It's going down hill soon in Silent Hill. Like a vertical drop rollercoaster. |
Now I know, some people will
disagree with me and some people will agree with me on this, but that's never
really been a concern, just something I know and felt like stating. Yes it's a
stalling tactic because I'm still thinking up what to write about while typing
this out. But Silent Hill 3 is worthwhile playing. Yes I know, I've not
reviewed Silent Hill 2 but I need a while to revisit that one before I go all
out in the next few reviews and such. This however is a more overlooked game
because it's compared to the previous one in the series while the first game
seems to be nodded to and referenced and recognised but never really accepted
outside of Silent Hill 2's grand (supposed) presence.
Taken as a game by itself,
Silent Hill is about one girl's struggle with the pressures of society personified
by an evil fucking town with large monsters. She also may or may not be the
reincarnation of God... or A God at least. That said, actually... That's all
that really needs to be said.
Not the best of days to have a breakout of blood. |
One thing you will notice with
this game is that it's very empty of people. Which comes as an odd contrast to
the introduction which has our protagonist happily chatting to her father in a
burger bar (he's on a phone) until she goes to leave and is stopped by a fat
man in a dirty Macintosh (the clothes, the other Macs are just as dirty) before
bottling the encounter like a coward and hiding in a toilet. After escaping
through the window it all goes downhill from there to Silent Hill.
Silent Hill, a lovely town
with a gorgeous hotel overlooking a lake that will likely kill you before you
can do any real sight-seeing amongst the fog. Or darkness. Or both.
Oddly enough, this guy isn't a direct threat to you. |
What you're basically set up
with for the first half of the game is getting your protagonist home while
traversing through a mall, a train station, a building site for a condemned
building (in more than one sense of the word) and then home before actually
getting to the titular town itself where more angsty bombs are dropped and
curses uttered.
The game makes sure it's as eerie
as ever with changes in setting from going back and forth between an empty
looking normal place, to looking like hell changed the fire and brimstone for
barbed wired and chain link fencing. While you're navigating various locations
you'll occasionally find yourself looking at what would be Dante's realisation
of Hell if he was more into metal than fire and ironic tortures. All of which
are used to give you the idea that something is not quite right.
It all serves a purpose. I'll be damned if I know what thoug. |
But it's never explicitly
stated, but certainly alluded to, that whether you're really going through
these changes and seeing an alternative, possessed, location. Or if you're
being forced to see it in a form of hallucination brought about through other
means. Do you really see hell and the monsters? Or are you visualising these
things. This also brings into bearing the point about the monsters themselves.
Each monster is in some way a personification of a fear that typically plagues
the demography of the protagonist. A theme that usually carries through the
games (until a point at least...). In this particular game, the theme is around
fears that teenage girls might have. Relating to cancer (huge fat things, with
fat growing on their fat), split-headed dogs (ok some people fear dogs),
walking penii (I can't think of a better way to explain them but the sexual
allegory is made there) Lots of monsters based around phallic imagery really,
or trying to stick things into our heroine in a sort of penetration/rape
reference. Seriously though, one boss basically is a huge (think London
Underground Tube Train sized) dick with teeth.
Oh and there's some fears
around pregnancy in the game too.
Rhyming slang about being Brown Bread probably isn't appropriate here. |
But while that's the hidden
bonus for those that look deeply into the why and wherefores of a game, it's
not the key focus. There's plenty of running around, finding maps and checking
which doors are broken and can't be used and which ones lead you ever deeper
down the rabbit-hole that is Silent Hill. Filled with references to multiple
pop-cultural situations and occasionally poking fun at the world, in particular
with theme park mascots. Robbie the Rabbit never looked so... soaked in ichor
before.
Actually I do prefer my
mascots, dead.
If you think this looks bad, be prepared for it get worse. |
The problem with the game is
that the puzzles are either too easy or ridiculously difficult, combat can be a
cakewalk or in the higher settings, mandatory to avoid and boss fights can go
on for far too long with little hope of victory. Playing in easy mode makes
everything almost like paint-by-numbers for the puzzles while playing in hard
mode will force you to recollect and understand the order of Shakespearian
works, deciphering cryptic poems relating faces to keypads and a very dark and
disturbing twist on the "Who Killed Cock (heh) Robin" Nursery Rhyme.
A nice touch with some of the puzzles is that they change and aren't really the
same on any two playthroughs. Such as key codes which have to be found using
specified methods rather than just looking it up online. Mainly because you'll
encounter a key plot point or item during the hunt for the answer.
There's very little in the way
of subtlety in this game either. If something odd is going to happen, you're
always going to be in a position where you HAVE to see it, usually through cut-scenes,
but even when playing in the game normally, the camera will be positioned often
in a way where you can't avoid the weirdness. Case in point, climbing the long
ladder in the crossover from one hospital to another. You will basically have
one of the creatures of Silent Hill shoved in your face for you to watch like
it is some form of living-art exhibition. Almost like the game designers are
slapping you in the face with the obvious and waiting for you to take the time
to acknowledge it. A problem with a lot of big money games nowadays that force
you to observe everything they've done because it cost them money.
[The blogger was chastised greatly for making a "tap that" reference] |
What it does that is creepy,
it does very well. The reflection in the mirror being one example, the entire
Borely Haunted House and the usual descent into madness that is the crossover
from normal world into the demonically possessed world (for the most part)
while sometimes it's a more subtle approach than blaring an air-raid siren and
other times it's smacking you in the face with cock than a 'bring your own
rooster' convention. It does mark however the change in the nature of the
Silent Hill games as it is, but I'm side-stepping here.
As far as plot and progression
goes, you encounter a nutcase who preaches about God and basically follows you
home. Sounds like my Sunday evenings back from the local pub. While they claim
they're your nemesis, nothing is really done about it until the mid-point in
which it goes from them following you to you hunting down them. Plot wise it's
a little stop-start and that's mainly because it can take a LONG time to
navigate around the game's "dungeons" and get to the key points that
start to unravel the main plotline. Though there's plenty to do at the same
time with small sub-plots but these are only encountered along the way as a
sort of distraction between the main interests on what is a very long and
otherwise dry tour from start to finish.
Big, mean and the first enemy you fight. It's also a normal enemy. |
Grabbing a submachine gun
never seemed to scream "survival horror" either. Though I rarely use
the guns, I prefer the melee and with that end up becoming the monster and just
going kill crazy happy on the baddies.
3 Different endings await but
gameplay-wise there's little difference between one play and another. You could
go for the Alien based ending, which is entirely nonsensical but funny all the
same, and does require you playing the game dressed up and powered up like
something out of Sailor Moon, but it's still amusing. While the other two
canonical endings are just the "You did well" and "You killed a
fucktonne of things" (by the metric load) which gives you the good and
evil bastard endings. Quite the drop from the multitude of endings in the first
few games and even the later ones too by that standard.
Come at me, Sis. |
It's linear, it's not too
complex and the subtle hidden details are laid bare for all to see. It's a real
no-brainer of the series that requires little knowledge before the story and
about the entire series if you want to play it but within it there's enough
there to make you guess what's around the next corner and what's going to
happen in the endgame. Fans will enjoy it, hardcore fans will be left feeling unfulfilled
by it and to everyone else it's a horror game with some gross out factors and
the paranormal stuff will leave others confused as to what the rules of the
games reality really is.
No comments:
Post a Comment