To say my experience with the horror genre of games is
lacking would be an understatement. I've made that clear in a previous
post about my relationship with games intended to scare the crap out of
you. Still, it’s Halloween and ‘tis the season for games like Dead Space, Amnesia, and Resident Evil.
However, I thought that starting my foray into the horror/survival genre with
something modern like Outlast would
be a bit unfair to some of the classics. Since I had a PSX and N64 on hand I
thought of maybe starting with a game from that generation. After putting it to
a vote on my blog between Resident Evil,
Silent Hill, and Nightmare Creatures, the readers chose the original Silent Hill.
I have to admit that I was a little disappointed (sorry
readers!), mainly because I've always heard such amazing things about the Resident Evil franchise; plus it did
release before Silent Hill making it
sort of the “father” of modern survival horror. But what to do, the people have
spoken and I’m not one to disappoint. However, to say that I was excited to
play this game would be an outright lie – in fact, I was terrified.
And that fear turned out to be justified. One of the first
things Silent Hill did was get under
my skin. Every step I took in the first hour was torturous because I knew it
brought me closer to some sort of danger. Every creak made my skin crawl, even
though I hadn't encountered a single enemy yet! Now obviously this is the
purpose of horror games – to make you squirm – and I’m definitely not the
pinnacle of bravery when it comes to this genre, but I have to give credit
where credit is due. The thing about Silent
Hill is that it doesn't rely so much on jump scares and the feeling of
complete helplessness like many games today. You’re almost immediately equipped
with a weapon and the game usually gives you fair warning when danger is
nearby. No, Silent Hill does a great
job of just being plain old creepy. It makes you feel uncomfortable about where
you are: every corner, every door (whether locked or not), and every room
becomes a battle of sheer will to continue, because you never know what awaits
you.
Trust me, mailboxes and fire hydrants can be friggin' scary. |
And what’s awaiting you isn't always a monster or trap.
Sometimes it’s the empty spaces that mess with your mind the most. There were
plenty of hallways and rooms that contained nothing, yet they made me uneasy.
Some of those rooms would give me a scare with a random noise that sent me
running for the door as quick as I could, but most of them were completely and
I left them unscathed, but not unnerved. For a game made almost 15 years ago to
effortlessly get me off guard – even with the extremely poor graphics compared
to the modern games – is quite a feat in my opinion, and shows that the creators
of Silent Hill knew their craft.
Okay, so now you know that Silent Hill is scary (yea, I know – duh), but what about the
controls? Well I have to admit that I hated them at first. I honestly almost
gave up completely on any hope of finishing the game because of the awkward way
you control your character, Harry Mason. You use the thumbstick to turn your character
and then press up on that same thumbstick to move Harry forward in whatever
direction he happens to be facing. It’s very awkward and if this is your first
experience with the game you’ll likely run into a few walls like I did.
However, two things happened fairly quickly: I got the hang of the controls and
I realized that they were a part of the horror experience. It would be very
easy for the developers to program the character’s movement in any direction as
effortless and turning corners a cinch; however, this would have eliminated any
feeling of vulnerability in the game.
Just because you have a gun doesn't mean you’re always safe
and it’s easy to fend off enemies. There are times when I had to back away from
some demonic being or put some distance between me and monster in order to
effectively kill them without sustaining damage. The reason this is important
is due to the lack of first aid kits and health drinks around the town. If
you’re careless and run towards danger with an itchy trigger finger, you’ll
likely still take out any and all enemies, but you’ll also take unnecessary
damage that can quickly drain your reserves. So in a way, the confusing controls aren't so much a frustrating lapse in game design, but rather an
ingenious way to keep the game from becoming a FPS and too easy. Truly brilliant
work by Konami.
Hey buddy...WHACK! |
Now, a game can have good scares and creative controls to
add to the horror/survival feel, but there’s always one very important thing I
look for in games outside of the FPS genre if they’re to become memorable –
story. It’s the reason why games like Final
Fantasy VII and Mass Effect sit
so high in my personal gaming echelon, and I can be quite harsh on a damn great
game if it relegates story and plot to the backseat. Therefore, I was curious
to know what my incentive was if I was going to risk my sanity to help Harry
Mason through so many horrifying trials. Well, it’s a pretty standard
motivational tool to use the threat of harm against a loved one, especially if
it’s your daughter, and this is exactly what drives Harry to fall deeper and
deeper into the twisted world of Silent
Hill. But the story gets even more intricate from there, with some exceptionally
eerie, dark arts at work, and somehow Harry seems to be the key to it
all. I’m not going to give away too much because I hate spoilers no matter how
small, but it’s safe to say that once I was pulled into this twisted world I
actually wanted to keep going further down the rabbit hole.
Most of the motivation came from the desire to see how far I
could go, this being my first trip through a horror game, but there were other
factors that made the experience enjoyable. One of those factors was the almost
open world feel of the game. Furthermore, as not to misconstrue the game at
all, Silent Hill is purely linear; doing
a good job of pointing out destinations and, using roadblocks of sorts,
cleverly guiding Harry to the next area to explore. Still, I thought it was
great that I was allowed the opportunity to run around town a bit exploring
alleyways and looking for hidden health packs or potential weapons to give me
an edge in my next dark quest. You eventually end up in the same places, but
the journey can take as long as you want should you choose to explore.
All in all, I think it’s the various characters you
encounter throughout Silent Hill that
make the experience memorable and actually enjoyable. Perhaps it was because
these NPCs made it feel as if I wasn't truly alone in the world, dealing with
all the creepiness lurking in the darkness me as I looked for Harry’s daughter,
but I soon found each scene with these characters not only distracting but
enjoyable. Sure the voice acting is sub-par at best, but their presence was truly
comforting. Eventually, I started to eagerly await these moments of bliss, and
at certain parts would get excited if a loading screen took a little extra time
because it meant that I would soon experience a cut scene with a new or old companion
to share my misery with. Sure, I treated these random citizens from Silent Hill as security blankets of
sorts, but they also helped drive the story forward, by adding a little bit of
context to the twisted situations I found myself in.
She's 10 years younger and 100% more badass than Harry. Hold me, Cybil! |
I wish at this point that I could say more about this game,
but in all honesty it’s hard to wrap my head around. I've been so used to
playing RPGs and action/adventure games over the last two decades that my first
experience with a horror/survival game was mainly a research study in how well
I respond to being scared and having to carry on. That being said, I was more
than happy to find myself enjoying the game despite the scares. I initially took
it upon myself to “nut up” and continue forward, even during the times when all
I wanted to do was run to the nearest save point and call it a night. But the
further I got in the game, the more I found myself actually enjoying the
experience, even the parts where I got a mild form of Tourette’s due to an
unexpected scare. I think at the end of the day, the true success of a survival
horror game like Silent Hill is
whether or not they can scare you but also keep you engaged before, during, and
after the scares. A game purely meant to scare would be no fun for me; but if
combined with a good story, a spine-chilling ambiance and imaginative
controls that actually added to ones engagement with the game, then you've got a winning combination that would keep even the biggest pansy in horror
video games for entertained for hours.
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