Explorers because its about as strange as they come and therefore full of thrilling challenges. Explorers can go almost anywhere and each room is a new experience just waiting to unfold for them. What's not to like about that? Investigators may adore the unfolding plot, especially if they enjoy a horror game, and will be eager to explore the locations as fully as the Explorers to ensure that they gather every clue and get as close to the answer as they possibly can.
Action Heroes will generally hate it unless they're Explorers at heart and able to enjoy the locations and seamless set pieces. You can certainly draw them into to being fans of survival horrors if you're clever and they have a high level of curiosity. Be quite obvious that the big scary Pyramid Heads of the world aren't to be messed with but include the odd weaker monster that can be crushed. Turn the Pyramid Heads into an event, as well, so that they don't just need to hide from it but need to run, jump, and throw smaller monsters in the way. If you have one of these players in your game, keep it as fluid as you can. While Explorers and Investigators may be happy enough to see pre-established scenery and, well, investigative games often require a somewhat railroaded approach anyway considering the amount of clues that are required, Action Heroes tend to really hate restrictions that bite into their cool ideas and hi-octane thrills. Giving them a certain degree of flexibility within certain parameters means that they can still get their kicks out of beating the odds while still maintaining a solid horror approach.
Tacticians can enjoy it if they're given the same sort of flexibility as Action Heroes but might never quite enjoy the game as much because they like to think that there is a right way to go about things. Survival Horrors aren't big on the best-laid plans being all that successful and while clever tactics are always useful it won't always be clear whether it helped or even what the objectives themselves should be. Stress to the player that the game will unfold around them to an extent and that if they feel directionless, like there's something they SHOULD be doing, its generally an illusion. If it's not an illusion than the direction will become clear. After all, much of the Silent Hill games involve a lot of wandering between seemingly unconnected locations and if it weren't for the chasms and the road blocks most of the locations would never have been visited.
Communicators will find plenty of scope for roleplaying and character development but might get distracted by the lack of clear objectives and lose steam and motivation. Why? Because most people thrust into an insane world are likely to simply try to hole up somewhere and sit tight until its over. These players are keen on playing out all of the intricacies of their character's mind so it goes against the grain to act out of character simply to keep the story moving. Oh, they'll do it when necessary but their definition of neccessary is different to most. Ensure that they have a clear external motivation such as a missing child or wife to keep them motivated.
You can find the trailer for the game over here. If you'd like to read the sort of tropes that Silent Hill 2 used, you can find them here.
For the next Game Translation, you have a choice of these: Left for Dead, Half Life 2, Project Zero, Forbidden Siren, Gears of War, Mass Effect, Dracula: Origins, Realms of the Haunting, Dragon Age 2, Borderlands 2, and pretty much any survival horror or horror game. If no one picks anything by next week, it'll be Borderlands 2.
If you want to see the list of games I've done thus far, you can find the Game Translation series starter over here.