Killed your wife? Taking a drive down a long country
out-back American road at night? Adopted someone a few years back? On the run
with a father who won’t tell you why you’re running? Moved into an apartment
stalked by a creepy kid? Come back from wars to a family with dubious history
and a dead brother? Get yourself put in prison to avenge the death of your son?
If the answer to any of these questions is “yes” then
you’re a prime candidate for my favourite holiday vacation spot. Silent Hill.
Yes I am unbalanced.
Yes I probably deserve to spend eternity there, yes I’ll enjoy it.
For every fan of Silent Hill, they will have their own
favourite game, their one game they prefer over the others and likely will use
it as beacon of might against the comments, praises and criticism of other
games and their own. Using it to bat away reason and logic with the fan
attitude of “it’s good so shut up you’re dumb” and we’re once again sat back in
the playground fighting over which console will kick which other console’s ass,
despite them being inanimate objects. But oh well.
Silent Hill, is my preferred game of the series. I’m
already hearing some people saying “no... it’s (insert game here)” but then
this is all about preference and while I do prefer this game I’m going to be
fair to this game and harsh. However, given the number of times I’ve played it,
the times I’ve seen each ending, the times I’ve looked in every nook and
cranny, I could write a thesis on the plot of the game alone before I even
touch upon the rest of the series.
Which is why this game is so good.
Silent Hill, follows a simple premise initially. You’re a
father character, driving along the road at night in the outback of Someplace,
USA, with your daughter asleep in the car. A cop over takes you while you’re
driving along, a little while further you see the cop’s bike with no rider,
then you see someone on the road and you crash your car avoiding them. You awaken a short time later, step out of
the car and see your kid running off through the fog and mist of the local
town. Following her and shouting, she runs off and leads you down an alleyway, you
start to see gurney’s, wheelchairs still spinning their wheels and then
something attacks you, running back the route is blocked and you’re butchered
by things with claws (and depending on your nationality, it may or may not have
a head).
Waking up in a cafe with the cop that over took you
earlier, you set out to be attacked by more monsters, find the series eponymous
radio that shouts static whenever monsters are near (as if the grunting and
footsteps didn’t give it away while signalling to monsters that walking food is
near) and go looking for your daughter lost in the town.
Play it long enough and you’ll find a cult trying to
bring about the birth of a God/Demon, references to various religious
mythologies of angels and demons, a behind the scenes battle between a mother
and daughter using otherworldly powers and trinkets, other inhabitants fighting
the effects of the Silent Hill as it switches from various states of being from
dark to light and back to normal, leaving the player to guess as to who is
controlling what, why the town has separate states of being. Whose side is who
really on and how best to for the main char to bumble their way through the
game. Eventually you can work out the
metaphysical chess game going on between two of the main characters, the player
character being a random (seemingly) element in all this for the moment.
You will be hand fed some snippets of the game through the
scripted CGI scenes (admittedly from a time where CGI always looked better than
the main game and people pondered “I wonder if games will look as good as these
scenes”, incidentally, games look BETTER nowadays), you’ll find the underlying
plot, vague references of why you should to co-ordinate (X, Y) and on the way
hopefully grab the guns you need to blow away the baddies, solve the puzzles
(and some are real mind benders) and save the day or condemn it. Yep, it’s
multiple ending time and in this game, it depends all on what you actually do
and with what. Finding an obscure item and using it on a boss will determine
the + or – of either the good or bad ending, the finding of a character, saving
them and solving THEIR mission will determine the overall good or bad ending.
Most people will get the bad ending on their first run
through. I did, and that encouraged me into the next game to do better and see
more.
What makes this game so enjoyable though, is not the
acting of the characters, while are decidedly B-Movie in delivery but it does
add to the atmosphere. It is not the awkward sidestep controls or the poor
aiming (deliberate given that the main char is NOT an accurate sharpshooter,
and most people in THIS kind of circumstance would be, admittedly, shit), it’s
the overall atmosphere and discovery the player makes that is beyond the main
character. Seeing and understanding are two different things, logically working
out the tumblers behind the plot and rationalising it is a step beyond and the
most rewarding for any player.
The game is not without faults however, while today’s
games are above and beyond what Silent Hill can do graphically, it can be fired
up a little with various emulators that boost the original graphics (and
interestingly lets you seem them more clearly than the original game
permitted), the layouts of various “dungeons” and “mazes” can be frustrating
when you have to check EVERY door of a place, and every room to find the one
item you might need to progress and you know that if you miss a door, you’re
screwed and WILL have to go back. On top of that, failing to find the maps can
be worthy of a restart, especially if you somehow miss the hospital map. Though
town maps (the later and last area of the town especially) can be missed and yet
you can still progress, barely. It does add a new sensation to actually be
running blindly through a town with no clue where you’re headed.
Puzzles, like in a lot of games of this genre, can be
frustrating when first encountered and though they’re not always use Item A on
Thingy B to get Item C, some have cryptic clues with cryptic answers such as
the silent piano puzzle with the clue about black and white birds, requiring a
knowledge of birds and their predominant physical appearances (missing a chance
to use the “common shag” and “great tit” while we’re at it). Solving the
puzzles like this are highly rewarding but once it’s done, it’s over. Solving
the puzzle of “get the 3 keys” is a fetch quest and no more a puzzle than
finding jam, butter and bread and resulting in a sandwich. Tasty, but not
rewarding, unless you’re hungry.
The game itself doesn’t go for the later editions use of
jump scares (except that one with the cat... in the locker... in the dark
world... have fun!) but uses audio and a distinct lack of what you can see to
build suspense before delivery, usually hearing a monster LONG before you can
see it and then the camera shifts slightly as it gets closer before gradually
materialising out of the darkness/fog/snow/poor-render-distance and becoming
the threat it always was to you. New fights and monsters are usually introduced
with some very atmospheric ambient music akin to thrash music comprising of
sound effects rather than actual instruments used in a conventional sense (see
the track “die” for one of the more pulse inducing ones) though more sombre
moments are brought with a slow accompaniment and actual instrumental scoring
for the track “Not Tomorrow” used to bring a truly depressing moment into
outright despair.
Admittedly, entering one large room that was difficult to
see within, with a loud ambient music in the background, caused me to turn
around and just go “nope”, forcing me to explore the map twice just in case I’d
missed something before going back into that room to find there was NOTHING in
there. No enemies, no monsters, no items. Just a room with a few set pieces of
obstruction and another doorway leading out. I’d been played for an idiot and
loved every second of it.
As I said though, it’s the subtle things that work best.
Going into the hospital in the light version of the town, going to the lift and
seeing the 3 buttons and checking each floor and the door leading out to find
them all locked is nothing compared to getting back in and seeing a 4th
floor button somehow just “there”. No magic noise, no dinging in the background
to signal to you “HEY WE DID SOMETHING!” it’s just there and looks like it
always has been to the point that you wonder if you actually did miss seeing
that there in the first place. THAT is the subtlety involved and once going to
that 4th floor and stepping out, realising you’re now outside the
map, becomes a dreaded exploration before you realise you’re being drawn over
into the dark version of the town and the fun is going to begin again.
In closing, I love this game as one of the few games that
genuinely scared the shit out of me and left me thinking I was hearing voices
in the darkness of my bedroom. I long for the days a game will do that again to
me.
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