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MoDeRn AuDienCeS. You wouldn't get it...

Konami’s Silent Hill 2 Remake Exposes Misfire and a Misguided Blame Game

Konami and Bloober Team have recently unveiled the latest trailer for their (initially) much-anticipated Silent Hill 2 remake, and the reception was far from what they had hoped.

The trailer, intended to reignite the excitement of long-time fans and attract new players, instead fell flat, leaving many feeling betrayed by the new direction.

The company’s subsequent reaction was to post a 'behind-the-scenes' styled video on Twitter... But that has only exacerbated the situation, highlighting a troubling trend among major AAA developers... Desperation for everyone to play their game.

In an attempt to deflect the criticism, Konami posted the above on Twitter, suggesting that the remake is geared towards “modern audiences.” Rather than quelling the discontent, they've kicked the hornet's nest of controversy. This is a pathetically transparent attempt to shift the blame onto the gamers themselves, suggesting that if they do not appreciate the changes, they are simply not the target audience. Even if they loved the original.

YOU, the gamer, are the problem.


Interesting marketing strategy, Cotten. Let's see how it works out for them.

This tactic not only comes off as embarrassing for Konami, but also shows the growing desperation among AAA companies to pretend that they care about everyone as they navigate the minefield of gaming in 2024.

If you make a game for everyone, you make the game for no one. How many times do they need to relearn this lesson?

See how the @BlooberTeam devs working on SILENT HILL 2 preserved authenticity while adapting a horror classic for modern audiences.

Using the term “modern audiences” is seen by many as a smokescreen, a way to divert attention from legitimate criticisms about gameplay changes, graphical updates, and overall direction that fans feel stray too far from the original.

It points to a disturbing trend that I've spoken of on the channel for a while now - where companies invoke "inclusivity" and "representation" - not out of genuine commitment, but as a shield against backlash and a tool for deflection.

We are seeing right through it.

I want to be clear here: I don't give a shit what 2 consenting adults do behind closed doors as long as no one is getting hurt. At the same time, saying that doesn't automatically also mean I want to see this crap sprayed all over, vandalizing every form of media.

People are so sick of it.

By implying that criticisms are rooted in resistance to inclusion and diversity, Konami is attempting to guilt-trip the community into compliance, rather than engaging with the substantive issues raised by fans.

That's it right there. That was my BOOM! Mic drop moment... But let me pick it up again and keep talking anyway. I gots a lots more to say here...

I think the biggest change that we had was actually how to make the game approachable for the newcomers who had not played the original, but at the same time, still retain the familiarity from those who had played the game from 20 years ago.

~ Maciej Glomb (Developer, Silent Hill 2 Remake)

I feel for the devs on this project. I really do. It looks as though they've poured their heart and souls into making it as special as they could... But whether by their own design choices, or external injection of DEI... The game has suffered a massive blow regardless.

Word War II: The Silent Hill 2 Saga and the Weaponization of Language

This saga with Konami and the Silent Hill 2 remake can be seen as a microcosm of a larger battle within the gaming industry—one that echoes the contentious days of Gamergate. Journos have attempted to call it Gamergate 2 - But I don't want to use their tactics or language. This perhaps should more aptly be called "Word War II".

At the heart of this conflict lies the strategic manipulation of language. Words are no longer just a medium of communication; they have become weapons wielded to shape narratives, enforce ideologies, and stifle dissent. The journos are Word Wizards, and we have learned how they cast spells. They are no longer effective in manipulating our line of thought.

Through this ordeal, it has become clear that the crux of the issue lies in the language used by these corporations. Words are being meticulously chosen and deployed to manipulate mindsets, to coerce gamers into accepting changes under the guise of progressiveness and inclusivity. The aim is to make gamers believe that the new direction is not only acceptable but superior to what came before. This extends to the incorporation of various gender ideologies and social themes into games, often in ways that feel forced and out of place.

The underlying motive becomes evident when one follows the money trail. The rise of Diversity, Equity, and Inclusion (DEI) consulting firms in recent years has signaled a shift. These firms advocate for the integration of specific ideologies into all facets of corporate operations, including game development. The endgame is to boost ESG (Environmental, Social, and Governance) scores, which in turn attract investments from financial behemoths like BlackRock and Vanguard.

This is not a grassroots movement born out of genuine concern for representation; it is a calculated strategy to enhance financial appeal and secure investments. Always, ALWAYS follow the dollar. The true agenda is the injection of a particular ideology into gaming, irrespective of whether it fits the context or the narrative of the game itself. The higher ESG scores become a gateway to additional funding, creating a vicious cycle where ideology is commodified and sold back to the community.

In this new Word War, journalists and companies are working together, scrambling to maintain their grip on the narrative. They are no longer the uncontested gatekeepers of public opinion. Gamers, thanks to the rise of YouTube and other forms of social media, are more informed and vocal than ever. We are challenging the status quo, refusing to be browbeaten into acceptance. The power dynamics are shifting, and the traditional media outlets are losing their ability to manipulate the masses with impunity.

In a weird way, it's an exciting new course correction, putting the video game industry front and center once again, and charting for a better direction forward. Gamers are sick and tired of this bullshit.

A Call to Vigilance

While I never want to fall into the pitfalls that mainstream 'journos' do with telling you how to act or how to think - I can only share my personal experiences and hope that others see it for what it is and can agree that we must remain vigilant and discerning to EVERYTHING thrown our way. These are my own rhetorical thoughts that I'm putting down on the screen here for you - take them... or leave them.

I will not be swayed by the hollow rhetoric of “modern audiences” or the superficial promises of inclusivity. Look beyond the words to the intentions and motivations that drive these changes. The Silent Hill 2 remake controversy is a reminder that the real battle is not just over the content of our games, but over the control of the narrative itself.

This is not just a game; it is Word War II, and the outcome will shape the future of the gaming industry.


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NO Konami team, you are the Fuckin' problem in the gaming industry, especially with the Bullshit that you are spouting. Maybe they should realize that everything that has been touched by DEI ( Barf-festation) by Sweet baby Diarrhea, Kotaku-Spew and BlackGirlSluts 😈 All those games have been rejected and turned to Shit


I do not accept this. This is not superior to the original. I will not buy.

Demonic journos (or the corporations that weaponize them) do not tell me how to think or what to believe. They have my full and free permission to suck rope.


Jun 02

You know that certain people with septum piercings, are watching your videos and getting so mad they're breathing hard out their nose and punching air. 🤣

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