In spite of the vast number of horror comics
out there, few seem to hit their stride the way
they should. A large problem with horror comics
is simply the notion of such a thing existing.
Comic books are somewhere between books and films,
relying on both words and imagery to be truly
effective, but run too many risks if they lean
too much in one direction or the other. A good
comic book has, more often than not, a perfect
combination of the two. Sometimes the art can
get away with being slightly below average if
it compliments the words or story in general,
but a comic that pulls this off is rare. Silent
Hill: Dying Inside is one of those comics
that will have you torn as to which way your mind
goes about it, and being a huge fan of the Silent
Hill series, this book still has me going
back and forth.
The reason Silent Hill works,
in my mind at least, is that its horror is a perfect
combination of the cerebral and visceral. The
visuals are disturbing enough, but it's
the psychology behind the visuals that makes it
truly effective. Often the true nature of the
psychology behind them remains hidden until later
in the game's unfolding, but there's
still enough there for the mind to draw it's
own conclusions and then you'll get slapped
with something so horrifically violent in it's
intimations that that's enough right there.
Thematically, Silent Hill works
by playing on emotion and guilt, which is most
evident in Silent Hill 2 and
The Room (part 4), but this is all well and good,
because games are an interactive experience, and
you become the character you're playing
as. You also have a great soundtrack to accompany
it, which ultimately helps build the largest part
of what makes the Silent Hill
experience so memorable and horrifying –
the atmosphere.
Silent Hill: Dying Inside, available
in either five individual issues or as a complete
trade paperback, was released by IDW Publishing
in 2004, coming in at around the same time as
the fourth instalment in the video game series.
Written by Scott Ciencin, with art chores by Australia's
own Ben Templesmith (30 Days of Night,
Fell) and newcomer Aadi Salman,
the whole five issue series contains not one,
but two very different arcs that tie very closely
together. The first two chapters/issues revolve
around Dr. Troy Abernathy, a topflight psychologist
who's celebrity status has jaded him, and
a 19 year old film student named Lynn Deangelis.
The story starts with Lynn, cornered, with nothing
but a video camera and being attacked by a group
of Silent Hill's unnamables, who seem to
be under the control of - or at least working
with - a disturbing little girl named Christabella
(who's stomach also happens to be hanging
open). When Lynn somehow manages to summon an
unidentified man to save her, we shift forward
in time, finding her a complete wreck, huddled
and broken in the corner of a hospital rec-room.
Enter Dr. Abernathy. As a favor to an old colleague,
he agrees to take Lynn on as a patient. Since
her little trip to Silent Hill, Lynn has become
a lost cause. Nothing works. Abernathy tries every
form of therapy possible before he resorts to
drugging her and taking her to the source of the
trauma. In the true fashion of the titular town,
it's not long before Abernathy's past
comes rushing back to greet him, along with the
foul-mouthed Christabella. What follows is a fight
for survival as the two try to work out what's
going on as the town starts eating away at Abernathy
and dragging all his dirty – violent –
secrets out of the closet.
These first two chapters are illustrated by Ben
Templesmith, whose art styling, while significantly
different to what Silent Hill
purists may be expecting, actually works quite
well, given the slightly deviant nature of the
story. Yes, from the outset, it sounds like standard
Silent Hill, but there are some
little oddities, the most prominent being Christabella's
extremely overt personality, that set it somewhat
apart from the regular tone of the games. Templesmith's
art compliments the story, but that visual differentiation
may put some off (I know the majority of the online
Silent Hill community can't
stand the comics, though I think their reactions
are a touch towards the extreme). Ciencin manages
to capture the bizarre and nightmarish nature
of the games fairly well, and, most noticeably
in this first part, manages to emulate the emotional
core that drives them. As with the games, the
town seems to have particular agendas for particular
people, and Ciencin plays with this idea really
well. Initially, with all of Abernathy's
hidden baggage, it's easy to think that
the character is heading for certain doom, but
when Christabella comes face to face with him,
things change, and the town's agenda becomes
all the more interesting. Ciencin also taps into
the idea that Silent Hill games
always had one personality that stood out, and
for Dying Inside, that character
is easily Christabella. The only problem is she
may have crossed the lines these characters adhere
to, to become possibly too overt for Silent
Hill fans. Still, there's a unique
little twist that will keep you reading into the
next few chapters.
It's odd, because while Dying Inside
ultimately resolves itself as one large arc, you
essentially have two stories. Following on (in
a slightly bizarre, but creepy way nonetheless)
from the first two chapters/issues, Dying
Inside takes a very sharp and sudden
turn, but one that answers a number of questions
that are raised early on in the story. This second
story sees a group of misfit twenty-somethings
journey to the town after getting their hands
on the video footage that Lynn shot at the beginning
of the first story. Strange thing is, each time
they watch it, it changes. So, shifting gears
from Abernathy and Lynn, we now follow Clown,
Hogg, Payne, Gemmel, Wrath and Lauryn. As I said,
they're your standard group of outcast twenty-somethings,
and unfortunately they cause of the biggest problems
with this second story. Much as you'd expect,
the group go to Silent Hill and eventually run
into the locals, including Christabella, and Lauryn
finds herself being visited by flashes of Dr.
Abernathy. It becomes very clear that any assumptions
the reader may have had up until now need to be
reassessed, as relationships and agendas start
to unravel.
This second story, while providing a further
sense of closure to the events of the first two
chapters, is a mess compared to the first two.
To begin with, there are far too many characters
vying for attention. Clearly Lauryn is our central
character, but her group is such a faceless mass
(with the exception of Hogg) that when characters
split up and start dying it becomes confusing
trying to work out who's who and where they
are, and even worse when they come back together.
Names of characters we've never even heard
speak or referenced before are dropped and you're
left wondering "Hang on, who was that?"
and others – such as a man known only as
Whately – just appear out of the blue for
the most minute portions of time. The art style
employed doesn't help things out much either.
While Aadi Salmon's art probably looks
good standing on it's own, as sequential
art, it's incredibly jarring. His panels
look busy, even when there's nothing really
going on and the similarity of a number of the
male cast makes it harder to differentiate between
characters. I'd be interested in seeing
what the script for this latter section of the
story looks like compared to the first. Where
Templesmith managed to make things flow relatively
well, Salman's is kind of all over the place.
Whether this has anything to do with Ciencin's
scripting and panel descriptions is something
I can't honestly say, though, as I said,
it would be interesting to see (for those who
don't know, a large part of what you see
in a comic book panel is actually written out
by the writer first, as descriptive as the writer
feels necessary, and the artist uses this to construct
the artwork).
There seems to be a more deliberate attempt to
incorporate more of the logic used in the games,
as there are parts involving number puzzles and
items found within them, and while they do fit
in the comic, they feel a tad forced (particularly
the number puzzle). The comic also makes a very
subtle reference to the games, one that should
be far more profound than it is, and is used as
a mere throwaway plot device than anything else.
For those familiar with who Alessa is, then you'll
know how important she is in the Silent
Hill world, and her connection to this
story and Christabella's intentions are
made apparent in the final section of the last
chapter and when it comes, you wish that such
an important plot point had been raised earlier,
as the story would likely have had far more cohesion
and not felt like a patchwork monster. It just
feels like once you've hit the end of the
book, much of this second half changed it's
direction drastically after the Templesmith chapters,
and Ciencin had to adlib a lot of the final parts.
I'm not saying that's how it went,
but it just feels a bit that way.
In the end, it's still a good read, especially
for those who really dig horror artwork, but there
are a lot of moments that run the risk of alienating
both fans of the series and those who have never
had anything to do with it. It deviates just enough
from the core of the Silent Hill
games to put off some fans, but stays close enough
to it to confuse newcomers. It's a good
horror comic in that it doesn't play for
'boo' scares, relying more on imagery
and implications as the games do (though to a
lesser extent than the games).
As I said, I'm still torn about how I feel
about this one. It has some very definite ups
– particularly early on – but it has
some clear downs points too. It is worth having
a look through, but some may only want to pick
up the Templesmith section. As an issue run, issues
one and two would garner four stars, the latter
parts would take home three, so count the whole
thing up as a three and a half (or somewhere thereabouts).
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