If you are like me, you find the interim between
Resident Evil 2 and the next real installment of the series more than a little annoying.
No film, no "Director's Cut," no special edition version of the game is really
going to satisfy my thirst for cinematic horror gaming. Fortunately, there's something
positive about the lag. Capcom left the door wide open for the genre, and companies like
Konami have not failed to notice the dramatic success of the Resident Evil series.Silent
Hill is a good rival for Resident Evil, but falls short of topping the benchmark. The play
is almost identical to Resident Evil. The major difference between the games is plot.
While the Resident Evil series is more of a straightforward zombie flick, Silent Hill has
the feel of Clive Barker or Stephen King. Other than that, the control, graphics, puzzles
and general feel are almost exactly the same. Unfortunately, Silent Hill falls just short
of Resident Evil in quality and length. This makes Silent Hill a truly great two-day
rental, sure to provide an intense day and night of gaming, but a disappointing purchase.
In
Silent Hill you play Harry Mason, the terminally underwhelmed. Harry takes everything with
the same monotonous calm. He is driving to Silent Hill for a summer vacation with his
young daughter, Cheryl, when a mysterious figure appears on the road ahead of him. He
swerves, lands his SUV in a ditch, and when he regains consciousness Cheryl is nowhere to
be seen. Harry sets off into town to find his daughter, and that is where the game begins.
Early on Harry encounters a group of zombie-like kids with big knives and is again knocked
out. He comes to in a café being tended by a cop named Cybil Bennet. She gives him a gun,
and he continues to explore the city, encountering undead dogs and flying monster things.
Eventually he makes his way around the broken streets to an elementary school inhabited by
more zombie kids. In the school, Harry enters the alternate dimension that is swallowing
Silent Hill.
Harry leaves the school and has more adventures, but the above description takes you
near the midway point, which is the biggest problem with Silent Hill. There is no way
around how incredibly short this game is. Resident Evil is short, sure, but Silent Hill is
shorter.
Despite
the brevity of the game, it was a great play. Mainly Harry runs around collecting keys,
solving mildly difficult puzzles, beating up monster-mutant-things, and breathing hard.
While not anywhere near an original concept for a game, Silent Hill has a certain
quirkiness that I'm sure will appeal greatly to a certain audience.
The voices in Silent Hill are horrible. I feel bad pointing it out, because I'm sure
they are the voices of some poor programmers who never thought they'd be required to
perform vocally, but they are annoyingly bad. Harry lacks any kind of emotion at all in
his voice. Lisa, a nurse you meet along the way, is a whimpering fool who seems to be on a
delayed feed.
Despite the performance flaws in the game, I found that Harry had a certain endearing
quality. He's completely out of shape. Sure, he looks all svelte and cool in the FMVs, but
he works up a pant after the slightest jog. He's also not a killing machine. He does much
better with a club than a gun, and the game emphasizes that by separating enemies shot
from enemies clubbed to death in the final score. And Harry can kick it. He delivers the
final blow to many of his enemies with a boot to the head or chest area.
Silent
Hill is also a very "ambient" game. Rather than spooking you with things jumping
out as in Resident Evil, Silent Hill focuses on creating truly creepy settings. The
Midwich Elementary School (one of the game's many references to horror literature, film,
and games) is weird enough in the normal dimension: zombie children with knives and
bloodstains everywhere. But in the alternate dimension, the school is downright twisted.
The walls are replaced with chain link, revealing dead bodies strung up by chains; there
is a skinned body hanging in the last stall in the little boys' room, and chains and rusty
metal line the walls and ceilings.
Silent Hill also has a sense of humor. You travel down streets named Bachman, Bloch and
Bradbury. In the Motel office is a girly magazine, and an explicit poster hanging on the
wall. Little touches like these leave me wondering exactly what the creators of Silent
Hill were going for. For the most part the game takes itself quite seriously, which
weakens a reading of the game as any kind of commentary on the state of horror or horror
gaming. Certain elements are obviously lifted directly from contemporary horror. The look
of the game is decidedly Barker, and the concept bears more than a slight resemblance to
any number of horror movies based on towns going wacky. The whole reason Silent Hill is in
such a mess is because the founding cult is taking revenge on seaside tourism developers.
Wait a minute, maybe it is all a big joke
Either
way, I wholeheartedly recommend that you go directly to the video store and rent Silent
Hill. If your friend bought it, he'll be done with it soon, so borrow it, and don't let
him get all bitter because he got ripped off. If you bought it, loan it to a friend,
because you aren't going to want to replay it, and next time wait for the review. In a way
Silent Hill is doing you a favor. You can spend three bucks to rent it and save the other
$47 for the new Resident Evil.