Well, I'm going to finish this write-up, albeit in brief, since I seem to be talking to myself.
- It's the details that make the game, e.g., being briefly trapped in a prison cell because the cell door stuck, Mary's letter turning into a blank sheet of paper, a cutscene lingering on James as he sits silently and remembers what he did.
- I'm struck by how beautiful the game looks even after eight years and the transition to HDTV. I love, for example, the way the mannequins glisten, and even today the lighting effects are fantastic. I also appreciate that the "alternate" environments have more variety than the rusty-grates-and-spikes motif from the first Silent Hill. It's amazing to watch and be filled with a suffocating sense of despair and ruin as the hotel becomes increasingly sodden and filthy with mold.
- Angela's subplot is genuinely tragic. Broaching the subject of molestation was bold, risky, and tastefully done, with intimation and brilliant symbolism. And to finally be helpless to do anything for Angela was a poignant ending to her subplot, denying closure or a pat conclusion.
- To my surprise, I got the "In Water" ending. I guess that I let my health stay in the red for too long. I've started another playthrough and, since I want the normal ending, will make sure to keep my health topped off and not to look at Angela's knife.
- It's a shame, really, that in later Silent Hill games Silent Hill itself (or its extensions) is the main character. The iconography of Silent Hill is only a means to the end of taking the player on an emotional journey, and an emotional experience requires characters that the player can care about. If memory serves, the player character in Silent Hill 4 is just some random guy who meets a random gal, and between them they haven't as much personality as a fruit fly. If there were any characters other than these two, they were so forgettable that I have no recollection of them at all.