Okay so this was an ask I got on my tumblr about a month or so after Silent Hills got cancelled, and it's the inspiration for an upcoming post about the survival horror genre in general, so I figured I'd reprint it here.
Jameshoppy asks: "Have you played Silent Hill? if you have which one and what did you think of it?"
I have most of the Silent Hill games, and I’m pretty sure I have all
the ones that got console releases in America. I know I have 1, 2, 3,
The Room, Shattered Memories, Homecoming, Origins, and Downpour. Of
those I’ve played 1, 2, 3, The Room, and Downpour. Of those, the only
one I haven’t beaten is The Room, because…well, I’ll get to that later.
I’m
a huge fan of the series, mostly because it’s one of the few game
series that actually does survival horror right the majority of the time
after Resident Evil started fucking up with number 4. Don’t get me
wrong, 4 is a good game, and a lot of fun, but I think it qualifies more
as action horror than survival horror. But Resident Evil is a whole
other post so back to the point here. I, back when I had money, went on a
sort of quest to gather together all the Silent Hill games and play
through them all at least once. So, thanks to my somehow still
functioning PS2 and a combination of Amazon and Gamestop I was able to
do this relatively quickly. I also wanted to play them mostly in order.
The first one I actually beat was Downpour, but that’s nothing special
since Downpour isn’t exactly the hardest SH game out there.
But let’s go in order here for at least the ones I played.
Right
quick, though. The reason I haven’t played them all is mostly that
after…3? I wanna say it was 3, the original team wasn’t making the games
anymore, and the rest are American interpretations of Japanese horror
to continue the series and make a buck off it, so pretty much everything
after 3 is widely regarded by fans of the series as some ol bullshit,
at least compared to the original trilogy, and some even say 3 was where
the series started to go downhill, though I disagree. But because after
3 it was different teams doing different games, lots of things like
control schemes and interpretations of the lore vary pretty wildly, so
if you’re playing them all straight through marathon style not only do
you have to adjust to varying control schemes which can make gameplay
itself fairly confusing and frustrating, you also have to deal with the
overall quality of the games themselves going sharply down as soon as
The Room hits the lineup. At least until Downpour, in my opinion.
So I
was able to play 1-The Room with virtually no problems, but then I went
to…Homecoming, I think (it was either that or Origins) and everything
was so fucking ridiculously different and so obviously cribbed from RE4
that I just took a break and kinda never picked them back up for
whatever reason. Probably needed a palate cleanser and forgot to return
to the main course. It was kind of like watching a really good horror
movie series, finding the other movies, really enjoying the initial
three or so, and then steadily getting bored and frustrated because the
movies after the third just aren’t good. So you figure you’ll go and
watch, like, I dunno, The Secret of Nymh to get a taste of something
else, and then you go on a Don Bluth movie binge and forget you were
doing a horror marathon. But I do have the other games, and I’ll
eventually play them, and probably do a live tumblr/twitter thing of them like I
did with the others. Though none of that’s tagged, so you’d have to dig
through my blog for goddamned ages to find any of them.
So, on with the thing, here.
The
original Silent Hill is a fucking masterpiece, and still holds up to
this day. Everything from the music to the story to the atmosphere to
the…well, not the gameplay necessarily but it was like 1998 so
allowances must be made, but apart from that everything about that game
still holds up really well. Well, the voice acting wasn’t really all
that, but this was back when they were basically just starting to
actually fully VA games, and if you’ve ever played the original RE you
know how bad it could get. But even so, if there are any game devs out
there thinking about making a survival horror game, my first bit of
advice would be to go play SH1 and take serious fucking notes.
And
this isn’t just nostalgia talking. I’ve played my fair share of recent
games that purport to be ‘survival horror’ and the only one that really
got me justifiably freaked out was probably Amnesia: The Dark Descent.
Either that or Outlast. Most horror games now go for the action horror
route, which can be fun, but not as pants-shittingly terrifying as
actual survival horror. And there’s even a case to be made that Amnesia:
TDD and Outlast aren’t really survival horror, as there’s not really
any way to fight back in those games. Your only options are to run
and/or hide.
Meanwhile in Survival Horror Land you CAN fight back, but
you have a limited amount of hurty-things to do it with, and more often
than not it’s better to just run than stand and fight unless you’ve got
the mechanics down and your timing is near to god-tier. Usually a real
survival horror game will give you a few guns (or other means of
fighting back from a distance), an extremely limited ammo supply that
you’ll probably want to save for boss battles, and some kind of shitty
hand-to-hand weapon that doesn’t do a whole lot of damage but will kill
standard enemies if you’re willing to sit there and wail on them for a
bit while praying no other enemies show up to gang-rape you a new
asshole because these guys have no respect for a one-on-one fight.
Meanwhile in games like RE5 you get a basquillion weapons and plenty of
ammo, so really the only thing making it kinda unnerving is the fact
that you usually can’t run and shoot at the same time. So it’s more like
an action game with horror elements rather than survival horror. Games
like Amnesia:TDD or Outlast are more what I’d call psychological horror, because you are literally unable to fight back
period. There is no ‘defend yourself’ mechanic. Your only option is to
hide in a closet and piss yourself while praying to whatever god is
listening that these guys don’t open the right door or look under the
right bed and fist you so hard you don’t even remember the days before
your current role as their new fleshy sock-puppet. So in survival horror
you can fight back in a limited capacity, in action horror you can wipe out hordes upon hordes of enemies so long as you don’t let them get
too close, and in psychological horror you’re basically a lamb walking into a
slaughterhouse with only your wits, legs, and strategically placed
closets and lockers to save you.
Silent Hill 1 captures and
distills survival horror to such a pure degree that it basically set the
standard for every survival horror game to come after it. The
atmosphere was mostly what did it, along with the very limited
ammunition supplies for your two to four guns. Add into this that the
enemies usually appeared in groups and attacked in groups (especially on
the street), along with the fact that your melee weapon would take five
to eight attacks plus a finisher to kill just one of them, and the
prospect of seeing an enemy coming out of the fog was so fucking scary
that you were actually relieved when one did, just so you finally knew
where the fuck they were and which direction you should run in.
This was
made worse when you went indoors. In the street, fighting was never
mandatory. You see an enemy/group of enemies, you get your dodge on, run
around them while pissing yourself only a little when they jumped at
your face, and get on to the next building and the next part of the
puzzle. Indoors, however, room to move is very limited, and unless
you’re a master of the controls and the dodge, you’re very often forced
into combat. This is especially true if the room has something like a
puzzle piece or health item in it. And, unless you’re reading a guide,
you don’t know which rooms have what in them.
Personally I
wouldn’t give you shit for reading a guide for the early SH games. The
puzzles are not simple, it’s stupid easy to miss stuff, the maps can be
confusing, and there are things that effect the ending when you do or
don’t do them. So in my humble opinion, reading a guide while playing
these is perfectly acceptable, especially if you didn’t grow up in this
particular era of video games and don’t know what you’re getting into.
These games will not coddle you, they don’t spell much of anything out
directly, and will punish you severely for fucking up. Though I’d argue
that it’s more fun playing without the guide unless you just get stuck
or want to make sure that you got every single bit of ammunition/health
item before you leave an area. But ultimately that’s the individual
gamer’s call.
But back to the indoor combat. So yeah, there’s
items in these rooms, but there also might be enemies. And depending on
which ending you’re going for, you’ve got a limited amount of time to
get through the game as a whole (because survival horror games back then
used to grade your performance and time would factor into which ending
you got). You’ve also got your limited ammo and shit-tier hand-to-hand
weapon, so running into a group of enemies in a room can be pretty
stressful. And if you don’t really know what you’re doing in combat in
general, any single building you have to go into (like the school or
hospital) could very well mean the severe dwindling of your health
items.
For the time the game came out, SH1 was basically the epitome
of ‘git gud or git ded.’ So not only is it stressful outside because god
only knows how many enemies could be stalking out of the fog at this
very second to rip your fucking guts out, inside is arguably more
stressful because you’re forced into conflict with these enemies and
have to judiciously parse out your ammunition or just go full
hand-to-hand. Which is only a good idea if you can get the enemies
coming at you in a conga line style formation, or if they run around the
room like chickens with their heads cut off and you can get them one at
a time.
And this isn’t even counting the otherworld.
It’s a big
mechanic in the SH games that the character is brought into this demonic
hell-realm version of Silent Hill every so often, and this is probably
the scariest thing about the games. The enemies get tougher, the map
changes around, instead of the usual dead-silence of the fog-shrouded
town there’s clanging and scraping and screaming happening in the
background, and it’s overall a very fucking scary experience. (Oh, side
note: Pretty much all the first 3 games used these same mechanics, so
I’m not gonna go over them again for each game).
Although, in the
hell-realm, the map is usually more direct and tends to funnel you to a
specific point, although there are generally a bunch of dead ends to
trip you up and give the enemies a chance to come get you if you don’t
know where you’re going, which makes them insanely stress-inducing for
the first playthrough. But basically the point of the hell-realm is to
take everything the basic stages of the town gives you and ramp it up to
11.
And maybe this is just me, but the shit graphics in the
first game (comparatively speaking) make the whole experience that much
scarier. That, along with increasing the atmosphere, was the whole point
of the fog. The original Playstation could only generate so far, so a
lot of games like Silent Hill and Legacy of Kain: Soul Reaver used fog
not only for the atmospheric quality it brings to a setting, but also to
disguise the fact that the graphics were kind of shitty and to keep the
game from extending into limbo. So it was a pretty clever way of killing
two birds with one stone.
But the severely pixellated graphics seemed
to make the whole game that much dingier, abandoned-seeming, and left a
lot of the detail of the monsters to be filled in by the gamer’s
imagination. And usually people can come up with much scarier things on
their own than game designers can put on the screen. So leaving some
stuff to the imagination or giving a general outline while the
individual fills in the blanks is often more effective than what horror
games do now by throwing gore everywhere and basically using shock
tactics to get a rise out of people.
The story for the first game
is pretty phenomenal as well. Harry’s looking for his adopted daughter,
gets trapped in this town because the roads are all torn up, and
gradually gets sucked into this town’s history of demon-cults and all
kinds of other fucked up shit. And it starts out pretty weird but then
gets severely more and more fucked the farther into the game you get.
And, depending on which ending you get, it can go even worse.
There’s
the ending where everybody dies; the ending where his friend dies and he
loses his daughter; the ending where his friend dies and he saves his
daughter; and the happy ending where he, his friend, and his daughter
all make it out. This game wasn’t afraid to take its story in some
really fucking disturbing places, and that’s part of what made it so
great.
The second game did all of this, but better. Pretty much
every fan of the series agrees that 2 is the best. It had the best
story, the best music, cool enemies, tough bosses, etc. My only real
beef with it is that there are some points where it seems like you’re
walking for fucking hours, and if you missed something you are going to
be doing a lot of backtracking. But the story of James looking for his
dead wife and dealing with all his repressed bullshit is very
heart-wrenching, and leads to some really frightening moments. Also, the
voice acting got a helluva lot better this time around. It also has the
bonus points of not being a direct sequel, and kinda set the standard
for the series (which continues on into the other games, the movies, and
the comics) that the town isn’t tied to Harry Mason, or anyone in
particular. Any person can be drawn to Silent Hill because reasons, and
the town is basically supposed to be a personalized metaphor for their
own inner turmoil, which SHOULD make every game a unique experience
dependent on the main character’s psychological baggage. This doesn’t
always work out well, but they can’t all get everything right. But 2 was
where the town became it’s own entity that was itself working against
the player.
In 1 the town was just kinda there. You could replace
it with any small town and it would work just fine. It was more Harry
was discovering the history and fucked upedness of the people in the
town rather than the town was this demonic entity all to itself. We
didn’t really know anything about Harry, he was a total everyman, so
there wasn’t really a whole lot of psychological shit for them to play
on there.
Dude comes to town looking for his daughter, discovers fucked
up demon cult, vanquishes demon and rescues daughter and pretty cop
lady. That’s if you get the good ending, which is the one this game’s
sequel is predicated on, so we’re going with that as the official story.
The malevolent entity that took over the town was the demon the cult
worshiped, and it was pretty much what was making all the skinned dogs
and flying devils and whatnot that Harry had to fight.
In 2 the
town came into its own as a force to be reckoned with itself. There
wasn’t really any demon at the end. I mean, there was a big boss fight,
but it was James’ tormented vision of his wife and guilt over her death,
not any kind of outside force that was brought into the town a la the
demon the cult worshiped in 1. The town itself was playing on his
insecurities and emotional problems, so the nurses with the fucked up
faces and *ahem* ‘sexy’ outfits were his sexuality tormenting him, and
the other enemies and various bosses all had some kind of ties to James
himself, rather than just being average monsters you’d find in a town
controlled by a demon. Though some monsters were just your average enemy
fare, like the things with no arms that spat bile or acid or what the
fuck ever at you.
But because James was his own character instead of a
(more or less) blank slate, the devs really had a lot more to work with
in making the game more personal to his inner struggle with the death of
his wife. This basically continued into all the other games in the
series, as well as the other media centered around Silent Hill in
general. So 2 was not only better than 1, it also set the standard for
the entire series period, no matter what form of media the story was
told in.
3 is a direct continuation of 1, and centers around
Harry’s daughter coming back to the town to deal with her origins. As in
2, they keep up the theme of places that would mean something to her
personally, like the Mall and the Hospital. The enemies are a little
tougher to tie into personal trauma, and some of them (like the nurses)
are direct cut and pastes from the second game. But this is kind of the
plateau for the series. It’s not quite as good as two, but it continues a
lot of themes 2 explored and finished up the story from 1, Heather
actually does grow as a character over the course of the game, and
pretty much everything so far as the music, VA’ing, atmosphere, and
other mechanics the game uses were just as good (definitely not better)
than 2.
So the first three games in the series are all you really
NEED to play if you want a good, satisfying, creepy Silent Hill
experience. There’s an arc with 1 and 3, with a nice big meaty
condiment-filled second course to round things out. After that the
series gets…pretty bad, I’m not gonna lie. But 1-3 are basically gold,
and I highly recommend them to anyone who likes survival horror in
general or has played new Silent Hill games and wants to get a taste for
where they came from. This would include the Playable Trailer, which I
haven’t played because I don’t have a PS4, but from what I hear they
WERE getting back to roots and making it a good ol terrifying experience
like the original trilogy before Konami and Kojima had their tiff. So
if you can find the console versions or an emulator or something like
that, I would say definitely play them. They’re classics for a reason.
As to 4, or The Room…I’ll be perfectly honest, the game’s shit and I have no idea why it’s even in the Silent Hill franchise.
Well,
I’m being a bit unkind.The game actually has a cool premise, and the
way The Room you’re trapped in steadily gets more and more fucked up is
really interesting and very 1408, which is a good thing. But honestly,
1408 (the movie or the short story) did it better, so if you want a
really good ‘guy trapped in a demonic room’ story, go read or watch
that.
The game doesn’t even take place in Silent Hill. The Silent
Hill title was basically tacked on to a completely other game that
originally had nothing to do whatsoever with the Silent Hill franchise,
and to be honest if they’d gone and done it as its own game instead of
making it a Silent Hill game, it would’ve been pretty damn good.
Well,
that’s not entirely true. It would’ve been less shit, put it like that.
But the game has little to nothing to do with Silent Hill. It’s just
that the main villain was born there and lived in the apartment the main
character is currently living in, so it’s only related to SH in the
most tangential sense possible. And, checking the wiki article for it,
it was actually developed by Team Silent, which is disappointing.
I
can’t even begin to describe the drop-off in quality going from 3 to
The Room (hereby referred to as 4). The main character is basically a
big chunk of tofu, he’s a creeper (seriously the only real reason he
gets involved with the woman in the story is because she lives next to
him, he saw her in the coughcoughcough ‘silent hill world’ that
he originally thought was a dream, and he spies on her through a hole in
his wall), and overall he’s just completely boring and has no
backstory. He’s just the guy who happened to rent this apartment. Which
is hugely disappointing considering the past 3 game's main characters at
least had some kind of connection to the town itself. Harry Mason
adopted his daughter there, James & his wife used to vacation there,
and Heather was born there. Henry just kind of gets thrown into this
for no real reason other than he just kinda happened to stumble upon
this whole thing.
The game is repetitive as fuck. And not in a fun
way. You have to run through every environment in the game multiple
times, backwards and forwards. It’s a bit like how Halo 3 would pad out
its run time by starting you in one area, having you go to a certain
point, then backtrack to the intro area, and then go to some kind of
off-point to exit the level. It’s repetitive and boring. There’s still
the idea of limited ammo, but most enemies can be taken out with your
melee weapons no real problem, so there’s not much call to use guns
except on the monsters that pop out of the wall on the escalator or
creatures like them. The puzzles are pretty easy, the music is
forgettable, and overall the whole game is just a sharp decline from the
first three.
It does play with the ‘entering the wall-holes to
shift dimensions’ thing a little, but not enough to make it interesting.
Really, it gets more tedious since there is at least one part in the
game where you get an item and can’t leave the area with it, so you use
the hole to go back to the apartment, then re-enter the stage from
another point and have to do a lot of backtracking to get where you need
to be with that particular item.
Like I said, tedious.
The main
villain is actually just a guy. No demon, no otherworldly force, not
even a special background. He was abused as a kid, an orphan, and looked
at the room a fair portion of the game takes place in as his mother. He
also fiddled with black magic a bit, but more often than not he comes
off as the edgy angsty villain guy rather than someone with proper
motivation for anything he does.
Then there’s certain monsters in
this game you just cannot kill period. They don’t communicate this in
any way, they’re just there. OH, and they hurt you just by being in
proximity. They don’t even have to touch you to kill you. There are ways
for dealing with them that mostly involve pinning them to the ground
with holy swords, but eventually they get out of it. Which means most of
the time it’s more efficient to just fucking run away. I suppose this
was done to make them scary, but they weren’t. They’d just follow you
around and moan all ghost-like, while you take hits to your health for
not running away fast enough. It was retarded, and I don’t know what
they were thinking. So like I said, this gets boring and/or frustrating
really fucking quickly. Not scary, just tedious.
This is pretty
much where the gap in my knowledge comes in. I don’t know anything much
about the games in between The Room and Downpour, but from what I’ve
heard they kept basically the same level of quality The Room brought to
the table. I won’t talk about them because I don’t know, so I’ll save
that for when I play through them.
As to Downpour. I actually
enjoyed this game a lot. It was pretty challenging, and it was the first
SH game I had really played, so I didn’t have much to compare it to
Silent Hill-wise. But compared to certain other horror games I’d played
recently, it was better than a fair number of them. It’s been a while,
so I’ll keep this brief.
DP kept the fog, the limited ammo, and
it actually takes place in Silent Hill, so that’s three points in its
favor. One thing I didn’t really like was that it had destructible melee
weapons. So your pipe/rake/stick/fucking battle-axe (yeah they did
that)/whatever would degrade, not hit as hard, and eventually leave you
in a fight with nothing but your fists, which means you’re good as dead.
It added an interesting tension to the fights in the games, but it was
pretty frustrating to be fighting three enemies, break my melee weapon, not
have enough/any bullets to take them down, and have to run off down
alleys and into backyards (potentially getting into more fights) just to
find a weapon that would work.
So really this is a matter of personal
taste. I didn’t dig it, but some people might.
There was also
this weird thing they’d do where there would be police cars patrolling,
and if they caught you they’d spawn enemies you’d have to fight off.
This is interesting since it kinda hearkens back to the ‘playing on the
character’s psychological trauma,’ because the main character is a
convicted felon who ‘escapes’ captivity into Silent Hill. I don’t
remember if he had anything to do with the town prior to his
incarceration, but not everyone who goes to Silent Hill has history with
the place. But back to the cop cars.
This was kind of a silly thing to
do because you can turn it off literally as soon as you get to the town.
It’s kind of an open-world environment. I say kind of because there are
certain areas you can’t access until you get to certain parts of the
story, but the majority of the map is open to you as soon as you get
into the game. Which means the police station. So literally all you have
to do is get to the police station and solve a puzzle to turn off the
radio scanner and that shuts down the cop cars so then you only have to
worry about the occasional random enemy. So while it’s an interesting
thing to do and makes the game kind of stressful and puts across the
feel of ‘I’m an escaped criminal’, it’s kind of pointless unless you
make it a thing you can’t turn off till a certain point in the story.
You can literally make that your first errand when you get to the town
and negate the whole thing.
Another problem I had with DP was the
number of boss fights. There are exactly two in the entire game. Which
is lame. You fight a boss in the middle of the game, and the final boss.
That’s it. And they’re both pretty easy if you know what you’re doing,
though the mid-point boss is harder than the final boss, which is bad
game design and there’s really no excuse for it. So that’s
disappointing, but the bosses do have something to do with his inner
turmoil, so they kept that motif going, at least.
As to the
otherworld in DP, it wasn’t as well done as the others. There aren’t
really any enemies that I remember, except for this one thing that keeps
following him. It’s like a glowing orb that dissolves everything it
touches, and you have to play keep away with it until you either get to a
certain point in the level or solve a puzzle. It can be pretty
nerve-wracking (I’m not very good with chase scenes, and never have
been) but I have no idea what this thing is supposed to be or represent.
It only barely works as a game mechanic, and fails as a boss fight.
It’s more like the giant polar bear that would chase you while you rode
the little polar bear in Crash Bandicoot 2 than a proper boss fight. It
just keeps coming and you have to keep running, that’s about it. But the
otherworld environments are cool and creepy and the entire game is
pretty scenic, really.
Whether or not you’ll enjoy DP depends on
what kind of Silent Hill/horror fan you are. I know of many Silent Hill
fans who hated it, but I think it’s a step back in the right direction for
the series after so many departures and failures. Is it scary? Yeah,
parts of it are. Is it worth playing? I think so. Though if you’re not
sure maybe try it on an emulator or get a used copy from Gamestop or
something like that first.
And that’s pretty much where I run out
of steam talking about the games. Maybe I’ll refine this into a script
or series of scripts for a video/some videos, but I dunno. I won’t get
into the comics or movies because you said ‘played’ so I’m gonna keep it to
interactive media. Besides this shit is long enough as it is. This is
like three straight hours of writing, so I’ll leave it here. But I hope
this wasn’t a total waste of everyone’s time!
Narrator, audiobook producer, podcaster, writer, editor/producer for the JimFear138 YouTube Account, editor/co-producer for Laughably Dapper, and Project lead for Dramatically Dapper, co-founder of Dimension Bucket Magazine, and host of the Dimension Bucket Magazine Podcast. This site is meant to be a collection of my work so everything is nice and accessible. Disclaimer: Opinions here do not represent the opinions of Laughably Dapper or Dimension Bucket Magazine. They are purely my own.
Wednesday, September 7, 2016
Subscribe to:
Post Comments
(
Atom
)
No comments :
Post a Comment