As Harry wanders the treacherous streets of Silent Hill, he occasionally comes across pages from his daughter's sketch book. Written in a child's scrawl on these pages are such clues as "to school.
Of course, there are a number of canyon-sized potholes blocking your path, but you wouldn't want them to make it too easy, would you? Other puzzles involve playing a piano to retrieve a special item and unlocking the clock tower that serves as a doorway between the two parallel universes.
Advancing Silent Hill's movie-calibre story are some truly gorgeous prerendered cutscenes, which give you a whole new level of insight into the lives of the game's characters.
While not quite on par with Metal Gear Solid's, Silent Hill's voice acting remains above average, preventing the game from descending into unintentional self-parody. Given the continuing popularity of the survival horror genre and the tremendous success of Konami's most recent effort, Metal Gear Solid, Silent Hill could become a hit of "monstrous" proportions. Those of you who moaned endlessly about the length of Metal Gear Solid will no doubt have more to whine about with Silent Hill.
You can work your way through the whole game in about it hours Probably the most genuinely disturbing "survival horror" game around, the story plays on psychological nastiness both in terms of the events that take place and the graphical content. The game seems to go out of its way throughout to make you feel uncomfortable- the 3D engine shifts the camera into some bizarre positions, while at the same time only giving you a very limited field of view.
It's claustrophobic, dark and disturbing. If it wasn't for the stiff voice acting and bad translation "the end is neigh" anybody? There are a few niggles with the gameplay; the collision deteclion for picking up objects is dodgy in places That said though, it's an enjoyable experience and there's some replay value thanks to its multiple endings.
You'll love the cool twist at the end too. The first must-own PS game of is here. Silent Hill is an awesome horror adventure that no fan of the RE series should miss. Great story, too. Be sure to play it with a Dual Shock trust me , and if you've got kids, keep 'em far away.
Talk about a creepy game! It starts off slow, but once you get an hour into it, things can get really tense although you will run into long, drawn-out period s of uneventfulness.
By the way, do not let your children see this game. Even more so than the Resident Evil games, this thing pushes all your fear buttons. Its dim visuals, discordant music, jarring sound effects and twisted story are disturbing on so many levels.
It all makes for an experience that's as immersive and frightening as anything else on the consoles. You'll need to fiddle with options before the game becomes playable, and I had gripes with the camera and control throughout the game.
One of the surprise hits of E3 was without a doubt Silent Hill. Imagine Resident Evil l with a fully 3D polygonal environment, some of the coolest lighting of any game you've ever seen and throw in a combination of out-and-out gothic horror with weird and disturbing visuals. Although only two early scenes were on show in Atlanta, Silent Hill already looks to have enormous potential.
By combining the dramatic camera angles of Resident Evil with a fully 3D environment the net result provides some thrilling movie-like sequences. As the hero runs down a dark alley the camera skims the ground in front of him looking up toward his face before swooping up into the corner of the room to provide a more open scene.
The game has a very disturbing story concerning a man who loses his young daughter in the town of Silent Hill as it slips between the "real" world and another more hellish domain. There's a lot of blood here All of the story scenes are told with some of the most convincing CG cinema work we've ever seen--the expressions on the faces of the characters manage to convey emotion unlike anything you may have seen before.
The game has yet to be approved by SCEA, but as soon as we have any more information we'll bring you as much as we can. The game is very dark throughout--and it makes use of some very effective lighting and fogging to provide a more convincing horror-movie environment.
It is surprising to me that more companies have not tried to feed off the success of the Resident Evil franchise. Without a doubt, this is one of the most successful franchises to date on the PlayStation. Up until now, Capcom has had a monopoly on the horror genre. Thanks to Konami and Silent Hill , things are about to change. It is really not fair to call this game a Resident Evil rip-off because it is quite different. In fact, the only thing that is the same is the fact that you are in a small town and something very strange is happening.
True, both are based on the fear factor, but Silent Hill focuses more on solving puzzles versus mindlessly slaughtering evil minions. To add a new wrinkle, your character, Harry Mason, is just a typical guy with no special skills. It is up to you to guide Harry through the town of Silent Hill, locate his missing daughter, and perhaps solve the mystery of what happened to the town. Turn down the lights and play this game in the dark, because this is one game that will make your skin crawl.
It takes a lot to scare me. I am one of those people who really enjoy horror movies. My only problem with them is that they are usually so cheesy that they are more laughable than frightening. There is nothing quite as exhilarating as a horror movie done right. I guess that holds true for video games as well. This game sets the mood of horror with the opening warning screen and never lets down. I have never had chills from a horror movie, let alone a game, until now.
Silent Hill starts off with a nice graphic intro that sets the scene. You are driving your jeep with your young daughter along a winding road. It is very dark and there are no other vehicles on the road. You see a light in your rearview mirror'a headlight from a rapidly approaching motorcycle.
As the motorcycle passes you, you see that it is a female police officer speeding past and off into the distance. A few minutes later, you round a corner and see her bike crashed on the side of the road. You turn your head to try to see the officer, only to find a figure of some sort standing in the middle of the highway when you look back up at the road.
Unable to stop in time, you slam on the brakes and crank the wheel. You skid out of control and everything goes black. You see visions of a strange woman, then you awaken in your crashed Jeep and your daughter is gone. The game is played from a third person perspective as Harry Mason. Your objective is to find out what happened to your daughter. You will spend a majority of your time walking around, exploring for clues and solving puzzles.
There is no shortage of strange creatures, ranging from mutant dogs to freak nurses looking to kill you. All the normal human beings you meet are equally as strange. So how does the game play? Since it is a 3D environment, we all know what that means. Yep, you guessed it.
Awkward controls. This is a common problem with 3D games, and it is no different here. Do these creatures ever seriously charge you to the point you need lightning reflexes and a steel spine? You just shoot them in their weak spots, find the key, and open the next door.
It's probably about as much fun as a nurse has doing the rounds at 4AM on a Wednesday. Perhaps this is by design -- to make you feel trapped and frustrated like somebody stuck in a madhouse of corridors.
However, frustrated is not necessarily what a game should evoke on a regular basis. There is an on-screen map, but the level of detail is minimal and it doesn't show enough of the maze to help you orient yourself when you invariably get lost.
Silent Hill's controls aren't shabby. Any place you touch on the screen becomes a temporary virtual d-pad. Swipe up and you move forward. Swipe left or right and you turn. It's completely workable and never let me down. To look around or aim your gun, you tilt the phone. Again -- totally workable. At no point do the controls get in the way of the game.
The only silliness is loading the gun, which requires you to line up your empty six-shooter with the outline of fresh rounds. It's goofy. A simple reloading would be fine, especially since the game is paced so you never really need to reload in a panic. Silent Hill: The Escape was reviewed with version 1.
The game is slow and frustrating, which works against its otherwise effective atmosphere. This could have been a scary game had there been some actual horror.
In order to unlock the door, he has to insert the rest of the colored plates in the slots in the right order. Thankfully, a poem does exist that provides a clue as to the order of the plates. When analyzed, the lines of the poem each represent a color, which should be easy enough to understand.
In order to find each body part, Henry has to travel to the five wells scattered around Forest World. Unfortunately, the wells are dark, meaning the limbs are recognizable. Not only that, the box seems heavily secured, possessing four different locks that James has to solve in order to fully open the box. It seemed to belong to a person endearing someone called Louise. To open each lock, James needs two physical keys and two codes. The Keys themselves are found in different sections of the hospitals.
One of the codes can be found on a typewriter, while the other one is accessible only from the roof of the hospital. Yes, hair. This leads James to Room , where a drawer has a lock that can only be opened by inserting three coins to three of its five indents.
As with any puzzle, the clue to which coin goes where lies in a riddle. However, things may need a bit of tactical prowess to solve. Across all difficulties, the Coin Puzzle is relatively easy to solve. After all, the Medium and Hard Difficulties only add more stanzas to the clue that allude to more movement between the coins. This element, alongside an extended riddle, affects the overall placement of the coins, with the new faces being the subject of new stanzas.
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