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This works doubly well for a horror game since comfort is the antithesis of being scared, but it speaks to the power a remake can have when it goes outside of the established lines. The Silent Hill 2 remake is similar to the 2023 Dead Space because it also takes many creative liberties. Bloober Team didnโt just slap prettier graphics and a handful of new options on the original, but instead consciously added to the experience so that it, in some regards, stood on its own, too. Konamiโs more recent remake, Metal Gear Solid Delta: Snake Eater, goes down the safer path of essentially tracing the original and shows how that approach is a lot less exciting.
Metal Gear Solid Delta Is Decent, But Too Safe

From beginning to end, Delta is, at its core, the same game that hit the PS2 in 2004 (or, technically, 2006 with the beefed-up Subsistence re-release). Itโs even possible to sync up the cutscenes on another device while playing Delta and see them play side by side. The camera cuts and voice acting are the same; itโs just 20 years of technology separating the two.
Itโs a novel practice, but itโs a novelty that loses its appeal quite quickly when the otherwise overwhelming familiarity begins to set in. Taking down The Fear is still the same. Sneaking out of the prison with just a fork and an empty revolver is still a pain. Witnessing Snake get his ass handed to him by Volgin before the gut-wrenching torture sequence is still difficult to watch. Delta sits within the realm of comfort, and thatโs much less interesting.
This isnโt to diminish the brilliance of Metal Gear Solid 3 or what Konami has done to modernize the game. MGS3 remains a high point for the series, so thereโs value in revisiting its narrative and sneaking through its jungles yet again. The two studios have also implemented a decent amount of quality-of-life changes, like a more intuitive UI, smoother shooting controls, and a photo mode, and even salvaged modes like Snake vs. Monkey and the Guy Savage sequence that have been excised from other versions.
But MGS3 is still widely accessible โ thanks to Master Collection Vol. 1โs wide multiplatform release โ so the idea of an obsessively faithful remake is a bit superfluous. And while the aforementioned new features are nice, MGS3 is not clunky enough to render the original a dated artifact destined to appeal only to those with nostalgia for it.
Bloober Team’s Big Silent Hill 2 Gamble

Silent Hill 2, on the other hand, is not widely accessible, thanks to the infamously botched HD collection for the PS3 and Xbox 360 that was built with incomplete code. Given its scarcity and the sentiment that Bloober is not a skilled developer, there was every reason to play it safe and attempt to exactly mirror Team Silentโs horror staple with the remake. But the studio decided to veer a little and put its own stamp on the horror classic.
Bloober wrote new lore details, added a well-hidden meta storyline, spliced in unique enemy behaviors, re-recorded and remixed the dialogue, switched up every level, overhauled the combat, reimagined the boss fights, and much more. All of these tweaks make the Silent Hill 2 remake more appealing since they actually add to the conversation. Not every change benefits the experience โ being over twice as long drags it all down a bit โ but they collectively give this remake an identity it probably wouldnโt otherwise have.
Instead of just copying and pasting what Team Silent had done, Bloober seemed to understand it needed to analyze the game on a deeper level and not just superficially recreate it in order to succeed. Creative director Mateusz Lenart explained more about this during a GDC 2025 talk.
โ[We] quickly realized that we are dealing with the memory of the game, and if we want to succeed, we need to bring this memory back to the players, but not by copying what was there, but by reimagining those things for the modern era,โ he said. “Step by step, we started to see the potential and places for improvement. And because of that, fear slowly turned into excitement.”









