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Silent Hill 2 review: faithful remake understands the assignment

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Silent Hill 2 review: faithful remake understands the assignment
Pyramid Head wields a weapon in Silent Hill 2.

Silent Hill 2

MSRP $70.00

“Silent Hill 2’s remake is a faithful tribute to a horror classic that hardly holds anything back.”

Pros

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  • Detailed characters and world
  • Fantastic sound design
  • Strong puzzles
  • Redesigned boss fights
  • Original story is still impactful

Cons

  • Padded with backtracking
  • Combat gets old

After hours spent hiding from twisted nurses, I’m finally ready to escape Silent Hill 2’s Brookhaven Hospital. I frantically search for a front door key in the lobby, but I find one final doctor’s note first. The journal entry ruminates on an illness that’s taken over the small town, one that’s left its victims lost beyond the borders of reality. The medical world is on the hunt for a cure, but this doctor questions if it’s really a sickness at all. Sure, their patients are lost in a world within their head, but they seem at peace there — happy, even.

“So why, I ask myself, why in the name of healing him must we drag him painfully into the world of our own reality?” the writer wonders.

That’s always been the key to Silent Hill 2’s horror, and it’s carefully preserved in Bloober Team’s faithful remake. The PlayStation 2 classic is filled with creepy monsters that will stalk anyone unwise enough to enter the town of Silent Hill, but that’s not the source of its fear. The real scary part is what lies outside of the city limits: a harsh world where monsters roam free on two legs instead of hiding in the shadows. Maybe it’s safer in the fog.

While it may be an unnecessary project, Silent Hill 2’s remake keeps the original’s haunting essence intact by staying true to its unsettling atmosphere, off-kilter tone, and uncomfortable moments. It’s a respectful revisit that only veers off course when it tries a little too hard to add pounds onto a sleek horror game. Even with some extra weight, the tortured story told here is every bit as harrowing as it was in 2001.

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New look, same feel

Remaking Silent Hill 2 is no easy task. Though many games over the past two decades have been inspired by the PS2 classic, very few have quite nailed its feel. It shares DNA with genre peers like Resident Evil, but it’s a horror game that feels as otherworldly as its own alternate universes. It’s eerie, antagonistic, and always just enough off-center to keep players off balance at all times. I was skeptical that anyone could pull it off, let alone Bloober Team; psychological projects like The Medium have always felt indebted to Silent Hill, but they’ve never quite hit the mark. Perhaps sensing its own shortcomings, Bloober dials in on the original game to truly understand what makes it special and deliver a remake worthy of its legacy.

Bloober finds a new eeriness in its uncanny approach.

The core is still the same. It’s a survival horror game about James Sunderland’s trip to a foggy, monster-infested town in search of his “missing” wife. All of the set pieces, disturbing bosses, haunting music, and iconic cinematics appear as I remember them, but with a modern sheen. That begins with a visual overhaul that trades in PS2 dreariness for Unreal Engine 5 realism. Though the original release derives its power from its filthy textures, Bloober finds a new eeriness in its uncanny approach.

Characters are more painstakingly detailed, capturing more physical nuances from its top-notch cast. Characters like Angela benefit most from that change; she’s more manic when she’s wildly swinging around a knife, more detached as she ascends a flaming staircase. Eddie is especially haunting, with a rougher face and dead eyes that contrast with his total mental collapse. Then there’s James, brought to life by a well-cast Luke Roberts, whose unsettling nature is only emphasized by upgraded animations. He sleepwalks through some of the story’s most disturbing moments, seemingly unphased by it all, but he turns into an aggressive killer the moment he starts wailing on a monster with a lead pipe. You can feel that something’s off about him well before the truth of his quest is revealed.

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James explores an apartment in Silent Hill 2.
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The town of Silent Hill is more realized here too, with more explorable spaces around town. A ratty American flag hanging from a porch gives me a better sense of who might inhabit its homes. When I run into a laundromat, I’m met with dingy washing machines that look like they haven’t been cleaned in a decade. Despite having a modern sheen, Bloober works more grit into every corner of the deteriorating town. It feels like a true ghost town, but one that’s still just left of reality.

More technical updates double down on horror. While the original release is plenty scary, it’s more on a psychological level. The remake brings more horror to the fray through darker lighting that hides monsters in shadow. The sound design especially stands out, creating a wall of unnatural sound that persists throughout. When an enemy is nearby, radio static erupts from my DualSense speaker. At first, I think that it too clearly telegraphs approaching enemies. By the end, it becomes a source of madness. When it begins to crackle, it triggers a Pavlovian reaction in me. I’m suddenly activated, sent into a blind rage as I try to smash every enemy I can find just to make it stop.

Of course, the most crucial part of Silent Hill 2 is its fog. That’s so important that its previous remaster was heavily criticized largely because of its changes to its density. Bloober opts for a white wisp haze over the ashen haze of the original. It may be contentious with nitpickers, but it works here. It’s less apocalyptic, but it’s still a thick wall that’s hard to see through. When I hear an enemy creeping nearby, I’m sent into a panic as I struggle to find it through the noise. It’s still an oppressive mystical force that lords over me, only showing me what it wants me to see and when it chooses to. I’m powerless to its almost holy presence.

Gameplay overhaul

The changes here aren’t just technical ones; Bloober gives the original a major gameplay rework too that brings it more in line with Capcom’s Resident Evil remakes. There are pros and cons to that approach that create a clear contrast into how the scope of big-budget games has shifted between 2001 and 2024. It feels like publisher Konami’s directive here was to make Silent Hill 2 feel like a modern game. Beyond the makeover, it’s a bigger game with expanded combat, more puzzles, and much larger explorable spaces. While there’s nothing about those changes that’s actively bad, they don’t always feel additive.

For instance, locations like Toluca Prison are expanded into sprawling mazes that take a few hours to complete. Bloober often justifies that growth with deeper puzzles that feel in line with the original release, even when they’re entirely new additions. One has me finding weights throughout the prison and correctly placing them on a scale to unlock different doors. Another has me matching snippets of poems about execution victims to make sense of their crimes. Each one very much feels in the spirit of Silent Hill 2, reimagining it as a more robust series of puzzle boxes.

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James aims his gun in Silent Hill 2.
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What’s less effective is all the backtracking that adds to the experience. The remake takes around 14 hours to complete, which is a few hours more than the original, but most of that extra time is spent running back and forth between corridors to solve puzzles. Brookhaven Hospital is especially exhausting at times, as I spend a lot of time trying to remember how to get from point A to point B again as I walk a far off item back to where it’s needed.

Combat has a similar dynamic. On paper, it’s a great upgrade. It’s a tense third-person shooter that effectively creates tension through resource scarcity. Enemies like Mannequins can be unpredictable, skirting away from my bullets. If I don’t want to waste my shots on a monster that skitters into the shadows the moment my flashlight hits it, I have to take my chances with close-range melee combat. That can be dangerous, as a short evasive dodge is only so effective against piles of limbs that erratically lash out.

That system does wear thin eventually, as the remake forces players into battle a lot more because of its tighter spaces. In the original, I could largely choose to leave monsters alone if I so desired. I could let a nurse keep roaming Brookhaven’s halls, leaving a creepy obstacle in my path. It’s more imperative to clear them out here, which reveals how few monster types the original game actually has. I’m largely fighting variations of the same three monsters who become easy to deal with once I know their patterns.

What does killing 30 more Nurses or backtracking Brookhaven for an extra hour or two actually add to the story?

It’s moments like that which bring the folly of remakes like this into light. The original Silent Hill 2 works as well as it does because of its dated design decisions, not in spite of them. Its smaller spaces and concise runtime keep the story moving while offering just enough to do between cutscenes. The remake, on the other hand, stuffs padding into that sleek sequence. The solution to making the PS2 game feel modern often translates to adding more “content,” but what does killing 30 more Nurses or backtracking Brookhaven for an extra hour or two actually add to the story? Some decisions feel more about justifying a price tag to new today’s audiences than supporting the story.

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There are plenty of moments, though, where the remake does add meaningful changes. The biggest example comes in its reimagined boss fights, which make some of gaming’s most uncomfortable moments even more visceral. In the original release’s most upsetting moment, James fights a boss dubbed “Abstract Daddy” — a sentient bed that visualizes Angela’s sexual trauma at the hands of her father. That moment falls a bit flat in the original, as James simply guns it down in a bland square room. The fight here is enormous by comparison. The beast chases James through a labyrinthian apartment, smashing through walls like a rampaging bull. Angela’s pain feels more tangible in that moment, her father getting better represented as the dangerous, destructive force he is. Interpretive changes like that are where game remakes can offer value, continuing a conversation with the source material instead of talking over it.

Through the fog

While Bloober Team’s remake takes a lot of liberties with gameplay and upgraded visuals, it stays true to the original where it counts. Silent Hill 2’s story goes largely untouched in the remake aside from some additional dialogue and collectible memos naturally weaved into the PS2 game’s script. Only a few new additions feel out of place and a scene or two loses its edge with cleaner visuals (the iconic prison chat with Maria doesn’t quite feel as haunting here), but it otherwise lets Konami’s original vision play out in all its glory. That’s a bolder decision than it sounds like.

The remake barely filters the original’s most grotesque moments.

On revisiting Silent Hill 2 for the first time in years, I’m struck by just how unflinching it is compared to today’s big budget games. It’s never out to please players, like the B-movie romp of Capcom’s Resident Evil games. It’s an actively uncomfortable game that skirts the boundaries of sensitivity, something that may shock modern players. But that’s not done without purpose: A story about the ugliness of humanity needs to be ugly.

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Silent Hill 2 deals with deep-rooted trauma by meeting its characters at their lowest points. James is a guilt-ridden antihero who practically begs to be punished by the menacing Pyramid Head. We meet Angela in the midst of a breakdown as she struggles to process grief in tandem with grotesque abuse. Eddie, who is sure to uphold the title of the story’s most controversial character, finds himself pushed onto a psychopathic path after years of bullying. Each character is screaming out in pain, even when it’s through their disassociated eyes. And we’re trapped in the fog with them.

A mannequin wanders in the dark in Silent Hill 2.
Konami

The remake barely filters the original’s most grotesque moments. A dog’s murder is described in brutal detail. James remains a loathsome worm of a hero. One puzzle has him wrapping a noose around his neck as it almost looks like he’s praying he’s actually receiving his final judgment. Creepy Mannequins are great for a jump scare, but these are the moments of lasting horror that will stay with me forever. The real fear is that there’s no hope for redemption in a world of unimaginable pain, a horror that feels just as suffocating as the fog of Silent Hill. Who would want to survive in that place?

“There is no healing of thy bruise,” one note scratched into a wall threatens. “Thy wound is grievous.”

Silent Hill 2 was tested on PS5.


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iPhone SE 4 to come with Apple’s & Apple A18 SoC

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iPhone SE 4 to come with Apple's & Apple A18 SoC

A new report surfaced regarding the upcoming budget iPhones. As a reminder, we’ve recently found out that the phone will launch early next year. And now, some spec info surfaced. The iPhone SE 4 will have the same cameras as the iPhone 15, and the Apple A18 SoC.

The iPhone SE 4 will come with Apple’s very own 5G modem & Apple A18 SoC

That’s not all, however. This report also mentions that Apple’s first 5G modem will finally be ready, and used in this smartphone. That was the original plan, but the iPhone SE 4 launch rumors were all over the place.

The phone itself will look similar to the iPhone 14 but include a single camera on the back. Flat sides will be used, and an OLED display will be placed on the front, complete with a notch. The display resolution will be 2532 x 1170, which is the same as the 6.1-inch iPhone 14 offers.

This also means that the iPhone SE 4 will be the first ‘SE’ model to offer Face ID and the very first model to not have a home key below the display. The past two models used the iPhone 8 design, which is quite dated at this point.

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It’s a bit odd that this phone will revert back to a notch, considering that the Dynamic Island has completely taken over. It is what it is, though. Apple probably started working on the device quite some time ago, so… the notch is what we’ll get.

The main and selfie cameras will be identical to the ones on the iPhone 15

In addition to the Apple A18 SoC, this phone will offer 8GB of RAM, it seems. A 48-megapixel main camera will be combined with a 12-megapixel snapper on the front. The cameras will be completely identical to the ones the iPhone 15 offers.

In regards to Apple’s very own model. Some of you probably recall that Apple acquired Intel’s modem division back in 2019. The company wanted to create its own modems to stop being dependent on Qualcomm. Well, after some failures along the way, it seems like one is finally ready.

This new modem is said to “drastically reduce battery consumption”. It remains to be seen how accurate that info is.

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REVIEW Dell EMC PowerEdge MX7000 Chassis | IT Creations

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REVIEW Dell EMC PowerEdge MX7000 Chassis | IT Creations



Hi there Doug Stuman with IT Creations. We finally got the Dell EMC PowerEdge MX7000, Dell’s replacement for the M1000 Enclosure. This is a 7U chassis with support for up to 8x single-width server sleds, four double-wide sleds or a combination of the two. If you will recall, the M1000 blade server chassis is a 10U behemoth released in 2012. It offered support for more blades, but this one, even at 7U still offers better performance and capabilities in a smaller space. It’s also designed to support up to 3x new CPU generations from both AMD and Intel, but so far only Intel Xeon Scalable processors are supported. It’s a cost-effective flexible architecture that’s easy to scale-out offering on-demand allocation of compute, storage and networking pools.

Yes, this review of the Dell MX7000 enclosure is a little late in coming but it’s not like we qualify for review units from Dell. And I have tried. Oh yes, I have tried. Modular systems are not new to Dell as there are a few others still in the fold, although admittedly

Dell EMC PowerEdge MX7000 Pricing – Visit IT Creations!
https://bit.ly/3A0jywH

Dell EMC PowerEdge MX7000 Spec Sheet
https://bit.ly/3HPpVVJ

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Dell EMC PowerEdge MX740c Server REVIEW | IT Creations

Dell PowerEdge MX840c Server Sled REVIEW | IT Creations

For full servers, professional workstations and components!
https://www.itcreations.com

ServeTheHome MX7000e review

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In-depth Dell EMC PowerEdge MX Review Hands-on with a Woweredge

StorageReview MX7000e
https://www.storagereview.com/review/dell-emc-poweredge-mx7000-review .

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Apple will reportedly debut its in-house 5G modem with the iPhone SE 4

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Bloomberg recently reported that Apple is close to releasing an updated iPhone SE, which will be its first update to the low-end model since 2022. According to 9to5Mac, Apple is also planning to use the phone as a launching pad for its in-house 5G modems. The company purchased the majority of Intel’s smartphone modem business for $1 billion back in 2019 after taking steps to be more self-reliant and aggressively recruiting staff to make that happen. But it has yet to release devices that use the modems designed by its internal team.

Apple and Qualcomm have somewhat of a complicated history. Qualcomm sued Apple in 2017, accusing it of violating its patents related to its phones’ ability to quickly connect to the internet after they’re switched on, as well as patents related to battery efficiency, graphics processing and apps’ capability to download data faster. They eventually settled their patent dispute after Apple agreed to pay Qualcomm royalties and to enter a six-year licensing deal, as well as a multi-year wireless chipset supply deal.

At the moment, Apple still equips its devices with Qualcomm-made 5G modems. Qualcomm also announced last year that it will continue providing modems to Apple until 2026. It’s possible that Apple wants to put its in-house modem to the test with just one iPhone first before it puts its technology in more devices.

The iPhone SE 4 will look similar to the iPhone 14 (pictured above), 9to5Mac says, and will be powered by an A18 chip with 8GB of RAM that will make it possible for it to have some Apple Intelligence features. It will reportedly feature Face ID and will no longer have a home button like previous iPhone SEs, and the device will apparently have the iPhone 15’s 48MP wide camera and 12MP front cam. The iPhone SE 4 is expected to be unveiled next year, possibly sometime in the spring.

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Solidworks – Blade Server

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Solidworks - Blade Server



Solidworks CAD Generated Blade Server from aid of Google Images to a Dell Rackable blade Server. photoview 360 rendering at the end of the video. .

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3thix partners with Avalanche on web3 gaming ad data

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3thix partners with Avalanche on web3 gaming ad data

Web3 finance company 3thix announced today that it’s partnering with Avalanche on a new ad-tech layer, which would offer advertisers a decentralized means of obtaining consumer behavioral data without compromising privacy or protections. This follows 3thix’s $8.5 million fundraise, led by Xsolla, earlier this year to help monetize web3 games.

According to 3thix, this new blockchain-based solution would provide advertisers with a decentralized Identity for Advertisers, or IDFA. This would allow for more-targeted advertising, but without compromising users’ privacy provided by Apple’s protections. 3thix champions an ethical approach to game monetization and in-game transactions, and says this would allow users access to better ads while allowing advertisers to remain compliant with privacy laws.

This ad-tech solution would be built on Avalanche’s Layer 1 blockchain which allows transaction finality and privacy. Andrew Cooper, Avalanche’s head of games, said in a statement, “3thix’s decentralized ecosystem revolutionizes in-game transactions using blockchain. Users earn rewards, advertisers get precise targeting, and developers monetize better, creating sustainable value for all.”

Timothy Tello, 3thix CEO, said in a statement, “The unified platform, along with Avalanche’s industry-leading smart contracts technologies, is miles ahead of competing projects. Through this partnership, we are creating a blockchain-verifiable web of relations that defines how partnerships work and function in the imminent future.”

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Voyage AI is building RAG tools to make AI hallucinate less

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Abstract digital background. Big data visualization. Circular rotations of a fantastic circle of colorful particles, beautiful colored spiral, elegant particles background. 3D rainbow vector illustration

AI tends to make things up. That’s unappealing to just about anyone who uses it on a regular basis, but especially to businesses, for which fallacious results could hurt the bottom line. Half of workers responding to a recent survey from Salesforce say they worry answers from their company’s generative AI-powered systems are inaccurate.

While no technique can solve these “hallucinations,” some can help. For example, retrieval-augmented generation, or RAG, pairs an AI model with a knowledge base to provide the model supplemental info before it answers, serving as a sort of fact-checking mechanism.

Entire businesses have been built on RAG, thanks to the sky-high demand for more reliable AI. Voyage AI is one of these. Founded by Stanford professor Tengyu Ma in 2023, Voyage powers RAG systems for companies including Harvey, Vanta, Replit, and SK Telecom.

“Voyage is on a mission to enhance search and retrieval accuracy and efficiency in enterprise AI,” Ma told TechCrunch in an interview. “Voyage solutions [are] tailored to specific domains, such as coding, finance, legal, and multilingual applications, and tailored to a company’s data.”

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To spin up RAG systems, Voyage trains AI models to convert text, documents, PDFs, and other forms of data into numerical representations called vector embeddings. Embeddings capture the meaning and relationships between different data points in a compact format, making them useful for search-related applications, like RAG.

Voyage AI
Image Credits:Voyage AI

Voyage uses a particular type of embedding called contextual embedding, which captures not only the semantic meaning of data but the context in which the data appears. For example, given the word “bank” in the sentences “I sat on the bank of the river” and “I deposited money in the bank,” Voyage’s embedding models would generate different vectors for each instance of “bank” — reflecting the different meanings implied by the context.

Voyage hosts and licenses its models for on-premises, private cloud, or public cloud use, and fine-tunes its models for clients that opt to pay for this service. The company isn’t unique in that regard — OpenAI, too, has a tailorable embedding service — but Ma claims that Voyage’s models deliver better performance at lower costs.

“In RAG, given a question or query, we first retrieve relevant info from an unstructured knowledge base — like a librarian searching books from a library,” he explained. “Conventional RAG methods often struggle with context loss during information encoding, leading to failures in retrieving relevant information. Voyage’s embedding models have best-in-class retrieval accuracy, which translates to the end-to-end response quality of RAG systems.”

Lending weight to those bold claims is an endorsement from OpenAI chief rival Anthropic; an Anthropic support doc describes Voyage’s models as “state of the art.”

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“Voyage’s approach uses vector embeddings trained on the company’s data to provide context-aware retrievals,” Ma said, “which significantly improves retrieval accuracy.”

Ma says that Palo Alto-based Voyage has just over 250 customers. He declined to answer questions about revenue.

In September, Voyage, which has around a dozen employees, closed a $20 million Series A round led by CRV with participation from Wing VC, Conviction, Snowflake, and Databricks. Ma says that the cash infusion, which brings Voyage’s total raised to $28 million, will support the launch of new embedding models and will let the company double its size.

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