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Silent Hill

aka: Jijing Ling, SH1
Moby ID: 3564
PlayStation Specs
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Description official descriptions

Harry Mason, an average man, is driving to the town of Silent Hill with his daughter. Upon approaching the town, a cop speeds by on a motorcycle. When Harry gets closer to town, he sees that same motorcycle sprawled in the middle of the road. Harry also spots a woman standing in the road, but due to the dense fog, he can't stop in time, so he swerves to avoid her, crashing into a railing, knocking him unconscious.

When Harry wakes up, his daughter, Cheryl, is missing. Sensing that she would head to the town to seek help, Harry sets out on a journey, not knowing what to expect from this eerie town, enshrouded with fog.

You play Harry Mason, a normal man, with no powers or training of any kind. You must search through the town of Silent Hill, looking for your daughter. You will come across many people, some friendly, some not. You must visit many different areas, such as the school, and the church.

Will Harry find his daughter and safely get out, or is there more to this town than a simple fog layer?

Spellings

  • サイレントヒル - Japanese spelling
  • 寂静岭 - Simplified Chinese spelling

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Credits (PlayStation version)

93 People (81 developers, 12 thanks) · View all

Director of Marketing
Product Manager
Producer
Assistant Producer
Customer Support
Packaging and Manual
Executive Producer
Director
Game System Programmer
Graphic System Programmer
Character System Programmer
Enemy Programmer
Event Programmer
Background Designer
[ full credits ]

Reviews

Critics

Average score: 87% (based on 34 ratings)

Players

Average score: 4.1 out of 5 (based on 191 ratings with 15 reviews)

The most scary experience ever... and I can back up that statement

The Good

I'm a PC owner, and a PC player. Unlike some people out there, I stick to my PC and I was NEVER interested in getting a console, don't have the money nor the will to do it. Plus, as any human being who is more than 15 years old as of June 2003, I didn't develop these 15-inch twice-articulated thumbs people seem to have nowadays, thus I choose my good old keyboard over any console controller any day of the week. Hell, I grew up by a Sinclair's ZX Spectrum +, which makes it even worse as even the mouse was kinda weird for me at a time.
I liked Survival/Horror games when they first came out -AND IT WAS NOT IN 1996 WITH THAT RESIDENT EVIL CRAP, IT WAS LIKE 3 YEARS BEFORE AND THE GAME WAS CALLED ALONE IN THE DARK!!!-, yet the more I growed as a PC-player, the more I got used to the keyboard/mouse combo (too much FPSs and adventure games).
This would eventually make full-keyboard controlled games (namely, Survival/Horror games) pretty hard for me to get used to. The inabilty to have features such as "free look" kills me. The mouse is a must for me today. Not being able to use it to look around makes me feel kind of claustrophobic. Or like I'm controlling some badly handicaped character.

So, this was pretty much my videogaming life, until one day I stumbled upon Silent Hill 2. God how I LOVED that game. Well I won't extend about it here -you can go ahead and read my REVIEW if you want to know how much I liked it- but I will say this: I liked the story so much, that I was compelled to play the first game no matter what.
I found out SH was only a PSX game which didn't make it to any other platform, so guess what? I GOT A PSX JUST TO PLAY SILENT HILL.
To the moment, it is the only PSX game I own, and it will most likely remain like that for the time being.

So, all this rant is meant to explain the fact that I might be too hard on some technical aspects, since I come from a DirectX 8.1 class PC, and don't know the exact limitations of PSX. Furthermore, I'll be comparing Silent Hill to its sequel, which will of course sound quite anachronic.
OK, on to the review.

I got to go easy on THE GRAPHICS, since as I said I don't know how close to the PSX limits these are.
The graphics resemble to DirectX 6 class games, wich means pretty little polygons per character, crappy lighting effects, and very low resolution textures.
Nevertheless, from a designer point of view I think they look great. The first monsters you come to find look kinda silly, but I believe they are inteded to, as you will probably understand near the end, when you get in Alessa's childhood bedroom. Plus, they looking silly makes up for a strong contrast with the "alternate" version of them you will find in Dark Silent Hill (more on this later).

The town is depicted to every little detail, making it look very realistic. The different scenarios are stuffed with small freaky details, which will add a lot to the atmosphere. In the videogaming community there is somewhat an arguement about the mist that covers the town, whether is there to help the game rendering or just to add to the atmosphere: well whatever the truth is, it works great for the atmosphere. So, end of discussion.
Also the camera not only swaps between different static angles as in classic Horror/Survival games, but every angle has real time motion on its own. Sometimes the camera will make weird pannings that work out as a really dramatic effect.
There is one option by which we can position the camera behind the character's back (similar to a FPS game) which helps clear any problem the "weird angles" may create. In this regard, Silent Hill 2 really sucks, as the camera sometimes will hide the enemies, and more often than not will take forever to re-position in a convenient place. So, in this regard, I got to say the first Silent Hill is WAY better than the sequel, in spite of the technological superiority of the later.

THE SOUND is simply amazing. It is hard to say if it is the music or the sound effects, since they are both pretty much the same, it is not exactly music, but at times it has too much "rythm" to be just noise. This "soundscape" has often been compared to the work of Angelo Badalamenti for the likes of the TV series Twin Peaks or the movie Lost Highway, and I think is the best description someone could possibly make.
One thing you can be sure about: the soundscape is eerie, and enhaces the atmosphere of the game greatly.
Furthermore, every now and then, there will be "random" noises that go off all of a sudden and will make you jump off your seat.
No other game came closer to Silent Hill in this area, and the ones which made an attemp, pretty much failed (like Alone in the Dark IV and even Silent Hill 2).

But the technical aspects alone won't make any justice to the game. IS THE STORY of the Silent Hill saga the main thing that set these games apart from any other title of the genre. There might be eternal discussions about which one has the best graphics, the best control interface, or even the best sound, but the story in Silent Hill is WAY superior to ANY other survival/horror game.
The best thing about it is that the greatness lies not only in the storyline itself —which is STUFFED with twists, secrets, and all kind of nasty surprises— but it goes much further, turning the whole gaming into a unique immersive experience that is pretty difficult to put in words.

Harry Mason is driving his car towards Silent Hill, a quiet tourist resort. By his side Cheryl, his 7 year old daughter, sleeps. A female cop passes by the car on a motorbike and they exchange looks. Further ahead, Harry sees the bike crashed on the side of the road, the cop missing. As he raises his eyes, he gets to see a girl standing in the middle of the road; Harry quickly maneuvres to avoid hitting her, and the car crashes. When Harry awakes, he finds Cheryl's missing. As he steps out of the wrecked car, he finds out the town is indeed silent. As if it was empty. There's a dense mist that won't let him see more than 20 ft ahead. Softly but consistent, a light snow falls. Without even thinking about how strange that is, being summertime, Harry runs after a silouhette that looks just like his daughter, ending up in a long alleyway. As he moves on, it seems like night falls quickly. Behind one corner, Harry finds a wheelchair. Behind another corner, Harry finds a hospital bed with a body, covered by a blood-stained sheet. One more corner ahead, Harry find what seems to be a crucified human body, the skin peeled out. Harry turns over, and three small children holding knives stumble towards him, stabbing him to death.
Harry wakes up in a dinner. Cheryl's not there, but the female cop is. Outside, it's still snowing.

From this moment on, the game grips you by the troath and won't let go until you find out what is happening in this town, where is Cheryl and why does she seem to run away from her father every time they meet.
Harry is not your typical videogame super-hero a la Resident Evil, who happens to find a rocket launcher lying around and just starts blasting off the evil zombies and ghouls ( that, BTW, also have rocket launchers ??? ).
Harry is a family man, a regular guy who lost his wife and now refuses to lose his daughter to a nightmare of a town. The man is determined and brave, but doesn't even know how to hold a gun. He is trapped, clueless, in a story that goes beyond his possible understanding.

Silent Hill is not the quiet tourist resort Harry thought. Eerie and deserted —except for the nightmarish creatures and a couple of persons who are as struck as Harry, if not as twisted as the beasts—, Silent Hill has yet another face to make things even worse.
The town with the mist and the creatures lurking in it makes up for a pretty opressive atmosphere that will have your nerves going on; but at some points Misty Silent Hill will "shift" into Dark Silent Hill. Here, you get to re-visit some of the places you have already been to, but everything is changed: rain pours instead of the snow, there is a gripping darkness instead of the mist, and all the walls and decorations turn into rusty blood-stained metal, with hanging chains, cuffs, hooks, human-body sized cages, and other elements that make you think about medieval torture chambers. As you move on throughout the game, every time you get back into Dark Silent Hill it seems to get even worse, until even the monsters get "reversed" and more twisted than they were, and the streets are replaced by rusty grating over bottomless pits.
After spending some minutes in Dark Silent Hill you will actually be GLAD every time you get to go back to the —also eerie and twisted!— Misty Silent Hill, and that is an incredible achievement from the producers of the game, it's the most smart mindjob I've been put to by a videogame.

Also, and this is something a lot of people actually HATED, don't expect the ending to be an easy to digest, tell-all, conclusive ending. By the time you beat the game, you might be left with more questions than when you started, feeling the need to play it all over again, in order to get things straight.
Furthermore, there are four possible endings, depending on some choices you get to make in a couple of moments of the game.
In that regard, the game offers a great deal of REPLAYABILITY. Not only because of the four different endings, but every time you restart you will find a load of bonus weapons and hidden features, according to how you played the game the last time.
There is even a fifth secret ending, some kind of easter egg meant as a sick joke from the programmers.



The Bad

OK, now the sad part. I totally HATE the CONTROL INTERFACE. This is the damnation of the Survival/Horror genre, and apparently there's not much to do about it, some people even like it, which surely goes beyond me, but as I already said, a game in which I can't "free look" around makes me sick with claustrophobia. If a monster happens to throw itself at your feet, you are pretty much screwed, and need to back up quickly as Harry can't look down or crouch.
As other titles of the genre, Silent Hill gives us a lame excuse for a "strafe" move which is two steps from totally useless, and that is the best control feature we have in action sequences. Because of this, I found myself running away from as much fighting situations as possible, and the boss fights were pretty much an excercise in the shoot-heal-shoot-heal-shoot-heal technique, as trying to avoid attacks would make me get more damage than just standing still.

The GRAPHICS need some work around, specially the human characters. They don't look good. As I said, I don't know how much better the PSX can get, but I do believe a Tomb-Raider-level is achievable, and TR's characters look much better than SH's. Dr Kaufmann is horribly drawn. So is Harry, the main character.

As good as I think the fact that the hero is more of an anti-hero without any of those cliches so common in videogames is; sometimes they take it way over the line. Take for example the way Harry runs. He looks plain silly, one would think his feet weigh a couple tons or something. Even worse is the way he holds some of the weapons. OH MY GOD! When I saw Harry holding the pipe, I just rushed to holster it and never took it out again! He looks so STUPID I was afraid the monsters would just laugh at me! Same goes for the way he holds any of the melee weapons.

As good as the moving camera is, there is something wrong with it. I don't know exactly what is it, just most times when the camera moves, the textures seem to flicker very badly. Looks like the whole scene is made out of cardboard, and moving it is about to break it all. I'm pretty positive this didn't happen in Tomb Raider.

The VOICE ACTING sucks. So much so, it manages to throw some otherwise very intense moments off board just like that. This is terrible, since even one of the game endings gets pretty screwed up by this. Specially the guy playing Harry (the main character, almost nothing) should be better off doing the dishes at some small town dinner or something. The guy sounds so calmed and washed out he can't possibly have a soul.
Furthermore, there is a small half-second pause between spoken sentences that doesn't make any sense. I suppose it is the game loading the next line, but it often pauses right in the middle of some fast-paced dialogue or in the middle of some maniac rant from an inspired character, and looks like the actor forgot his line, and is checking down the script.



The Bottom Line

The best horror game ever. Period.
I'm a PC player, but I got a Playstation only to play Silent Hill.

The game has the best atmosphere I experimented in any videogame, and it actually surpasses a lot of movies. It's got even better atmosphere than its own technically-almost-perfect sequel.
If we think about how limited the game is in the technical aspect, one must stand up and applaude Konami for a great job. Silent Hill is a masterpiece.
The game will send the creeps all over you all the time. You won't believe you are just playing a game, and even less you will believe that a so technically outdated game can have that effect on you. The soundscape keeps the atmosphere going on. The twists in the plot confuse you more and more by the minute. Every now and then something will suddenly come up, making you jump off your seat like a good old-school horror movie. Every now and then, reality will be transfixed into something wicked, where nothing is what it seems. At one point you will face a huge creature resembling a lizard. You need it to open its mouth, so you shoot it in order to get it mad. Then it starts making noises and you get ready because this is it. Then you freeze when, instead of opening a mouth like you would expect, the lizard's head splits in half, opening its huge jaws side to side.

Please take note that Horror/Survival is a pretty confusing genre, and there are different opinions on WHAT exactly Horror/Survival means.
If you think Horror/Survival is best defined by Capcom games (Resident Evil, Dino Crisis) then you might find Silent Hill too slow and confusing.
On the other hand, if you think Capcom leans too much towards the "action" side of the street, and those games are not as scary as you would like (plus I think their storylines sucks), then join us in the Silent Hill side. Personally, I think THIS is how you make a horror game.

PlayStation · by Slug Camargo (583) · 2003

The true meaning of survival horror – what Resident Evil wished it could have been.

The Good
The atmosphere is undoubtedly my favourite part in Silent Hill. And to it there are three main contributors – the soundtrack (a horror piece in itself), the setting and the plot. The soundtrack is so eerily creepy that even standing still while listening to it can give me the creeps. The setting is wonderfully done, at all times conveying a feeling of loneliness and despair, with beautifully arranged camera angles – very cinematic indeed. The graphics, (even though they haven’t aged very well), still convey the message Silent Hill is trying to pass on, with the transitions between worlds very cleverly done. Finally, the plot is outstanding, making you gather bits of it throughout the game in order to fully comprehend what has come to pass – when I finally got it all, I was simply blown away.

The Bad
The gameplay in Silent Hill is, sadly, its weakest point. The controls are incredibly sluggish, and moving Harry around is not only a challenge but also very annoying, to the point where running from enemies seems much more tempting than to simply try and face them. I hate trying to shoot an enemy and suddenly finding myself with my back to them, without knowing why. And of course, one cannot mention Silent Hill’s flaws without referencing the god-awful voice acting – it is no Resident Evil by any means (“NO, DON’T GO!”…ugh), but it still sounds incredibly cheesy, and it doesn’t look like the actors are even trying (particularly in Harry’s case).

The Bottom Line
This game was the first of its kind to truly tackle horror from the psychological perspective, and able to do it successfully. If you have the patience to deal with the cumbersome controls, it is a must-play of the horror genre, and would have been the best of the series if not for its immediate sequel, Silent Hill 2.

PlayStation · by Rik Hideto (473489) · 2014

Above everything else, a really smart game.

The Good
What truly makes Silent Hill a great horror game is that it's a very intelligently designed game. 1999, Console-land. Thanks to a little thing called Resident Evil the survival/horror genre is the next big thing, and everyone is making their own version of it, with names like Squaresoft, Sega and SNK all putting out their own brand of Resident Evil clones. Thus Konami decides to try their hand at the new hot game only they made the right thing and didn't copycat Capcom's formula and instead cooked up their own radically different version of the game, enter Silent Hill. From the get go you realize the game is something different, it doesn't open with a fastpaced action sequence showcasing the game's horrors, instead it starts with a relatively slow-paced clip made from FMV sequences out of the game with a weird folky tune going on in the background, obviously this is going to be a different story.

The storyline of Silent Hill has been object to much debate and widely and (to my understanding) wrongly considered as "da best thing eva" by many fanboys, but without going into that for the moment it is true that it has touches and ideas of pure sheer genius...Or actually, it's not genius at all, it's just common sense! I mean, doesn't the idea of an unexplained supernatural situation happening to an average joe strike you as more disturbing than a commando team facing hordes of science-born nightmares? Horror movies have realised that for eons and every now and then a videogame does so to. Thus the protagonist of Silent Hill isn't some twenty-something supermodel with designer clothes out to kick butt and take names. Instead he's Harry Mason, an average widower with a young daughter that makes the fateful decision of taking a vacation to the far-off town of Silent Hill, (which joins such lovely places as Hobb's End, Red Hook, Innsmouth, Dunwich, Raccon City, Amityville and the Bates Motel in the elite group of top vacation spots for the summer vacations). Anyway, the shit hits the fan from the get-go as Harry gets involved in some weird-ass road accident (that never gets really explained) and faintly sees his daugher Cheryl dissapearing into the misty town. From that point on it's a downspiral ride into madness as Harry goes out looking for his daughter (a powerful and frankly much more moving objective than most videogames of these type usually use) and finds out that there is something terribly wrong with the town. In what will go down in history as one of the best introductory sequences to any game ever, Harry loses track of his daughter and after a nightmarish sequence awakens in a cafeteria facing a female police officer, Cybill, who informs him the town is strangely deserted and that there are some "weird things" lurking about.

As Harry explores the world of Silent Hill you are treated to the many smart ideas that make SH so unique in the world of survival/horror games. For starters the game lets go of the pre-rendered backgrounds and instead uses an entirely polygonal engine, which allows for a typical Tomb Raiderish 3rd person perspective pov, as well as the oddly-angled fixed camera views that have become a staple of the genre, but with the new addition of wild dynamic camera moves that pan, dolly and track your character as he explores around maximizing it's already creepy effectiveness (watch the overhead tracking shot in the intro sequence to see just what the fully 3D engine brought to the game). The detail in the enviroment is pretty solid, with plenty of urban landmarks rendered and depicted in real time, but I can hear you say "Hey, this is a psx game! What's the catch?" Well, the obvious catch is that the game has a draw distance of about 10 feet when on outdoor areas, but this little drawback is actually worked around, and the design of the game actually builds upon it as a means of increasing the horror! Draw distance? Let's add a perpetual snowfall to it and make it a claustrophobic element of gameplay!! Indeed, the game uses it's foggy landscape to really bring to life (or death actually) the deserted town of Silent Hill, as you have to explore every location up close and personal and don't get to see from were the threats come until you have them all over you... That is, unless you use the Radio! What's that you say? Another touch of genius.

As you find out in the opening sequence, the many monsters that haunt Silent Hill share a common link, they apparently all emit some sort of radio signal that causes static to spout from your handheld portable radio. What does that mean? That the game incorporates into it's already stellar design the aureal dimension, as it includes the radio's alternating static bursts as the means for you to avoid what dangers lurk around. And avoid them you'll want to! In another stellar choice, Konami continued the idea behind Harry as an average Joe and thus gave him all the combat prowess of a two-year old, with an endurance that's just as fickle and an arsenal composed mostly of melee weapons that he can barely use. Watching Harry waste all his bullets on an enemy that's 5 feet away and having to resort to his awkward skills at handling a wooden plank (complete with perfectly animated sluggish moves) is an all too common experience in Silent Hill if you don't learn that the best way to defeat the monsters is to just run the fuck away from them...

And just were do you run to? To a collection of common locations such as schools, abandoned houses and "The Hospital from Hell (Tm)" (which would become a landmark in the series) to explore and follow clues that lead to the whereabouts of Cheryl. In these indoors areas SH plays much like your average RE Clone, with you having to collect and manage different items that hold the key to solving some puzzles that occasionally pop up. The difference here is that the puzzles include some really brainy challenges (like the now infamous piano puzzle in the school's music classroom) that seem more fit for a hardcore PC adventure game than the usual yawn-inducing kiddie crap these games come loaded with.

As you progress through the game you'll come into contact with more survivors (that usually trigger fantastically animated CGI cutscenes) and unfortunately uncover (more on that later) a larger plot that involves demonic summonings and medical corruption. As the plot dwelves deeper into H.P. Lovecraft territory, you'll have your encounter with the other big feature in Silent Hill: Dark Silent Hill. Via scripted events your character will eventually find out that the rules of reality don't hold true anymore for Silent Hill, and a shifting process starts to take place towards a darker, much more disturbing reality. A chilling sound cue will occur, and suddenly Whammo! The foggy, eternally snowy town of Silent Hill transforms into a really, really dark hellhole filled with rusty metal plates, chains and grates, and with radically different layouts for most locations. In other words: Silent Hill turns into Clive Barker-Land!!! Complete with grating metallic audio cues and a more thumping, yet utterly disturbing, soundtrack. Yes, location shifting isn't exactly a novelty and games like Soul Reaver already featured it (and did it much better if you ask me), but the feature is perfectly integrated into the game throwing the visibility to the crapper and forcing you to rely on a wimpy pocket light that helps provide even more scares (not to mention atract really unwanted attention).

All that plus excellent scripted sequences like the intro or a certain locker make for a fantastic horror experience and one of the most intense games ever.

The Bad
Silent Hill is a great game, and rightly regarded as so by everyone. But this...should I say "prestige" that comes from it being a wildly innovative and far more serious title than most in the genre clouds the views of many and apparently makes them blind to what are obvious (and rather annoying) flaws.

For starters Yes, there are a bunch of good and rather challenging puzzles, but unfortunately they are lost in a sea of the same mundane and idiotic puzzles that can be found since the days of Resident Evil 1. Silent Hill may be the "perfect game" for those that like to fill their mouth with crap about how the RE series is the most idiotic thing in the face of the earth and how Silent Hill is only for gamers with brains, but you know what? There is just as much Crest-collecting and key hunting in Silent Hill as there is in Resident Evil, with idiotic situations like having to collect the crests of the moon, sun, stars, etc. and getting the magic coins of the proud wompbat of darkness or whatever to open the clock tower in the school... (which is in particular a quite ludicrous location, with many illogical puzzles like locking doors based on a clock's time [What, they could only go to class at a certain moment of the day?], etc.)... Similarly, while most people like to wax about just how original SH is, I'd like to point at the wildly NON-original creatures that populate the game, after all, just how many times are we suppose to get scared by zombie dogs?? And oh yeah, generically gnawed-upon creatures and giant insects.... man, c'mon!! The freaking baby monster and the nurses (which were the only ones to come back for SH2) are about the only creatures that stand out from the rest of generic skinless clones. Just think that at the time Resident Evil 2 had been around for a while complete with it's "lickers" and assorted skinless creatures...

Furthermore, I may have been using his name as a passing comparison when I mentioned Clive Barker over there, but if you think about it there's a lot of stuff that just borders on the plain plagiarism by Konami. I mean, both Barker and Silent Hill draw heavily on the writings of Lovecraft, with their blend of occult, alternate realities and general nastyness, but there are some elements like the rusting metal grates, the mutilation-S&M connections, the doctors, the carnival sequence.... heck even the "Flauros" is a triangular version of Hellraiser's channeling cube...man, either Barker sues or we get to see a cameo of Pinhead on Silent Hill 4!

Finally I like to add my grain of sand to what I think is one of the most overhyped issues behind Silent Hill: It's story.

What? Am I stoned? Didn't I just wrote up there how good it was? Besides doesn't everybody know that Silent Hill's story is the best thing ever and ever? No. The story in Silent Hill is great and all, it starts out as a haunting supernatural nightmare, BUT perhaps losing to the pressures of it's competition it attempted to add all sorts of unnecesary crap to capture the same chaotic twisty feeling you get on, say.... Resident Evil and it's corporate conspiracies and backstabbing. Thus you have an unnecesary sideplot regarding a rather shady doctor and an experimental drug jammed into the Harry/Cheryl story and also a cooky prophecy-related sideplot that involves a long deceased girl and a resurrecting demon... Which is actually rather good and interesting (and relates to Cheryl in an interesting way), but unfortunately when injected forcefully into the game along the other 2 main plots you have a complete mess that only works because of the "naked emperor syndrome". Since the overall story is so convoluted and unfocused everybody just files it under "ahh... it must be that it really is a complex masterpiece beyond my comprehension..." instead of just assuming their ignorance. But don't feel so bad my friend! There is no reason to blame your brainpower! The story is just a convoluted mess that tries to win by brute force what it should do by subtlety (as the superb storyline of SH2 did). There is no hidden simbolism, no clever plot twists, just lots of overambitious ideas all fighting among themselves for the top spot, intentional omitions and GLARING plot holes. Those later a product of the lack of direction (The only thing that seems to drive Harry to do things beside Cheryl is the fact that there are big cracks all around town that he can't bypass...) and more often than not just product of contradictions and general lack of coherence. For instance: "Hi! I'm a cop, and I am going to give you, a perfect stranger, (who somehow is the only person I found alive in all this mess) my gun and just leave and rejoin you sometime in the near future even though there are supernatural freaks out there hunting for us all, that ok by you?" Riiiiight..... Every character in this game seems to have those perfectly logical reactions, I mean, picture yourself in this situation: you are lost in hell-town, with all those RE-reject monsters at your tail and you just found the only human being you've seen in hours... What do you do? Do you greet him as if sedated, only making vague inquiries about the situation at hand and then wave him goodbye as each of you leave to follow your own paths?? Yep, that makes perfect dramatic sense doesn't it? Every character interaction in the game is like that, with a few key exceptions and only because the plot dictates it so, and that just makes more obvious just how ridiculously overcomplicated the whole thing is, leaving little room for much, MUCH needed character development. Really, can anybody out there tell me that they really felt Dr. Kauffman and the nurse babe added anything significant to the game plot-wise? How about Dahlia? Yes, she's important, but would it have made any change at all if her character's dialogues had been documented information? Doesn't is strike you as if every character is just like a cardboard cutout reading off a script that they don't seem to understand in any way?? The whole thing is just so "wrong" that I wondered if it was intentional, the whole lack of authenticity and dramatic "glue" makes the whole experience feel extremely theatrical (as in live-staged theatre, not motion pictures) with characters that talk as in trance and assorted oddities that contradict any scripting sense, but even if we consider it a stylistic choice it's just plain bad storytelling man.

Before going on I'd like to point out that the story is still good overall and probably better than most RE-soap operas in it's challenging posture, but I'll be damned if I'm going to let another fanboy scream about how "Silent Hill has the best story ever and ever and ever!!! Nope. Not by a long shot.

Finally there are technical issues still at hand, the use of a fully polygonal engine regardless of the care taken by Konami still falls to the technical pitfalls of the PSX, meaning you have horribly pixellated graphics with distorting textures and all sort of clipping and artifacts. While the sound design in the game is phenomenal the dialogue is horribly written and incoherent (which takes us back to the above paragraphs) but worse than that is the fact that it's also badly acted (everybody in the game is liikeee soooooo seedaaaaateeeeed duuuuuudeeee) and it appears to be fractioned in individual phrases with quite long load times that make each conversation pause and delay as if the characters were talking through a phone on an international call. Control is also very love-or-hate.

The Bottom Line
While not without it's itty bity shortcomings... uh, well actually glaring gigantic flaws, Silent Hill's use of innovative design and horror scripting allowed it to carve itself a place in videogame history as one of the best horror games ever conceived. Translation: Classic, buy it.

Just don't buy into the fanboy hype and you'll be able to enjoy one of the most interesting console games ever made.

PlayStation · by Zovni (10504) · 2003

[ View all 15 player reviews ]

Discussion

Subject By Date
Opening sequence is brilliant Donatello (466) Sep 9, 2013
1st person mode Donatello (466) Aug 11, 2007

Trivia

1001 Video Games

The PS1 version of Silent Hill appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Bloopers

This game features a "blooper reel" that can be seen upon completion of the game.

Censored content

The Pal release of Silent Hill is slightly censored, specifically it's missing the deformed child-like enemies that appear in the school and other places of the game. For this release they were replaced with the "Clawfinger" monsters (which only have a minor appearance late in the original game).

Development

When Silent Hill was first announced, press releases indicated that there would be two playable characters with different scenarios, like Resident Evil 2, but the retail version was released with only one playable character: Harry. Apparently, Cybil was originally intended to be the other playable character, and another side of the story would be viewed from her perspective.

Cybil's scenario was never completed, but not all the clues were taken out of Harry's scenario. On the map it would seem most places marked out in dark pink are significant to you on your adventure, however there is a shop on Simmons St. that doesn't open. There is also a boat below Indian Runner that you cannot get to. The door of the diner next to Norman's Motel is only locked, not jammed. In the school Chemistry Equipment Room, there is Glucose and Distilled Water — these are among the ingredients needed to make bombs, but you are told you have no reason to take them.

On a side note, Cybil as a playable character would later appear in the Japan-only GameBoy Advance text-adventure remake of the game, Silent Hill Play Novel.

References

  • Most of the street names in Silent Hill are names of sci-fi or horror authors: Finney - Jack Finney, author of "Time and Again" Bachman - Richard Bachman, Stephen King's pseudonym Bloch - Robert Bloch, author of "Psycho" Matheson - Richard Matheson, author of "I am Legend" Ellroy - Jack Ellroy, author of the "Black Dahlia" Bradbury - Ray Bradbury, author of "Something Wicked This Way Comes" Levin - Ira Levin, author of "Rosemary's Baby" Sanford - John Sanford, author of the "Prey' books Simmons - Dan Simmons, author of "Song of Kali" Sagan - Carl Sagan, author of "Contact" Crichton - Michael Crichton, author of "Sphere" Koontz - Dean Koontz, author of "Phantoms" Wilson - F. Paul Wilson, author of "Nightworld"
  • Blood marking a garage door across from the church spells out "Redrum", a reference to Stephen King's "The Shining"

Sonic Youth

The teachers on the register in the school, Moore, Ronaldo, and Gordon are the three main members of the band "Sonic Youth", Kim Gordon, Lee Ronaldo, and Thurston Moore. Also, the school section ends with you picking up the "K. Gordon" key and going to her house!

Information also contributed by Dr. M. "Schadenfreude" Von Katze, hydra9, Lain Crowley, Tiago Jacques, and Zovni

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Contributors to this Entry

Game added by Grant McLellan.

PSP, PlayStation 3 added by Jeff Hazen. PS Vita added by GTramp.

Additional contributors: Unicorn Lynx, Richard Simpson, JPaterson, Alaka, Zeppin, DreinIX, Zaibatsu, Jon Collins, brandon221234, FatherJack.

Game added April 4, 2001. Last modified February 8, 2024.