What Is Techno Again?

Where fiction collides.

Posts Tagged ‘Restless Dreams’

Published: Thursday, July 1st, 2010

PC Review: Silent Hill 2: Director’s Cut

As the most acclaimed of the series, Silent Hill 2, much like protagonist James Sunderland, shoulders a considerable burden. After nine years, do the mannequins and geometric monsters still emerge from the woodwork as viciously as before? Revisiting that “special place” should fill any gaps in memory. I plugged in a PS3 controller and loaded the PC version, companion to the PlayStation 2 and Xbox editions.

What You’ll Like

Turn Left on Nathan Avenue

Restless Dreams blankets players with the town’s looming isolation. The sirens, otherworlds, and even the staple flashlight and radio slowly drop into the player’s lap. Between Sunderland’s impeccable map-keeping abilities and the direct tactic of gameplay, players can navigate Silent Hill without breaking too much of a sweat. Memorable, unique architecture distinguishes key locations, and the heavy atmosphere complements the dreary wallpaper settings. Akira Yamaoka’s outstanding musical score and his fifty-plus sound effects provide each moment a haunting undercurrent.

Of Special Interest

Although James often pines over his late wife, even he enjoys a good puzzle—and so will the player. In addition to the several gameplay modes, selecting the riddle difficulty ensures a manageable experience. Logical and fair, the puzzles occasionally call for pen and paper solutions, but the clues rarely stump for long.

Fighting, split between light and heavy attacks, proves an equally satisfying affair, and James can target different enemies with a quick tap. A little exploration returns a big profit, as the game packs surpluses of ammo and health into its nooks and crannies. Keeping the flashlight shining will attract James’ attention to any noteworthy item, as well.

You Say Mary; I Say Maria

Silent Hill 2 gushes with more than blood: It writes the book on psychological horror. Voice-acting striking a reasonable chord, the dynamic characters interact purposefully with James throughout the gradually developing story, which is topped with a grand reveal. The clever scares, second only to the intelligent psychology manipulating them, lure players deeper into James’ mentality.

Pyramid Head, who has become the series’ go-to icon, triumphs as an unsettling antagonist, goading players onward through paranoia.

“Born from a Wish” places the seductive Maria in the midst of a haunted mansion. The extra scenario offers a less engaging run-around and little incentive other than a deeper look into Maria’s character, which interested players can appreciate.

What You Won’t Like

Look Sharp

Sometimes the game’s eerie perspectives enhance the frightful effect. In many cases, though, the stubborn camera controls inhibit exploration and acts as a nuisance, particularly upon entering rooms. James’ health meter also suffers from poor construction. Except for the unmistakable red health sign that appears when James is about to keel over, the static distortions viewable from the inventory screen give a lazy estimate of his overall status.

Recommendation: Rewarding and gripping, Silent Hill 2 expertly handles its love story bridled with horror. A solid game, players will find themselves venturing through the fog more than once, minor inconveniences doing little to dent the impressive experience. Few will forget the terror waiting among James Sunderland’s memories … unless they can’t bear to remember. 9/10

Review format credited to the Girls Entertainment Network

Published: Sunday, January 31st, 2010

A Look Inside The Room

Many gamers disregard Silent Hill 4: The Room as an unfortunate blip, undeserving of the Silent Hill name. I’ve already discussed the many pros and cons of the video game, but why is it really worth playing? Why does it rank, in my view, alongside the much idolized Silent Hill 2?

In my latest series feature, which landed a guest spot on GamerNode, I discuss the overwhelming influence of voyeurism and how it uniquely relates to the characters (especially Henry Townshend), gameplay techniques, and story involving Walter Sullivan’s 21 Sacraments. The Room achieves some rather interesting effects, both similar and new to the Silent Hill cannon, so I hope you enjoy this in-depth look into the game.

Unlike its predecessors, Konami’s Silent Hill 4: The Room coaxes the player away from the namesake town, changing the honored formula and permanently altering the series’ requirements. Besides distorting audience perception, the fourth game introduces a first-person viewpoint, interspersing the usual monstrosities with ghosts and establishing a limited inventory system, to name a few. Fans recognize the series’ essence within the theme of isolation; although gruesome horror and twisted psychology present less wondrously in The Room than prior titles, the game’s subtle achievements rival the likes of the celebrated Silent Hill 2: Restless Dreams. Unlike the latter, however, Silent Hill 4 does not concentrate its efforts on making the player feel wholly alone — quite the opposite, in fact.

As a series, Silent Hill’s energy traditionally draws from its backbone of psychological cunning and Japanese subtlety. The first game blames the town’s cult religion as the freakish activity’s root but wisely marks the occult phenomena as a mere precursor. The true power manifests from the depths of characters’ minds, laying the groundwork for series chills just as the surrounding fog emphasizes the blurred line between reality and dreams. But Silent Hill 4 departs from the usual darkness, removing many of its self-defined conventions such as the flashlight and sirens and clearing the veil shrouding the town’s mysteries. As gamers, we now stand on the edge, looking upon Silent Hill as an outsider; through that perspective we experience new psychological dangers perhaps more threatening than we initially realize.