| Review
Silent
Hill 3
Developer/Publisher:
Konami
Genre: Action/Adventure
Release Date: PS2/August, PC/October
Platforms:

Review by Randy Sluganski
August 29, 2003
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Probably
the biggest misconception surrounding the Silent Hill trilogy
is that if you don’t like the Resident Evil series, then you
won’t like Silent Hill either – and this is as
far from the truth as possible. For while the Resident Evil games
are purposely cheesy and rely heavily on killing hoards of mindless
zombies they are more closely related to movies in the vein of Dawn
of the Dead, while Silent Hill’s grotesque oddities
are more in tune with the psychological terror of Clive Barker’s
Hellraiser universe. Not to mention that each Silent Hill
outing is enshrouded by a mysterious ‘this is really happening’
posture that is reminiscent of some of the most memorable episodes
of The Twilight Zone.
This is not to say that
Silent Hill 3 doesn’t have its share of problems, but
I would still anytime rather play the least effective installment
of the Silent Hill series than the best that Resident
Evil has to offer. Creators Akira Yamaoka and Masahiro Ito are
to be commended for providing the gaming community with the only survival
horror series in the marketplace that does not insult the intelligence
of the adult gamer.
The
Silent Hill games are great for establishing fresh lead characters
and letting us delve into their confused psyches and the protagonist
this time around is 17-year old Heather Morris (btw, many console gamers
seem to think it a matter of great importance that Silent Hill
3 features a female lead character – it seems, unfortunately,
that they have never heard of or played classics like The
Longest Journey or Syberia).
Still, unlike most stilted console characters, Heather is very likable
thanks to some excellent voice acting by a professional actress -
who has also lent her voice to numerous anime films such as Cowboy
Bebop - and you do find yourself become emotionally involved in her
nightmare.
If
there are nagging problems with Silent Hill 3, they fortunately
are not related to the games controls which are excellent. Instead,
there is the obnoxious console save-point system which only serves
to create an artificial sense of impending danger (Konami ensures
JA that the pc version will have a save anywhere feature) and a system
that rewards gamers who finish the game in record time or use the
fewest amount of saves possible. I swear though that I will never
understand this console fetish of wanting to replay a game just to
be able to wear different clothing or wield a more powerful weapon.
The
biggest shortcoming is that far too much of the game is played in
almost total darkness and you can only see what is illuminated by
your amazingly powerful and resilient pocket flashlight (seriously,
this flashlight should be sold on a Ron Popeil infomercial). This
would be fine for, as we all know, the best goose bumps arise when
the unexpected occurs in dark nooks and crannies, but when almost
the entire game is shrouded in darkness, much of its effectiveness
as a scare tactic is diluted.
There are also far too
many instances in which Heather will enter a room that is either slathered
in blood or full of often indistinguishable objects (due to the darkness)
and exclaim, “This room is scary” or “This place
makes me nervous.” This is a video game, not a Stephen King
book. Show us why she is scared or nervous, we don’t need to
be told like children and if we do need to be told how to feel, then
the writers and developers have not done a very good job of creating
a suspension of disbelief.
Color
me jaded from playing too many horror themed games, but there is never
a moment of drop your controller terror or shock in Silent Hill
3. There is though a building tension that creates an adrenaline
rush to continue playing and solve the mystery. But even this comes
at a price as the first half of the game contains very few clues to
the mysterious goings on and the game is almost half over before there
is any major attempt to present the plot. You literally spend the
first half of the game merrily exploring a deserted shopping mall,
sewer, subway system and apartment building before you even have
a substantial clue as to why Heather’s simple task to return
home to her father has become so convoluted. Is she embroiled in some
alternate reality or has the world really been taken over by twisted
and evil monstrosities? Why is Heather never paralyzed with fear by
some of the horrors she witnesses? If it was me, I would be dumping
a load in my drawers. It bothers me that she always seems more inquisitive
than she does scared. This would have been a great game to borrow
one of the few good innovations from Clock Tower 3 – the fear
index. But in all fairness, once she does return home, the game kicks
into high gear and never looks back and a lot of these ‘problems’
are easily forgiven once more of the backstory is revealed and more
interesting locations are unveiled. Sure the eventual denouement is
mildly confusing, but it also invites you to incorporate all you have
learned before into a coherent whole.
If you have never played
any of the Silent Hill games, fear not, for even though this
third entry is closely related to the events of the first Silent
Hill, it is still a wonderful stand-alone game. But there are
also many seemingly obscure references and occurrences that will enhance
the enjoyment of those who have completed the first two games.
The best, and probably
most overlooked aspect of the Silent Hill series and SH3
in particular, is that they can be played as an almost pure adventure
game simply by setting the action option to easy and the puzzle option
to hard. Throughout the entire game I believe I killed less than twenty
monsters and most often either side-stepped the more slow-moving creatures
or fled from the more persistent. And not once did this hinder my
enjoyment of the game, but rather added to it as I would be inclined
to do the same thing in real life. This also allowed me to save ammo
for the inevitable ‘boss’ monsters that must be defeated
in order to progress.
The puzzles, when set to
the hard level, are an excellent combination of logic and inventory
based puzzles. There are surprisingly few ‘find a key to open
a door’ puzzles in the entire game and kudos to the developers
for not succumbing to this time honored survival horror standby. In
fact, not only are there at least a half-a-dozen puzzles that would
do any adventure gamer proud, but also numerous notes, journal entries
and fairy tales that must be scrutinized for important information.
The
audio also never fails to deliver and actually plays a key role in
keeping the gamer on edge. A chilling scream will emanate from a dark
corner of an unoccupied room just as you prepare to leave through
the door. A search for a deep thunk noise reveals a mannequin whose
head has fallen to the floor and now has blood oozing from the decapitated,
plastic neck. This is gaming at its best as you squirm uncomfortably
in your seat.
Finally, the Silent
Hill series desperately needed to manifest a recurring character
readily identifiable with the series and the town much like Clive
Barker has done with Pinhead and the Cenobites. Too many of Silent
Hill’s oddities are misshapen blobs of pulsating flesh
with no purpose other than to gross out the player. Now I don’t
want to give away any of the plot, but if there is another entry,
there are finally some memorable monstrosities whose return would
be most welcome and provide the series an evil focal point around
which to rally.
Now if you’ll excuse
me, it’s time to don my blue chiffon and strap-on my plasma
gun as I once again wend my way through the fog-enveloped streets
of Silent Hill.
Final Grade: A-
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