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REMOTHERED: BROKEN PORCELAIN

A disappoint­ing follow-up that squanders its best ideas

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Certain horror fans will stay up late, combing through Silent Hill 2 video essays in the hopes that someone might give them a new reason to love what is already their all-time favourite. I know this because I’m the horror fan and suspect the developers of this sequel-prequel might be too – though the Clock Tower series is clearly their one true love.

But as games with an enduring cult following go, the clear comparison for us is famously bannedin-the-UK Rule Of Rose. This isn’t purely because of Porcelain’s themes or distinctiv­e sense of style, nor even the fact it too follows an unlucky girl named Jennifer but because, much like Rule Of Rose, it is only technicall­y playable.

Your introducti­on to the Ashmann Inn begins promisingl­y enough as you’re treated to a complement­ary helping of mystery alongside the out-of-time atmosphere of its halls. Jennifer herself is a refreshing protagonis­t, an outspoken bad girl who deviates from the meek and mild standard set for horror game heroines before her.

But then comes the true meat of the action: stalker sequences. Creeping towards a telephone in a bid to call for help, you have to take care that your footsteps are drowned out by the furious stitching of your stalker’s sewing machine. However, the illusion of a better game is shattered when the AI reveals it is totally unprepared to fight fair.

INN AND OUT

For starters, the stalker’s hearing is super-human and Jennifer is often detected long before she gets close to her objective. For another, stalker behaviour is unpredicta­ble, making it difficult to plan your approach or effectivel­y manage resources. Frustratin­gly, the sound design is no help either and makes it almost impossible to get a read on where your pursuer is after they disappear from your line of sight.

To end stalker encounters quickly, you’re supposed to sneak up behind and stab them in the neck before running for a hiding spot. When caught, Jennifer can use up a defensive item and get some damage in, but at a much reduced rate compared to a sneak attack. Unfortunat­ely, stalkers move too quickly for you to get the drop on them, so more often than not this reduced damage will be your only option and the whole sequence becomes needlessly drawn out. This is exacerbate­d by the fact stalkers

“FAR TOO MANY DEATHS FEEL UNFAIR, AND THE CONTROLS ARE UNRESPONSI­VE.”

have a nasty habit of stunlockin­g you or backing you into a corner, making far too many deaths feel unfair. This isn’t helped by the fact the controls are woefully unresponsi­ve and Jennifer sometimes forgets how to run for a few seconds after being hit. And it’s all rounded off by poorly communicat­ed objectives and puzzle elements for maximum frustratio­n.

THEM’S THE BREAKS

And yet, despite this nightmare of broken and just plain bad game design, something compelled me to return right up to the end credits. For series fans, this follow-up both recontextu­alises Tormented Fathers in an interestin­g way and offers closure for prior protagonis­t Rosemary Reed’s story. The distinctiv­e, Gialloinfu­sed flair is brought forward too. But the most pleasant surprise was a sweet love story between two young girls that pushed all my buttons before wrapping everything up with an emotionall­y compromisi­ng bow. It’s a fittingly tragic ending that, for all the frustratio­n leading up to it, still managed to get me all misty-eyed and for the most part avoids burying any of its gays.

Alas, these successes are in spite of itself. An awkward script works together with a convoluted mind-control plot to muddy the few bright spots. Furthermor­e, the story drapes additional uncomforta­ble layers of implicatio­n over the last game’s most controvers­ial twist. We can’t fault this title’s ambition but too often everything it throws at the wall fails to stick.

VERDICT

While this bug-infested horror doesn’t quite inspire us to grab the fly swat, we can’t recommend this in its current state. However, its few bright spots draw us like a moth to a flame. Jess Kinghorn

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Below Stalker sequences will have you swearing in frustratio­n.
Above left The few bright spots make us wish this one had had more dev time.
Right While its ideas are decently creepy, the game’s execution often lets it down. Below Stalker sequences will have you swearing in frustratio­n. Above left The few bright spots make us wish this one had had more dev time.
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