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Platform: PS2
Also available on: PC, XBox
Developer: Konami
Players: 1
Year: 2004
OFLC Rating: MA15+ |
What would you do if one day, you inexplicably
found yourself locked into your own apartment, unable
to escape no matter how hard you tried, and as each
day goes by, strange things begin happening? Things
like chains suddenly barring your only exit, your
television and radios turning themselves on and
off at will but receiving nothing but static, strange
notes appearing at random, receiving ominous phone
calls only to discover someone has cut your phone
line or every time you go to sleep, finding yourself
in someone else's dreams? And if an ominous
hole suddenly appeared in your bathroom wall, presenting
your possible freedom, would you take the chance?
Silent Hill 4: The Room is the
most recent instalment in the acclaimed Silent
Hill series of games from Konami, the company
also behind the Castlevania and Metal Gear series. From the very
beginning, it's clear that Silent
Hill 4 is a fairly drastic departure
from its predecessors. The Room, like Silent
Hill 2 before it, is really only a sequel
by name, and it bears no relevance and very minor
reference to the games before it, making it a
pretty good jumping on point if you can't
get your mitts on either the first or second instalments.
Those who've played all three thoroughly
will pick up on a number of very obscure references
(some so vague they may not even be anything really
– was the drawing of "Daddy"
one of the Red Pyramids?).
You awake to find yourself in your apartment,
only, as you walk around; everything seems to
baffle the protagonist in an anachronistic way.
Where a record player should have been stands
a new television, furniture isn't yours
and has been shifted around, etcetera. The apartment
is also saturated in blood and coated in grime
and rust. So what? Sounds pretty standard for
Silent Hill… except it's all in first
person. Now, for those who've played the
others but not this one and are concerned about
the perspective change, don't worry. You
enter the first person point of view only when
in your apartment, the rest of the game plays
out similarly to the others.
The final differentiating point that must be
noted is that The Room is not set in Silent Hill.
You never go to Silent Hill. The closest you come
is a confined section of woodlands on the other
side of the park you cross in Silent Hill 2 to
actually get to the town border. Hopefully these
points will have your ears pricked, if not, if
you're an obsessive purist that can't
let go of the past, then you should probably switch
off now.
You can always rely on the Silent Hill games
to have excellently paced and thoroughly thought
out storylines. Every time I play these games
I come away completely satisfied, it's like
watching a really good film, and every time I
finished one, I was hungry to find out where the
next would go. Silent Hill 3 linked directly to the first with it's story
and Silent Hill 2 had a story
that retained trace elements of the first but
stood on it's own. Silent Hill 4 deviates from all the stories that came before
it and presents a completely original story that,
as I said, isn't even set in Silent Hill.
You play as Henry Townshend, living in an apartment
block in South Ashfield, a town the next city
over from Silent Hill. You start receiving mysterious
notes around the apartment as though a presence
inside it was trying to talk to you. They talk
of murders from years ago and a man named Walter
Sullivan, and very quickly you find a strange
portal opens up in your bathroom, leading you
to particular places for what are surely destined
meetings with particular people. Silent
Hill 4 becomes more of an occult thriller
than a survival horror, but still retains the
key elements of the games before it.
Each time you travel through the hole in your
bathroom, you are brought to a very particular
place, each bearing significance to the greater
story, and though they may seem bizarrely disjointed
at first, their true purpose is revealed later
in the game. Each area you are drawn to is eerily
reminiscent of the earlier games, but still very
unique to this one. They are presented almost
like chapters of a book, and though they may seem
unusually short at first, it's usually the
second pass through that will deepen them. Each
of the Silent Hill games before it presented the
gamer with a feeling of agoraphobia as you explored
Silent Hill openly, The Room manages to drag the
same sense of dread, but makes it a claustrophobic
dread, which isn't usually done very well
in these games. It's the sense of isolation
that separates it from other titles. The claustrophobic
environments somehow manage to capture the same
expansive isolation of the prior Silent Hills
and make it more intense. You feel completely
and utterly alone, even when you are accompanied
by Eileen, who you find beaten and disoriented
in the South Ashfield Hospital (another destination
the hole brings you to).
Noticeably, the psycho-sexual monstrosities have
been completely removed from this game, and what
you face are the tortured spirits of those murdered
by the game's antagonist, one for each of
the environments you visit. Aside from the dogs,
the only prominent creature you run into is a
bizarre creature that seems to be a torso that
walks on it's hands, is covered in black
fur or feathers and bears the faces of twins murdered
in the past. You come across 'patients'
in the hospital, but their appearance is brief
in comparison, and the only other threats presented
are in the form of grotesque, phallic 'plants'
that sprout from the ground in certain areas.
The effects surrounding the appearance of the
ghosts are very cool to watch, and something I've
never really seen done before either on film or
in games (the 'skipping' ghost with
the hammer is cool, the burning one is pretty
disturbing), and the nature of each ghost is specific
to who they were and how they died.
Thematically, Silent Hill 4 is well and truly on par with the second. Dealing
with the natures of extreme religious cults and
religion itself, child abduction, abuse and neglect,
murder (which are brutal in every sense of the
word), the sexual elements explored in Silent
Hill 2 have been left. The only vaguely
sexual intimations made by The Room come from
the strangely voyeuristic situations you are forced
into, being locked in the apartment. You'll
find yourself having to watch people on the street
and in their apartments through your windows,
looking into Eileen's bedroom through your
wall (one of the most disturbing sights the game
has to offer lies in her bedroom later in the
game), and through the spy hole in your door.
Graphically, Silent Hill 4 is
on par with the rest of the series, but after
the wow-a-thon that was Silent Hill 3 (in terms of graphics and presentation) Silent
Hill 4 doesn't pack quite the same
visual punch. This isn't to say the graphics
aren't good; they're a damn sight
better than most games out there at the moment.
Audibly, the game isn't quite as good as
the rest. The sound director is once again Akira
Yamoaka, who worked on every other game in the
series and will be scoring the upcoming film too,
but the music isn't as impacting as it was
in the earlier games (especially 2). The sounds
are less disturbing, and seem to juxtapose the
visuals. Recognisable noises feel a little out
of place, such as the 'cougar' cry
when the dogs are attacked, and the belching noise
that occurs when you connect blows to the 'patients'
are slightly off putting. However, the sounds
that accompany the natural environments and the
spiritual phenomena are extremely effective, and
red herring noises are plentiful (the wooden object
in the toilets is a nice touch).
Silent Hill 4 introduces a number
of new gameplay changes to the series as well.
You now have a limit to what you can carry, and
must to and fro between a storage box in your
room should you want to hold on to something or
exchange items. This may prove to be tedious for
some, but after a while I didn't mind. You
also get the aforementioned first person perspective,
but you now also get to arm the person accompanying
you (when they do). This is something to be careful
off though because depending on how much damage
they take will drastically alter how the final
part of the game plays out. It retains the multiple
ending option the previous ones had, which is
always welcomed and well worth replaying the game
to see the differences. Attacks can now be charged
as well, going from quick, melee attacks, to crushing
blows if the attack button is held down.
The only problem I had with this one (aside from
the slightly –comparatively- disappointing
score) was that on the initial run through of
the game, the characters aren't as likable
as they are in the other games. It could be because
of the subdued nature of the protagonist, and
his intentions are never really made clear to
the gamer until far into the game. There's
just not as much personality to these characters
as there was in the previous titles. However,
retrospectively the game has grown on me considerably.
The first play through lets you get used to the
change in the series, and once you're used
to it the game really is an awesome addition to
the franchise. It will be interesting to see where
the next game goes, given that it's been
said already that Silent Hill 5 will be completely
different to any of the previous games and taking
into consideration the clear differences and steps
between 3 and 4.
Takes a little getting used to, but well and
truly worth it. |