| Cover Art |
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| Credits |
Platform: Sony Playstation
Developer: Konami
Players: 1
Year: 1999
OFLC Rating: MA15+ |
Silent Hill will forever be lumped in with
that now extremely popular genre known as the "Survival
Horror". This would all be well and good,
but Silent Hill is far from
a survival horror title. Silent Hill is straight up horror. Pure, unadulterated
horror. Sure, you have to survive, but you have
to do that in Super Mario Brothers,
and that's hardly survival horror (unless
you're afraid of colours, or ethnic stereotypes…
or possibly turtles… then it could be bad…).
From the outset, Silent Hill looks to be telling a fairly basic story
of man who loses his daughter in a town full of
monsters and must save her, but don't be
fooled. Silent Hill is
(and has since become) an extremely deep story,
full of twists and turns and more back-story than
each member of Marvel's X-men combined.
Harry Mason is driving across the Midwest with
his young daughter Cheryl, when out of nowhere
a girl appears in the middle of the road. Swerving
to miss her, Harry wrecks his car and loses consciousness.
When he awakens, he finds himself in a town enshrouded
in fog and his daughter missing, and very quickly
realises that there's something extremely
wrong in the town of Silent Hill.
The differences between this and its only real
competition (Resident Evil) are
glaringly obvious from the very beginning. Silent
Hill is easily one of the most oppressive
games I've come across, both viscerally
and cerebrally, which is a very rare quality of
horror games these days. Most tend to rely solely
on soaking you in gore or messing with your head. Silent Hill manages to
balance both, and the visceral horror of the game
actually provides the catalyst for the more cerebral
horror. Intimations of the horrific and seemingly
out of context violence pretty much force you,
as the viewer/player, to work out what happened
and why, and how it fits in to the game (and given
the bizarre and nightmarish nature of Silent
Hill, can come down to a number of
torturously grotesque situations).
This is where I feel Silent Hill, along
with its sequels, has a huge edge over other games.
It doesn't feel the necessity to spell everything
out for the gamer. Often the scariest things are
what our minds create, and Silent Hill plays on this, leaving you with a visual and very
little else. The other great thing about the Silent
Hill games, and this one in particular, is
that they are open to a vast number of interpretations
as to what is going on in Silent Hill.
Everything from symbolic representations, the
monsters, the characters, the town itself, it's
history, to dimensions other than our own and
reality are open to interpretation, and huge amounts
of speculation and theories regarding Silent
Hill can be found all over the internet. Konami
have never said yes or no to anything either,
so it truly is what you make of it.
Back to what I was getting at earlier, Silent
Hill is surprisingly (and sometimes frustratingly)
oppressive. Visually, the game is extremely wearing
on the player. Confined spaces are made even more
confined by the limited light provided by a pocket
flashlight, and if you know there's an monster
in the room, the feeling is taken to a whole other
level. At the opposite end of the spectrum, larger
areas are often confusing to the point where they
can induce panic. If you're being chased
by something in the netherworld, the limited vision
will leave you running with no idea where to go
or where your pursuer is. The duality of the open
areas is interesting as well. When in 'normal' Silent Hill, the fog and snow is so choking
that the open streets have an air of claustrophobia,
and it really feels as if the town itself were
against you (especially when you come across torn
roads). The discoveries you make in the town when
it's 'normal' have very torturous
intimations and the general aesthetic of the netherworld
is saturated in violence. The creatures, even
the most unsuspecting, are more aggressive than
any in the games that followed, particularly the
Mumblers, disturbing little bastards with faces
like the openings on the eggs from Alien. There's
a ruthlessness taken towards the characters that
can't be ignored either. People are left
on their own without hesitation, everyone seems
to be in that Dawn of the Dead state
of mind and Harry doesn't really care about
anyone else except his daughter (and as time goes
by, Cybil Bennett, a patrol officer caught in
the town). There's a really well played
out relationship between Harry and a nurse trapped
in the hospital that culminates in a particularly
disturbing and downbeat moment. The same can also
be said for Cybil, depending on how you play the
game.
The game does not raise as many social or psychological
comments as it's successors (most noticeably
2 and 4), but it does hint at things like medical
malpractice, drug trades, and the influences of
religion. The religious side of the game also
presents the player with subtle and powerful scenes
of child abuse and extremism. There are also a
couple of nice little moments akin to Rosemary's
Baby as Harry uncovers more and more
about particular denizens of the town.
Technically, Silent Hill has a lot going
for it, but it also has a few heavy detractors
that will take a while to get used to. There were
a number of moments where the sluggish response
system had me fuming. Enemies that shouldn't
be a problem to dispatch because of their slowness
became representatives for the unfair as they
ripped into me while I tried to attack. On the
same note, the camera, though well placed and
controllable, still presents problems when you
need to quickly spin it around. It's quick,
but that's only in the context of the game
itself, it's still pretty damn slow when
you sit back and watch yourself get torn to shreds
by something you needed to see as soon as possible.
The good thing is though that Konami clearly learnt
their lessons from these mistakes and rectified
these problems for the sequels.
The sound quality ranges from good to bad, with
the sound effects running the entire gamut. Some
sounds are clean and realistic, such as the majority
of the weapon impact sounds, and environmental
sounds, whereas others, such as certain gunshots,
action sounds (running, weapon swings, etc.) will
sound a little out of place and poorly recorded.
The creature sounds run the same problems, varying
from good to bad, depending on the creature, but
that's more in terms of sound quality than
realism (each monster having their own sounds
that suit them – see the belching victims
of Silent Hill 4's hospital
for an example of 'No! Bad!'). The
voice work, like most of these games is a little
patchy too. The voice actress playing Dahlia is
wonderful, managing to capture the threatening
duality of the character, as is the woman who
plays Lisa. Fortunately there's no Resident
Evil voice acting here, the other voices
are just fairly mediocre.
The music/soundscape is brilliant. Each one of
these games has had a fantastic soundtrack, and
while this one simply doesn't have the same
musical capabilities (quality of instruments and
such) of it successors, it still manages to reinforce
the signature feel of the game with disturbing
industrial throbs and mesmerizing combinations
of musical instruments and real world sounds.
The graphics will probably present the biggest
stumbling block for today's gamer though.
Young gamers are likely to balk in disgust and,
combined with the 'takes-time-to-get-used-to'
controls, probably walk away without giving it
a second look in. But we are talking PlayStation
1 here people, and Silent Hill really did
push the machine for all it was worth. Unlike Resident Evil's pre-rendered
sets, all the backgrounds and settings are three
dimensional, so they are completely interactive,
and surprisingly, look a lot better than Resident
Evil (the original at least). Textures
are low resolution, so they all look a bit muddy,
but given the general aesthetic of the world and
intended atmosphere this can be and is easily
forgiven. There are huge amounts of detail in
each area and considering the size of some areas,
the low loading times are a pleasant surprise…
and no – there are no 'doors'
like Resident Evil. The use of light is surprisingly
advanced for this generation of games too. The
pocket torch gives off very limited amounts of
light and the control of the lighting effects
is surprisingly realistic (this moved forwards
in leaps and bounds as the games went on).
Silent Hill also contains a vast amount
of branching game play, which works extremely
well given the size of many of the maps. If you
like to explore, you can cover every inch of the
town (something I'd recommend, both nasty
and pleasant surprises in store for those who
do), if you like to just run around and hack monsters
you can do that too. There are so many things
scattered through the game that you're almost
guaranteed to find new things each time you play,
and with four possible endings (and a fifth after
you finish it once), there is always an incentive
to come back. Each ending, while similar, is also
very different in terms of wrapping up the events
of the story. One person may get one ending and
interpret the game very differently to someone
who played it through and got a different one.
There are also bonuses at the end of each game,
so depending on rankings and how you played, you
may be entitled to some very useful tools the
next time you play. If you get the best possible
ending, and explore the town completely, Silent
Hill 3 is a much more fulfilling game than
it would be for those who have done otherwise
(or not even played the original).
While this is far from the best of the series,
it still must be played (especially if you want
to get the most out of Silent Hill 3).
It is quite simply, a pure horror experience.
With the third game being the only direct sequel
to this game in the series, it's the only
one that touches on the same sort of horror evoked
by the original, but didn't remain as dually
consistent viscerally or cerebrally. Silent
Hill 2 and 4 played more on the cerebral side
of things. If you can give it a little getting
used to time, you are guaranteed to walk away
very, very happy. |