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Silent Hill (1999)            

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Konami Ltd
Action Adventure / Horror
Konami

SCPH-1010/1080 or Dual Shock SCPH-1200 controller
Eng
SLES-01514
DVD (Protected)
USA, Europe, Japan


Sony Playstation






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Your Reviews

(Anonymous) (Playstation Review)   17th Apr 2012 02:44
"And that's the news from Silent Hill, where all the skies are foggy, half the doors are locked, and all the children want to stab you."

Ever since the great video game collapse of the early 1980's, when video game companies realized that simply ramping up a game's difficulty until the player's hands were leaking pus was no longer enough to sustain a gamer's interest, game makers have tried to integrate classic storytelling into game playing. Problem is, storytelling usually has defined points of rising action and falling action, while in (good) games rising and falling action are determined by the player's actions. This can cause...issues. An example is Spider-Man vs. the Kingpin, where the player, having disarmed a bomb rigged by the Kingpin to destroy New York, crawls through some air ducts, and encounters...the Kingpin. You see, rather than cowardly moving, say, outside the blast radius, the Kingpin's devious plan was to...well, it's not clear what he was planning. Maybe he just wanted to make really, really sure the bomb would go off, or give his tech support team a nasty call if it didn't. Darned thermonuclear bombs, never going off when you need them.

The point is, the game's designers wanted the endgame to be a big showdown (as per the title), and dumping things like "logic" and "sanity" to get it was deemed perfectly acceptable. But with Silent Hill, Konami came up with a brilliant solution - if your game doesn't have logic or sanity, you can do whatever the heck you want!

The fear of blood tends to create fear for the flesh. And um...yeah.

Silent Hill is a descendant of Resident Evil, and of older puzzle-action hybrids such as The Immortal, where gory mayhem is broken up by brainteasers that must be solved in order to progress. You play Harry Mason, a writer who wakes up in Silent Hill after a car crash, discover that his daughter's gone missing, and...well, I'll get to the rest later. Suffice to say that you're in a small town that's deserted except for some monsters that want to kill you, and you start out armed with a kitchen knife and a gun with about 15 bullets.

The R2 button controls whether you're "armed" (in which case the X button allows you to attack with your weapon) or "unarmed" (here, the X button examines your immediate surroundings for anything useful). The fact that it takes two buttons to attack is a nice touch - even if Harry didn't have terrifically bad aim, indiscriminately shooting anything that moves won't get you far in this game, as Harry starts as easy prey for the game's endlessly spawning monsters. Each of the PlayStation's buttons has at most two functions, and it's fairly easy to learn useful button combinations as play along. (To turn around 180 degrees, then arm your weapon while walking forward quickly and focusing the camera on what's ahead of you: L1+R1, then up+X+square+L2.)

Graphically, the game's a mixed bag. Your view will be occluded by thick fog in the game's exterior sections; you either accept it or don't. Personally, I didn't have a problem with it. The small-town America settings are well-done for a polygon-based PlayStation game. And then there's beasties such as the tractor-trailer-sized lizard who, should you get caught in its vertical mouth that opens like a set of pliers, will happily chew your head and torso like a wad of bubble gum.

The bad news is that several areas have fixed camera perspectives, where centering the camera with the L2 button has no effect. Some will say that the game's designers did this for an "arty" effect. I'd like to comment that I'd be in a better position to appreciate their artistry if it didn't so frequently result in my being REPEATEDLY STABBED IN THE CROTCH BY FREAKISH CHILD-BEASTS. There's nothing more infuriating than walking into a room, hearing the groans of some godforsaken horror shambling toward you, and yet not being able to see the damn thing, forcing you to either blindly fire off some shots, or wait for said horror to finally show onscreen. Your spatial sense ends up being routinely, pointlessly violated when entering and exiting rooms, causing you to refer to the map far more often than necessary.

But here's what makes the game: the sound. It's not that they sound particularly well done (the pitchshifting effect used on Harry's footsteps when running is lame), it's that the designers know how to use sound to raise your hackles and generally screw with your head. One item in your inventory is a radio that will (usually!) wail with increasing loudness the closer you are to a hellbeast. Since you frequently won't be able to see more than fifty feet away from you (whether from the fog, the dead of night, or the camera placement), the radio acts as a Geiger counter for detecting Things That Will Kill You. Nearly all the game's best moments involve the radio, whether it gets progressively louder as you walk down a foggy alley, or it fades in and out as some far-off flying lizard hones in on you, or when it's shrieking the second you walk into a room, or (my favorite) when you first enter an area where the radio doesn't function and think "Hey, something I've never seen before is crawling toward me - that's OK, the radio would be going off if it was a threat oh please no please stop clawing me AHHHHHHHHH!" (One gripe is that the radio doesn't go off when monsters are behind a closed door. There's no technical reason for this, as a "monster in here/no monster in here" flag would seem to be all that's needed.) There's also the standard horror-movie usage of just-when-you-least-expect-it sounds - sobbing, things jumping out of lockers, and so on. On the other hand, the "music" is not just crappy (looped noise, a single horror-movie chord on an organ played over and over again) but obtrusive; sometimes it's hard to tell whether the radio is squawking or the soundtrack.

And now, Silent Hill's story. It has something to do with Harry's missing daughter, something to do with drugs, something to do with a cult, and everything to do with justifying a whole lot of weirdness.

The fear of bad cutscenes tends to create fear of insane video game plots.

Right from the game's first cutscene, you'll notice the writing and VO talent are bad. Obnoxiously bad. Mystery Science Theater 3000 bad. Lines like "Radio? Huh. What's going on with that radio?" make me wonder how the line readings could have possibly been done without the VO artist, the engineers, and the producers being stoned out of their gourds. It doesn't help that most of the game's cutscenes consist of information-free Z-movie exposition like this:

Harry: Some crazy lady in a church gave me a Rubik's Pyramid and told me "darkness was devouring the town." Do you know what "darkness devouring the town" means?

Blond Cop Chick in Pleather Pants: "Darkness devouring the town"? No, I don't know what "darkness devouring the town" means. Do you know what "darkness devouring the town" means?

Harry: No, I don't know what "darkness devouring the town" means. By the way, have you seen my daughter around here?

BCCIPP: No, I haven't seen your daughter around here. Have you seen your daughter around here?

Et cetera.

And through these cutscenes we get the story: After a car crash, Harry wakes up in the ghost town of Silent Hill, with his daughter missing. Harry treks through the town to find her, and uncovers complications. Namely:

-The previously mentioned hellspawned beasts,

-Large chunks of the town's roads have been obliterated, forcing him to go on find-that-key quests to proceed, and

-At certain points, Harry will be transported to an eeeeeevil urine-colored parallel dimension where broken wheelchairs and shackled corpses are considered festive decor.

So what's causing all this? Well, at first it looks like drugs are behind it, then it's some Samael fellow, then it's an eeeeeeeevil cult, then it's mind-controlling parasites, then it's a plot to sacrifice souls to bring back yadda yadda frickin' yadda. I don't mind a few good plot twists, but Silent Hill's plot seems to have been rewritten from scratch for every hour of playing time.

But that's OK. Since the game has something to do with the barrier between reality and insanity, or something, anything illogic in the game can be easily explained away.

Why is there a door that can only be opened when four blocks are placed in a certain arrangement...and yet those blocks are scattered throughout the building in relatively unguarded areas?

Doesn't matter! It's all insane!

Why is there another door that has a combination lock...where instructions for unlocking the door are hanging on the wall in the same room, albeit in cryptic form?

Doesn't matter! It's all insane!

What exactly triggers the good world/eeeevil world transitions?

Doesn't matter! It's all...you get the idea.

Ultimately, Silent Hill is a shotgun wedding of good, entertaining game ideas with gross incompetence, and only the "it's all a dream - or IS IT?" ambiance of the proceedings makes it tolerable. Better to skip this game and go directly to Silent Hill 2, which not only ignores the events of this game, it also vastly improves on it in every conceivable way, and plays the Cabinet of Dr. Caligari to this game's Scooby-Doo Solves Yet Another Ghost Story. Silent Hill starts with a deep-sounding quote: "The fear of blood tends to create fear for the flesh." I'll end by noting that no matter how many times you finish the game, no matter how many FAQs and plot summaries you read, no matter how much deconstruction you do with the game's plot, characters, theme, or iconography; you will never, ever, ever find out what the hell that means.

Reviewer's Score: 5/10, Originally Posted: 02/28/05

(Anonymous) (Playstation Review)   17th Apr 2012 02:44

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This title was first added on 28th November 2005
This title was most recently updated on 17th April 2012


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