Pixel Ponderings: Thoughtful Game Critiques

Dive deep into the games you love (or love to hate). Honest reviews, insightful analysis.

The Haunting Journey of James Sunderland: Silent Hill 2

Untamed and instinctual, my body remembers the feeling of terror that Silent Hill 2 provoked and even now, years later, it grips me like a ghost that refuses to let go. It’s not a normal game in the sense of a forgettable experience, it’s a memory that slithers to every corner of your brain and makes itself a permanent dwelling in your life (or brain). Over the years, I’ve played a lot of horror titles, some that hypnotize you with their atmosphere and others that rely on jump scares, but none come even close to the horrendous personal feelings that Silent Hill 2 evokes.

That moment you finally face a nurse, their distorted forms and erratic movements making them both sad and terrifying to confront.

This is not a story about striving for a 100% completion or reminiscing over milestones in New Game+. This is about emotion. It takes guts and creativity to make a game give emotions and capture people how Silent Hill 2 does, your head begs you to explain why, yet you know there is no way out. It encapsulates the entirety of human emotion: From being caged, turbulent, to being messy and too intense to fathom – all packaged in such a way that you are severely unwilling to turn away. It isn’t just survival for James Sunderland; it is tackling grief in its rawest form, while being accompanied by the foggy streets of Silent Hill.

Survival Mechanics That Elevate the Narrative

For those of you familiar with Resident Evil 2, you may remember surviving horror video games through resource exploration. RE2 relies on the tension of juggling healing items, ammo, and key items while moving through the cramped spaces of the game. And yes, that is a big reason why it is so much fun to play over and over again-the mastery of your runs, the efficiency of each of your movements. Silent Hill 2 approaches things differently, though. It does not focus as much on the “gamey” parts of survival horror.

The pure terror of being cornered in a small room, forcing a desperate, close-quarters fight for survival.

In Silent Hill 2, you are not just trying to manage his resources; you are managing James. More specifically, his fragile psyche, his desperation, and even his guilt. The slow and clunky combat, combined with the game’s limited supplies, aren’t mechanics; they’re an embodiment of his reality. Every shot taken is a decision, and every fight with an enemy- or shall I say, an experience that is meant to share with you something important about James. While it is not replayability in the sense most people understand, it is certainly something that stays with you well after finishing the game.

Balancing Fear and Accessibility

I want to preface this by saying that I am not normally someone who feels comfortable embracing being scared. Outlast, for instance, utterly broke me. The tension was so omnipresent that I was forced to take a break every hour or so. Silent Hill 2, in contrast, is one of the few games that has managed to deconstruct my mind in this way while simultaneously feeling, for lack of a better term, accessible. It’s not so bad that Android crosses its way into fantasy territory, but the fear is so psychological in nature that it is easier to digest. It’s the kind of fear that would give you a knot in your stomach when you think about what lies beneath the metaphor of Pyramid Head or the unsettling forms of the creatures you encounter.

That horrifying realization that a seemingly innocent sound is actually coming from a creature hiding just out of view.

For someone who’s new to horror games, Silent Hill 2 is family-friendly in the pacing department. The game does not throw everything at you immediately. The fog, eerie silence, and thalassophobia. The game gives you a sense of dread but does not overwhelm you and, when it does ramp up, I can assure you that it does so in a way that feels earned. You’re never just scared to scare; every moment of tension has to do with James’s story after all.

James Sunderland: A Complex and Intriguing Character

James? We must discuss James because, frankly, he embodies the essence of why Silent Hill 2 is such a powerful story. He is far from being your ideal video game protagonist. He does not exhibit bravery or strength in any way. Rather, he is depicted as a man who is on the verge of a breakdown, and the game wastes no time in illustrating the many ways in which he is deeply troubled. Just from the moment he begins reading the letter from his deceased wife, Mary, you can sense the overwhelming reality of his sorrowful denial. Indulging deeper into his journey reveals that this weight is rather crushing.

The jarring, terrifying transition from the "normal" world to the industrial, blood-soaked Otherworld, a true nightmare made tangible.

There is this one scene that stays with me longer than any other. It is when James plays the videotape at the Lakeview Hotel. Up until that moment, there is this tiny bit of you that is probably hoping that this is all a poorly made setup and this is just a man looking for closure. But the tape does not hesitate to demolish that illusion. You see James for who he truly is as well as for what he has done, and it is heartbreaking. It is one of those moments in gaming where I was actually left to pause the game, drop my controller, and just try to come to terms with the reality of what I had just seen.

James's multifaceted nature is what makes him, and even if you do not wish to accept it, so relatable. He has traits of selfishness, denial, and his fair share of unforgivable actions (it is human). It seems different. But at the end of the day, he is also human. And humanity is the reason why one way or another, you become invested in his story, even if it is difficult to watch at times.

The World of Silent Hill: A Character in Its Own Write

If James is the heart of Silent Hill 2, then the town of Silent Hill is its soul. The fog-drenched streets and the town of Silent Hill transform both mentally and emotionally. It is as though Silent Hill is alive, feasting on James’ guilt and reflecting back the torment he is encapsulated in.

The visceral, cringe-inducing sight of a creature’s slow, deliberate movements, its form a horrifying parody of something that was once human.

Oh man, the sound design. Akira Yamaoka’s score is haunting in the best way possible. The melancholic piano themes, industrial screeches, and unsettling silences combine to create an atmosphere that is stunning yet destitute. The themes envelop you like a shadow, even when you are no longer playing, as the game lingers in your mind. I cannot say that I liked the sound design, but it serves to execute every intention and goal for the game. Everything feels and sounds just sad. And just like that, the strange screams of pain, the guitar screeching of a pained man, and the burying of bones and sadness force you to think, “Is this what we call music?” One word – deprived.

Intertwining Destiny: Mythic Architecture of Eivor's Journey

In Assassin's Creed Valhalla, myth is more than scenery; it is the built-in architecture of the hero's spirit. Within the RPG evolution begun with Origins and deepened in Odyssey, Valhalla arrives as the summit where story and myth fuse. The gods of the North—Odin, Thor, Loki—are no longer strangers seated on high hills; they become inner companions, mirrored through the kaleidoscope of memory, blood, and unhealed wounds.

The All-Father Within: Odin as Eivor's Shadow Archetype

From the start, Odin speaks in Eivor's mind—not as a god, but as the voice of temptation. He surfaces when Eivor wavers, when the pull of loyalty collides with the lure of power. This uncanny speaker fits Jung's Shadow: the part we hide because it wears a darker mask. Odin offers the cold allure of foresight, the promise of glory. Eivor, in contrast, is bound to honor, to the ties of blood and shield. Their clash becomes vivid in every betrayal and every sacrifice: when the last hope of Sigurd's destiny fades, when the siege lines push Eivor's code to the edge. Odin urges mastery, a god murmuring conquest into a human's ear. No flash of lightning and no grand voice—only the subtle coup of the self.

That rewarding feeling of delivering supplies back to Ravensthorpe after a successful raid, seeing your settlement directly benefit from your efforts.

You feel this most clearly in the “Isu” scenes, when Eivor sees Havi, a past form of Odin. The Norse gods are old memories, tiny echoes left by a vanished alien race, yet they show up here like half-remembered dreams made flesh. Odin's single-minded hunger for knowing everything reflects Eivor's own quiet worries about what is right. The moment she pauses before swinging her axe or wonders if the raid is just, Odin is right there—not as a teacher, but as a silent judge.

Loki is never a straightforward villain, and in the Isu layer, he is reincarnated as Basim, an Assassin who slowly unseals the truth of his divinity. He moves through the myths as a breaker of seals, the one who knits disorder into the warp of the world. In Assassin's Creed Valhalla, he ceases to be mere contrast and becomes a polished mirror for the resentment Eivor will not voice and the wild impulse she refuses to feel. Basim's steady emergence is the dark twin of Eivor's unsparing inner tempest. His vendetta against Odin, and so against Eivor, is no idle spasm; it is a mythic version of the Jungian meeting of Anima and Animus—those hidden, unseating parts of the psyche that will graciously yield to the light or will rise and devour the quiet who will not confess.

That sense of accomplishment after conquering a particularly challenging "Order of the Ancients" member, finally bringing them to justice.

When the final encounter unfolds in the Yggdrasil simulation—when Basim ensnares Eivor and lays claim to her ancestral thread—the scene breathes myth and symbol alike. It is no mere clash for title or throne; it is an alchemical passage, a death knell that will not stop at the body and a birth cry that will not begin in the flesh. Odin's bloodline must be severed so that a fresh seed can break the shell, a rhythm that repeats the tidy horror of Ragnarök, not as the end of stone and flesh but as the end of the stone and flesh that no longer serve the soul.

Yggdrasil: The Tree as Inner Landscape

Ubisoft's portrait of Yggdrasil as an ancient simulation core—the World Tree reimagined as an Isu supercomputer—might feel streamlined. Yet within the story, it pulsates as an interface of memory, self, and unfolding fate. In the moment when Eivor connects to the Tree, temporality, bloodline, and personhood collapse into a single flash. Long-forgotten lives, distant futures, and mythic avatars fold inward.

The serene beauty of navigating your longship through a foggy, winding river, the mist adding an ethereal quality to the journey.

The game tempo slackens and warps. Words turn fragmentary, the land shimmers with impossible colors. These choices draw the player into a threshold where meaning settles and re-forms, echoing how the Norse imagined slipping between the folds of Helheim and Ásgarðr. What appears as sleek sci-fi is in truth a contemporary metaphysics clothed in saga. Yggdrasil is architecture of the psyche, and Eivor treads its roots and crown not as a conquering champion, but as a shattered reflection questing for coherence.

Ragnarök: A Moment of Choice, Not of Oblivion

People too often hear God of War: Ragnarök and picture a final ruin, but Norse poetics whisper of a scorched birth, not a grave. In the Poetic Edda, the twilight of the gods clears the fog for a sharper dawn. Ubisoft feels the heat of that dawn in Valhalla's later chapters, and nowhere more so than in “Dawn of Ragnarök.” Here you wear Havi's blood and memory, and you meet the nearing end not with the limp of fate but with the steady hand of a choicer.

God of War: Ragnarök

The expansion dazzles less through its fights and vistas than through the mirror it holds to Eivor's hidden dread. As the Nine Realms fracture, they stop being worlds and become the dissolution of settled self. Eivor, like Havi, must unclutch. When ljós and kvasir burn and Surtr strides forth, it is the outer fire reflecting the inner flood. Yet the ember of the new also flutters in the ash: in the quiet embrace of what wanes, the legend of the god thins so the pulse of the human can stretch into the dusk and the dawn.

The Viking Soul: History-meets-Mystery

Valhalla grounds its story in real Norse belief. Talk of burial mounds, seidr, carved runes, and sky omens rings true. But these aren't dusty museum pieces. They are living, breathing channels for spirit and story. Seers like Valka invite Eivor on quests that plunge him into dream-rivers of Jotunheim and Ásgarðr. Those misty journeys aren't just nice scenery; they are tests of the soul, cloaked in dream-form.

The chaotic beauty of setting fire to an enemy camp, watching the flames spread, and using the ensuing panic to your advantage.

Take the road to Jotunheim, a land spun of mischief and half-light. The puzzles there are not simple “solve this to move on”; they are mirrored riddles. Each one asks: What is true, what is mask? The gods Eivor meets are colored shadows of feeling: Heimdall's tight-fisted doubt, Freyja's burning wish, Loki's jagged envy. Triumphs on this road don't always land new battle-kits in the Inventory; they plant stories in the heart, weaving Eivor tighter into the loom of the cosmos.

Valhalla and Its Mythic Cousins

Stepping back, Valhalla stands side by side with its mythic peers. The land hums a familiar tune with God of War and Hellblade: Senua's Sacrifice. In God of War, Kratos smashes through Norse gods as both foe and reflection; in the same breath, Eivor grapples with Odin. Yet the journeys diverge. Kratos seeks to mend a distant, fractured world; Eivor circles inward, wrestling the shadows, stitching the tears in his own spirit.

Hellblade II

Hellblade II uses Norse myth differently, like a lens on the psyche. When Senua journeys through Helheim, her steps echo Eivor's own visions of mythic terrain. Both face the fracture of self. For them, myth is no temple to kneel before, but a riddle to unspool. Yet Valhalla adds a new texture: a winding memory of blood and stone that turns the Norse sagas into a long, coded inheritance, scripting what it means to be human over unnumbered centuries.

Memory, Myth, and Meaning: The DNA of Destiny

In Valhalla, the Animus becomes a river where myth and memory flow as one. The gods live on not because altars burned for them, but because the living's thoughts refused to forget. Eivor does not bear the weight of faith; she carries the subtler mark of echo and imprint.

The subtle visual cues that lead you to a hidden "Cairn" puzzle, challenging your patience and balance to stack rocks perfectly.

At the journey's edge, when Eivor steps away from Ravensthorpe to seek quiet and new sight, she is not discarding her past. She is holding the myth's lesson close: identity is never a pure stone, but a layered manuscript written in flickering fire and shadow. Odin walks on in her spirit, not as a hand on a string, but as a quiet remembrance—proof that to face myth is to gain a quiet counsel that never leaves.

For players who buy cheap PS4 games, players who enjoy a mythical adventure or AC franchise, Eivor's story is more than battles and family bonds. It's a winding passage through myth, a wrestling match with the gods in the heart, and a quiet asking of who we are when memory and time braid together. Assassin's Creed Valhalla hands Norse myth not as daydream but as a truth dressed in image and word, so each mythic quest becomes a way to see the self more clearly. By this choice, it changes play into myth-making—a fresh, breathing legend for our screen-bound century.