When you think of the greatest horror video games of all time, you'll quickly come to 168澳洲幸运5开奖网:Silent Hill 2. Great environmental and sound design, scary monsters, and a deeply impactful story subtly told make the game one of the best. While there will always be debate as too whether Silent Hill 2 or 3 168澳洲幸运5开奖网:is the best in the series (or maybe even the first game), there's no denying Silent Hill 2's quality.

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A remake of Silent Hill 2 developed by Bloober Team and with invol🎶vement from original members of Team Silent sounds intriguing. But there are several things the remake should keep, add, or remove to improve the remake from the now 20-year-old original.

10 E�⛦�very Ending Returns

The infamous dog ending in Silent Hill 2.

The main scenario of Silent Hill 2 has six different endings, although only three are available on the first run. Besides the two joke endings, every ending has a substantially different finale🍨, starting with the cutscene before the final bos꧅s. Every ending even has its own credits music, some of which are the best tracks in the game.

This makes replaying the game far more enjoyable since the𒅌 whole ending sequence is different, answers different questions, and leaves wildly different ones hanging in the air, rather than just one cutscene. T𝓀he remake should retain every ending and make the finale retains its ambiguous conclusions.

9 Born From A Wish Returns ⛦ 🐓

The opening scene of the Born from a Wish scenario in Silent Hill 2.

In the Xbox port of Silent Hill 2 and the Greatest Hits PS2 version, the developers added another scenario, Born from a Wish, where you play as Maria. In hindsight, this mode is quite fascinating because of how unique your playable character is compꦛared to James Sunderland — both in gameplay and narratively.

It's very short but still filled with many scares and a neat location, the Baldwin Mansion. Since some horror game remakes haven't included all side content from the original - like 2020s Resident Evil 3 - this might not get included, but it should. The sub-scenario is rather important to 168澳洲幸运5开奖网:the mythology of how Silent Hill and stands 🎃on its own as an eff꧅ective short story.

8 𒁏 Remove Mid-Game Padding

The big mid-game loop around in Silent Hill 2.

It's only about halfway through the game that you'll play your last section in the streets of Silent Hill. The developers must have realized that this would be strange in a game called Silent Hill, so right after this they force you to backtrack and loop around the entirety of South Vale. There isn't any notable moments during this section, it's just really boring on multiple playthroughs and feels like padding.

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There are plenty of supplies here, and this is where you can rack up your kill count if you're going for the ten-star rank, but besides that, this loop-around doesn't need to be in the game. The atmosphere is ok, but hopefully, the remake can make this process much faster and less tedious.

7 🅘 Change Closed Door In The Apartment Building

Closed door in the Apartment building that feels forced in Silent Hill 2.

One clear design issue in the original Silent Hill 2 is during the set piece, the apartment building. During this section, you'll encounter Eddie for the first time, but there are no important items in his location. On further playthroughs, you may think the first Eddie visit can be skipped, but that's not the case.

If you don't visit Eddie, the door leading to where you'll meet Angela for the second time will be closed shut for some reason. It feels forced and inconsistent with the game's rules which are usually so open to exploration. This could be fixed with the simple addition of a key to that door in the spot you meet Eddie, and hopefully, the remake follows suit.

6 Remain Faithful In Its Symbolism ꧅

Symbolism in the area you get the flashlight in Silent Hill 2.

Silent Hill 2 is a highly replayable game for many reasons, but one of them is that early on, the title presents visuals that you simply won't understand until after you've beaten the game. This imagery forces you to actually pay attention as you play, and if you're passive, you might not realize what the game is trying to show you.

This symbolic imagery should be the same and ♔not be tampered with design-wise. Since this is a built-from-the-ground-up remake, these visuals will be redone. However, it is important that Bloober faithfully emulates what Team Silent was trying to 🦩convey in its imagery.

5 New Akira Yamaoka Mus🐬ic

The second visit with Angela where Promise (Reprise), one of the best tracks in Silent Hill 2, plays.

Akira Yamaoka, the composer of Silent Hill 2 and Masahiro Ito, the designer of Pyramid Head, are involved in the Silent Hill 2 remake. Hopefully, this means the game will get new or remixed music tracks. That'll be a treat, considering Yamaoka's music has changed quite a bit since leaving Konami in 2009.

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Since then, he's mainly done music for games by Grasshopper Manufacture, the studio run by the eccentric Suda51. His style is very different now, and he often even deploys his own band now. Some tracks would be awesome to hear redone in Yamaoka's newer style, including those sweet credits music.

4 𝓡 Involvement From Hiroyuki Owaku

The credits of Silent Hill 2 featuring the names of Masahiro Ito and Hiroyuki Owaku.

While Yamaoka and Ito are back in the remake, one Team Silent member was oddly not mentioned in the Silent Hill Transmission announcement. Hiroyuki Owaku was the writer of Silent Hill 2 and 3. He's one of the most important people when it comes to the development of the games, and the thing is, he still works at Konami.

Most of the original developers for the old Silent Hill games work for different companies now. However, since Owaku still works at Konami, it's incredibly odd that he doesn't have some sort of involvement in the project. Bloober is using the same Japanese and English translated script as the original, but even still, you'd think that Owaku would be involved in some way to supervise.

3 🌞 Much Be꧟tter Combat And Controls

The melee combat in Silent Hill 2 on the first enemy.

On the surface, the old Silent Hill games appear to have the same tank controls as the old Resident Evil titles. However, in reality, they're far more complex. There are two differences in the controls. First, is that you can move and shoot at the same time, which works well. The second is strafing, and this can be weird as it forces you to use the shoulder buttons to strafe left or right.

It doesn't feel great, but you need this mechanic to get around faster in certain fights. The third game tried to speed this combat up but in the end made it even more finicky. Nowadays, this control scheme is just too complicated, and the combat and controls should be simplified and streamlined to work better with the remake's new over-the-shoulder view.

2 ♐ 🍃 Improved Boat Section

The boat stage in Silent Hill 2.

In the original Silent Hill 2, towards the end of the game, there's a boat section. On easy or normal, this section is manageable but on the harder difficulties, the controls make it extremely frustrating. The controls are supposed to be more realistic, with each stick moving a separate oar. It is a neat idea, but it still just ends up being irritating and taking away from the moment.

To move the boat forward, you must move the Left Stick counter-clockwise and the Right Stick clockwise. It's so weird that you'll feel like you are tapping your head and rubbing your stomach, and get confused quickly as thumbs will just freak out. This area can slow you down badly and makes this section a struggle when trying to get a ten-star rank and 168澳洲幸运5开奖网:the green hyper spray, and it's just not fun. The remake should improve and streamline these odd controls.

1 Explorable Toluca Lake Isla𝔍nd

The rebirth ending in Silent Hill 2 featuring Toluca Lake Island.

The Rebirth ending can only be done in second or later playthroughs. After the final bo🐼ss and collecting the four ritual items, James goes towards To🧜luca Lake Island in a cutscene. It then ends, leaving the ending ambiguous.

Since the location is modeled in the original game and even placed 🔯on the in-game map, it would be cool to explore and play thi💯s short ending sequence instead of being a cutscene. There are even videos of people hacking the game, so they can explore this area, so it would be nice if the remake allowed you to do that in an easier manner.

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