𝚎𝚝𝚒𝚖𝚎𝚜, 𝚒𝚝’𝚜 𝚗𝚘𝚝 𝚝𝚑𝚎 𝚙𝚎𝚘𝚙𝚕𝚎 𝚠𝚑𝚘 𝚌𝚑𝚊𝚗𝚐𝚎,
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝚒𝚝’𝚜 𝚝𝚑𝚎 𝚖𝚊𝚜𝚔 𝚝𝚑𝚊𝚝 𝚏𝚊𝚕𝚕𝚜 𝚘𝚏𝚏.
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𝐌𝐢𝐭𝐬𝐮𝐛𝐢𝐬𝐡𝐢 𝐋𝐚𝐧𝐜𝐞𝐫 𝐄𝐯𝐨𝐥𝐮𝐭𝐢𝐨𝐧 𝐈𝐗
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󠀠⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ 󠀠 󠀠 󠀠𝚒𝚗 𝚝𝚑𝚎 𝚛𝚒𝚐𝚑𝚝 𝚎𝚢𝚎𝚜 𝚢𝚘𝚞 𝚊𝚛𝚎 𝚊𝚛𝚝
⠀⋋⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⋌
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝚖𝚎:
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→⠀⠀𝚊𝚍𝚍𝚒𝚌𝚝𝚎𝚍 𝚝𝚘 𝚌𝚜𝟸
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→⠀⠀𝚜𝚌𝚛𝚎𝚎𝚗𝚜𝚑𝚘𝚝 𝚕𝚘𝚟𝚎𝚛
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→⠀⠀𝚛𝚊𝚌𝚒𝚗𝚐 𝚐𝚊𝚖𝚎𝚜
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→⠀⠀𝚊𝚌𝚑𝚒𝚎𝚟𝚎𝚖𝚎𝚗𝚝 𝚑𝚞𝚗𝚝𝚎𝚛
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→⠀⠀𝚊𝚗𝚢𝚝𝚑𝚒𝚗𝚐 𝚊𝚋𝚘𝚞𝚝 𝚔𝚊𝚝𝚊𝚗𝚊 ♡

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝚊𝚍𝚍:
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→⠀⠀𝚖𝚞𝚝𝚞𝚊𝚕 𝚒𝚗𝚝𝚎𝚛𝚎𝚜𝚝𝚜
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→⠀⠀𝚗𝚘𝚗 𝚏𝚛𝚎𝚊𝚔
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→⠀⠀𝚖𝚞𝚝𝚞𝚊𝚕 𝚏𝚛𝚒𝚎𝚗𝚍𝚜
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→⠀⠀𝚛𝚎𝚜𝚙𝚎𝚌𝚝𝚏𝚞𝚕

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝚝𝚑𝚒𝚗𝚐𝚜:
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→⠀⠀ 𝚙𝚕𝚊𝚢𝚕𝚒𝚜𝚝 [open.spotify.com]
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→⠀⠀ 𝚕𝚎𝚝𝚝𝚎𝚛𝚋𝚘𝚡𝚍 [letterboxd.com]
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→⠀⠀ 𝚒𝚖𝚍𝚋 [www.imdb.com]
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→⠀⠀ 𝚋𝚊𝚌𝚔𝚕𝚘𝚐𝚐𝚍 [backloggd.com]
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→⠀⠀ 𝚌𝚜𝚜𝚝𝚊𝚝𝚜 [csstats.gg]
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→⠀⠀ 𝚏𝚊𝚌𝚎𝚒𝚝 [www.faceit.com]
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→⠀⠀ 𝚜𝚝𝚎𝚊𝚖 𝚌𝚞𝚛𝚊𝚝𝚘𝚛

⠀⋋⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⋌

→ ⠀⠀ 𝚕𝚎𝚎𝚝𝚒𝚏𝚢 𝚌𝚜𝟸 [leetify.com]
→ ⠀⠀ 𝚊𝚕𝚕𝚜𝚝𝚊𝚛 𝚌𝚜𝟸 [allstar.gg]
→ ⠀⠀𝚛𝚎𝚜𝚘𝚕𝚞𝚝𝚒𝚘𝚗: 𝟸𝟾𝟾𝟶𝚡𝟸𝟷𝟼𝟶 (𝙰𝙼𝙳 𝚁𝚂𝚁) ⠀ ⠀⠀
→ ⠀⠀𝚍𝚙𝚒: 𝟷𝟼𝟶𝟶⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→ ⠀⠀𝚎𝙳𝙿𝙸: 𝟻𝟼𝟶⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀→ ⠀⠀𝚜𝚎𝚗𝚜: 𝟶.𝟹𝟻
CSGO-u962s-hC7zG-Vvbjy-Sao9r-4RD3J⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀
󠀠 󠀠 󠀠 󠀠 󠀠 󠀠 󠀠 󠀠 󠀠 󠀠

⠀⋋⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⋌
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝚖𝚢 𝚜𝚎𝚝𝚞𝚙:
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝙶𝙿𝚄 → 𝚁𝙾𝙶 𝚂𝚝𝚛𝚒𝚡 𝚁𝚇 𝟼𝟽𝟶𝟶 𝚇𝚃 𝙾𝙲 𝙴𝚍𝚒𝚝𝚒𝚘𝚗
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝙲𝙿𝚄 → 𝙸𝚗𝚝𝚎𝚕 𝙲𝚘𝚛𝚎 𝚒𝟻 𝟷𝟸𝟼𝟶𝟶𝚔 𝟺.𝟿𝙶𝙷𝚣
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝙱𝙾𝙰𝚁𝙳 → 𝙰𝚂𝚄𝚂 𝚁𝙾𝙶 𝚂𝚝𝚛𝚒𝚡 𝙱𝟼𝟼𝟶-𝙰 𝙶𝙰𝙼𝙸𝙽𝙶 𝚆𝙸𝙵𝙸
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝚁𝙰𝙼 → 𝙲𝙾𝚁𝚂𝙰𝙸𝚁 𝟹𝟸𝙶𝙱 (𝟺𝚡𝟾𝙶𝙱) 𝚅𝚎𝚗𝚐𝚎𝚊𝚗𝚌𝚎 𝚁𝙶𝙱 𝙿𝚁𝙾
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝚂𝚂𝙳 → 𝚂𝙰𝙼𝚂𝚄𝙽𝙶 𝟷𝚃𝙱 𝟿𝟾𝟶 𝙿𝚁𝙾
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝚂𝚂𝙳 → 𝙻𝙴𝚇𝙰𝚁 𝙽𝙼𝟼𝟷𝟶𝙿𝚁𝙾 𝟻𝟶𝟶𝙶𝙱
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝙷𝙳𝙳 → 𝚆𝙳 𝙿𝚞𝚛𝚙𝚕𝚎 𝟹𝚃𝙱
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝙷𝙳𝙳 → 𝚂𝚎𝚊𝚐𝚊𝚝𝚎 𝙱𝚊𝚛𝚛𝚊𝚌𝚞𝚍𝚊 𝟸𝚃𝙱
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝙲𝙰𝚂𝙴 → 𝙲𝙾𝚁𝚂𝙰𝙸𝚁 𝟺𝟶𝟶𝟶𝚇
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝙿𝚂𝚄 → 𝙲𝚇𝟽𝟻𝟶𝙵 𝙶𝚘𝚕𝚍 — 𝙵𝚞𝚕𝚕𝚢 𝙼𝚘𝚍𝚞𝚕𝚊𝚛 𝚁𝙶𝙱
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝚁𝙶𝙱 𝙲𝙾𝙽𝚃𝚁𝙾𝙻𝙻𝙴𝚁 → 𝙲𝙾𝚁𝚂𝙰𝙸𝚁 𝚒𝙲𝚄𝙴 𝙲𝙾𝙼𝙼𝙰𝙽𝙳𝙴𝚁 𝚇𝚃
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝙲𝙾𝙾𝙻𝙴𝚁 → 𝚒𝙲𝚄𝙴 𝙷𝟷𝟻𝟶𝚒 𝙴𝙻𝙸𝚃𝙴 𝙲𝙰𝙿𝙴𝙻𝙻𝙸𝚇 𝟹𝟼𝟶𝚖𝚖
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝟹𝚇 𝙲𝙾𝚁𝚂𝙰𝙸𝚁 𝙼𝙻𝟷𝟸𝟶 𝙿𝚁𝙾 𝚁𝙶𝙱 𝙵𝙰𝙽
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝟹𝚇 𝙲𝙾𝚁𝚂𝙰𝙸𝚁 𝚂𝙿𝟷𝟺𝟶 𝚁𝙶𝙱 𝙴𝙻𝙸𝚃𝙴 𝙵𝙰𝙽
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝚙𝚎𝚛𝚒𝚙𝚑𝚎𝚛𝚢:
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝙼𝙾𝙽𝙸𝚃𝙾𝚁 → 𝚂𝙰𝙼𝚂𝚄𝙽𝙶 𝙶𝟽 𝟸𝟾 𝟷𝟺𝟺𝙷𝚣 𝟷𝚖𝚜 𝟺𝙺⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝙺𝙴𝚈𝙱𝙾𝙰𝚁𝙳 → 𝚁𝚎𝚍𝚛𝚊𝚐𝚘𝚗 𝙺𝟼𝟷𝟽 𝙵𝚒𝚣𝚣
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝙼𝙾𝚄𝚂𝙴 → 𝙶𝚕𝚘𝚛𝚒𝚘𝚞𝚜 𝙼𝚘𝚍𝚎𝚕 𝙾 𝙼𝚒𝚗𝚞𝚜 𝚆𝚒𝚛𝚎𝚕𝚎𝚜𝚜
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝙼𝙾𝚄𝚂𝙴𝙿𝙰𝙳 → 𝚆𝚛𝚊𝚒𝚝𝚑 𝙱𝚕𝚊𝚍𝚎 𝚇 𝚂𝚎𝚖𝚒-𝙷𝚊𝚛𝚍 𝙼𝚘𝚞𝚜𝚎𝚙𝚊𝚍
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝙷𝙴𝙰𝙳𝚂𝙴𝚃 → 𝙵𝙸𝙵𝙸𝙽𝙴 𝙰𝚖𝚙𝚕𝚒𝚐𝚊𝚖𝚎 𝙷𝟼 𝙶𝚊𝚖𝚒𝚗𝚐
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝙷𝙴𝙰𝙳𝚂𝙴𝚃 𝚂𝚃𝙰𝙽𝙳 → 𝚁𝚊𝚖𝚙𝚊𝚐𝚎 𝚃𝙾𝚆𝙴𝚁 𝚃𝟷𝟺
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀𝙲𝙾𝙽𝚃𝚁𝙾𝙻𝙻𝙴𝚁 → 𝙰𝙲𝙴𝚁 𝙿𝚁𝙴𝙳𝙰𝚃𝙾𝚁 - 𝙴𝙼𝙴𝙰 𝙴𝙳𝙸𝚃𝙸𝙾𝙽

⠀⋋⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⋌
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𝗠𝘆 𝗦𝗲𝘁𝘂𝗽 (𝟮𝟬𝟮𝟱)
95 79 3
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𝐒𝐢𝐦𝐨𝐧 "𝐆𝐡𝐨𝐬𝐭" 𝐑𝐢𝐥𝐞𝐲
1191 35 119
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Review Showcase
35 Hours played
ABSOLUTE CINEMA

This is a game I've been seeing for a long time. People kept calling it terrifying, and in some cases even the best psychological horror game ever made. Because of that, I was hesitant to start. Naturally, since I’m not into horror games at all, diving into such a highly praised title was intimidating for me. But even though it was hard to begin, I don’t regret a single moment—because this game is a masterpiece. With every detail and its atmosphere, it’s a perfect remake.

Bloober Team

Some players aren’t too fond of this studio due to the quality of their previous titles. It’s fair to say that they haven’t always delivered consistently strong work. So when people found out that this company was handling the Silent Hill 2 remake, many understandably had doubts. But there’s an often overlooked or forgotten point here: for Bloober Team, Silent Hill 2 wasn’t just another game, it was the peak of horror and psychological tension. They’ve expressed their admiration for the Silent Hill universe time and time again. That’s why they approached the remake project with deep respect, great care, and attention to detail. This is exactly why many players ended up being pleasantly surprised.

Original vs Remake

The original Silent Hill 2 was released in 2001 and, within the technical limitations of its time, featured fixed camera angles and tank-style controls. These static cameras were intentionally designed to create a sense of tension and unease, while the controls felt heavy and old-school. Still, the visuals were quite impressive for the era; despite the low-resolution textures, the use of fog, lighting, and shadows created a flawless atmosphere. Akira Yamaoka’s sound design and music were among the game’s strongest aspects, adding an unforgettable layer of psychological horror to the experience.
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3523985527
In the Remake version, the story stays mostly true to the original, but some characters' backstories and interactions have been expanded or presented more clearly. Dialogues and plot progression are more direct and explanatory. This adds dramatic weight to the narrative, though some players may feel it slightly dulls the mysterious tone of the original. Additionally, certain side scenes or segments have been expanded or enhanced. These additions are done so seamlessly that they feel like they’ve always been part of the original version.

With an over the shoulder camera and controls similar to those in modern action-horror games, the gameplay feels much smoother. Movement is more fluid, making exploration more comfortable and intuitive. Combat has been improved as well, with attacks and dodges feeling more responsive and satisfying.

Story and Background

The story of Silent Hill 2 revolves around James Sunderland, who arrives in the town of Silent Hill after receiving a mysterious letter from his deceased wife. However, this journey is much more than a simple "search for his wife." As the game progresses, we realize that James is confronting his past, his conscience, and the suppressed truths within himself.

  • Angela Orosco is a young woman traumatized by abuse from her father and brother. Silent Hill reflects her psychological pain rather than a physical place. Her story reveals the lasting impact of trauma and adds a tragic depth to the game.

  • Eddie Dombrowski is a man broken by bullying and rejection. Constantly mocked and isolated, he becomes increasingly aggressive and unstable. His growing paranoia and dangerous behavior reflect the destructive impact of social abuse on the mind.

  • Maria is a mysterious woman who looks exactly like James’s wife but has a different personality. She represents both hope and obsession for James, symbolizing his repressed desires, guilt, and escape from reality. Their complex relationship draws players deeper into James’s troubled mind.

  • Laura is a pure and innocent child who forms a genuine bond with Mary in the hospital. Unlike others, she is largely untouched by Silent Hill’s darkness because she lacks the guilt and trauma that affect the others. Her presence represents innocence and hope in the story.

Silent Hill 2 is more than just a horror game; it has become an unforgettable story about the complex and fragile nature of the human mind.

Sound Design and Music

Without Akira Yamaoka’s music, Silent Hill simply wouldn’t be the same. Tracks like “Theme of Laura” not only set the emotional tone of the game but also capture its very soul. The haunting hums in the environments, the muffled sounds of enemies, and the sudden silences all build an atmosphere that sends chills down the player’s spine. This incredible sound design forms the foundation of the game’s terrifying mood. Instead of relying on cheap jump scares, the game uses pure psychological tension, making the horror feel deep and immersive. That is why the sound design and music are considered legendary.
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3525773893
One of the most famous tracks, “Theme of Laura,” is not only one of Silent Hill 2’s best-known pieces but also among the most iconic compositions in video game history.

Graphics and Atmosphere

The graphical quality of Silent Hill 2 was incredible for its time, but what truly makes it unforgettable is not just the technical quality but the atmosphere it creates. Every environment reflects a different fear and psychological tension. Foggy streets, rusty hospitals, damp rooms, and abandoned hotel lobbies all contribute to this haunting mood.

The prison section, with its dark corridors, evokes a feeling of both physical and mental suffocation. The labyrinth level perfectly captures the panic and disorientation as enemies chase you, intensifying the sense of helplessness. The hotel area offers a poetic finale where you confront the shadows of the past. Such dense, oppressive, and psychologically aligned environmental design is rarely seen in gaming history.

Gameplay and Mechanics
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3525096953
In horror games, mechanics often take a backseat, but Silent Hill 2 delivers a satisfying experience with its simple yet effective systems. Camera angles, movement feel, and enemy interactions have all been carefully reworked. The impact of attacks is surprisingly satisfying. For example, when you shoot a creature’s left leg, it falls onto its knee and stays that way. Small details like this show how much care went into the game.

Tension and Horror

Silent Hill 2 stays far from sudden “jumpscare” scares. Instead, it builds a constant rising pressure, a heavy atmosphere, and a creeping sense of madness. The tension is present from start to finish, increasing with every new location. The prison and labyrinth sections especially elevate the suffocating fear of loneliness and the unknown. At the hotel, the tension shifts into an emotional breakdown, where the weight of confrontation replaces fear. In this game, horror is not just an emotion; it is an atmosphere, a mindset, and a psychological burden.

Enemy Variety

The enemies in the game are more than just targets to be defeated. Each one embodies James’s suppressed fears, emotions, and guilt. Their forms, attack patterns, and sounds are all deliberately unsettling. Of course, there is Pyramid Head as well. He is not just an enemy but a symbol of James’s personal punishment. With his silence, menacing presence, and inevitability, Pyramid Head has become one of the most iconic figures in video game history. The enemy designs go beyond being mere horror elements and serve as an integral part of the storytelling. In this way, Silent Hill 2 stands out as a truly unique experience.

For me, Silent Hill 2 is a flawless masterpiece.

100/100
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38 Hours played
The huge disappointment released after F1 23...

I expected F1 24 to be good because of the success from the previous game. F1 24 fell short of the expectations to most players, including myself. Most of the variety and mechanics from the previous game have been removed. Some of the mechanics have also been made worse compared to the previous titles. For example, the car handling is very unstable and weak, makes the game unplayable for the most parts. Unfortunately, we now have to refer to the game as an arcade game rather than a simulation game.

Story and Career Mode

They’ve removed the '' Braking Point '' story mode we knew from F1 23. To be honest, I really liked the "Braking Point" mode. It wasn't so perfect, but it was enough. Unlike F1 23, they’ve introduced a driver career mode. Well. It’s a good idea, but since the game doesn't fill the expectations, it feels more grueling than engaging. The addition of some old drivers doesn’t feel like a real update or any development to me. Since the story and career modes aren’t that good, the update doesn’t have much of an impact.
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3429197344
Sound Design

Codemasters once again shows their quality in sound design. The sounds of the car engines, track atmosphere, pit stop crew communications, and tire sounds are all sound very realistic. However, the success in the sound ambient doesn't fulfill the shortcomings in gameplay.

Graphics and Optimization (WHICH OPTIMIZATION, WHERE)

Visually, F1 24 isn't much different from other games in the series. While the car models and track details look promising, environmental details still need some improvements. When it comes to optimizing the game, the situation is quite complicated. While the console version provides a smooth experience, the PC version lacks this service and gives you more optimization issues. Many players(including myself) are complaining about getting FPS drops midgame. I can't even play the game properly because I'm experiencing too much FPS drops.

Driver Ratings and Skill System

In F1 24, the driver ratings have been revised once again. However, this system lacks the variety and density players were expecting. The skill system feels superficial and seems to have been added just to make players think that something like this was included, rather than creating a real impact. In fact, it's as if the skill system doesn't exist because it has no noticeable place on the game. If it wasn't there, its absence wouldn't be felt that much.
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3438595296
Controls, Mechanics, and Physics

One of the biggest disappointments in F1 24 is the physics engine. The car physics are too far from realistic, offering more of an arcade-like experience. Also there’s a noticeable regression, especially in cornering mechanics and tire dynamics. For players looking for like a simulation feel, the softening of the physics can be quite disappointing. On the other hand, the AI is impeccable. I’ve never seen them make a mistake, and they drive flawlessly. Even when car performances are similar, they are always faster than us on the straights. Sometimes they’re really dumb, other times they’re overly competitive.
most races.

Content

The inclusion of former drivers is a positive step for creating nostalgia, but aside from expanding the driver roster, it doesn’t really add any significant stuff to the game. The absence of classic F1 cars is a major insufficiency for players. The classic cars from previous games were the game elements that enhanced the appeal of the series. However, this feature has been overlooked in F1 24. Moreover, the absence of supercars in the game is a really strange decision.

Replayability

The game offers a certain level of replayability throughout its online modes. However, due to missing content and inadequate physics, it fails to maintain the same excitement in the long run. While the career mode has a slightly higher replayability, the lack of content such as having no supercars and classic F1 cars reduces the our motivation to play the game over and over.
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3437783405
Final

F1 24, while showing some improvements over previous entries in the series, feels like a step back on the series due to the physics engine, missing content, and lack of a story.

Pros

✅The sound design.

✅The inclusion of former drivers.

✅The car models and track details.

✅Driver Career Mode.

Cons

❌The Braking Point mode has been removed.

❌Realistic gameplay has been replaced by arcade-style gameplay.

❌There are no classic F1 cars or supercars.

❌The skill system is incomplete.

❌The optimization is awful.

70/100
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Veradux 1 hour ago 
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James 13 hours ago 
Your reviews are incredibly well written and high quality. Reading them is an absolute pleasure
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ꑭGoblin Slayerꑭ 22 hours ago 
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⡇⣿⠘⢿⣿⣿⣿⣧⢠⣤⡤⢀⣠⣀⣀⣼⣿⣿⣿⣿⣿⠟⣁⠉
⣧⢻⡄⠹⣿⣿⣿⡸⣿⣾⡆⣿⣿⣿⠿⣡⣾⣿⣿⣿⣿⡿⠋⠐⢡⣶
⣿⡘⠈⣷⠈⠻⣿⣷⣎⠐⠿⢟⣋⣤⣾⣿⣿⣿⡿⠟⣩⠖⢠⡬⠈