Showing posts with label Silent Hill. Show all posts
Showing posts with label Silent Hill. Show all posts

Saturday, February 13, 2010

Silent Hill: Shattered Memories

I don't think it's unfair to say that, post Silent Hill 3, the series has followed a troubled path. The fourth entry originally wasn't even going to be a Silent Hill title, which explains many of the ways it broke from the series's conventions. However, the true break comes when the franchise headed West. A much reviled film (which I actually love) and two mediocre-to-just-kind-of-good games shook the faith of fans and critics, leading to poor sales and low-to-middling reviews.

The problem with the Silent Hill games has always been the gameplay. I've only played about half of the series, but everything else about them has always struck me as unique and brilliant: the settings, the atmosphere, the music, the characters and plot...yet the clunky controls and awful combat mechanics have dogged the series all along. Much as Silent Hill 2 is one of my favorite games, I only enjoy it so much because I set the combat difficulty to Easy so I don't have to try. The Silent Hill: Origins and Homecoming titles tried to amend this by making weapons breakable and giving the combat more depth, respectively, but neither the "different combat" nor "emphasized combat" approaches worked well.

Silent Hill: Shattered Memories, then, is an attempt to bring the series, and the survival horror genre, back toward the story/puzzle based side of things, making it at times more akin to a point and click adventure game than an action game. The title also symbolically 'reboots' the franchise by being an almost-remake of the original, keeping the premise--a guy named Harry gets in a car accident near Silent Hill and his daughter disappears in the process, so he has to find her--but changing everything else.
Presentation-wise, Shattered Memories is a decent looking Wii game. I don't know that I'd say it looks as good as the best Wii games, let alone the best looking Gamecube or PS2 games, but for its (likely) modest budget and what it aims for, it looks fine. The music and sound effects are appropriately eerie, though the voice acting does deserve special mention for being above average. Best of all is the way the game makes use of the Wiimote's speaker. I don't want to spoil anything, since this is the only truly great thing Shattered Memories does with the unique aspects of the Wii, but if you thought the speaker's bad sound quality couldn't be put to use for anything other than reloading sound effects in shooters or the 'thwunk' of the bowstring in Zelda, you'll be pleasantly surprised here.

Intentionally or not, the game is divided into discrete halves, both story-wise and gameplay-wise. Half of the story transpires in interesting first person segments where a therapist asks you questions, as well as to do things like color a picture and fill out questionnaires. The other half, the majority of the game, is in the third person segments where you have direct control of protagonist Harry Mason, as he explores Silent Hill. The game tries some really interesting things with his cellphone, such as eerie phone calls and the ability to take pictures to make ghostly apparitions appear, but by and large all of the stuff it does with the Wii's motion sensing quickly goes from novel and tactile to tedious and unnecessary. Having to manually open cabinets doesn't make a game more immersive or "better", it just makes it annoying to play. This kind of thing doesn't bother me in games like Metroid Prime 3: Corruption or Killzone 2, but that's because it's used sparingly there and works well. Motion control issues get worse, but we'll get there in time.
I will say that the game's story and characters, and how your various answers to the therapist alter both, are pretty groundbreaking and interesting even though, judging from the plot summary I read, the major plot twist is a bit much. Every Silent Hill game has some major earthshaking twist in it, and at this point it's starting to become a cliche. Anyway, I feel like the positive reviews you might be seeing elsewhere for this review are disingenuous because they emphasize the plot and characters aspect at the expense of just how awful the actual gameplay is. There is no combat in the game, for starters, which isn't necessarily a bad thing for a game except that, in Shattered Memories, the gameplay is quite literally divided between exploration/puzzle solving and the chase sequences.

You always know you're headed for the chase sequences because suddenly everything freezes over and your character starts to run everywhere. It's a completely transparent way of saying "now there are enemies and you can be killed, so don't bother to take your time enjoying the environments or allowing any tension to build." So the chase sequences aren't scary, and since you are never in any danger while exploring, this robs the game of all of the series's normally rich atmosphere and spooky vibes. As for the chase sequences, they are inarguably bad. No, I'm sorry, there is no argument here: they are not fun, exciting, or scary. They are just tedious, frustrating, and completely un-needed. They wouldn't be half as bad if the controls functioned properly, but because the enemies move so fast they will inevitably catch up to you (or ambush you), start dog piling on, and force you to flail around with the controllers, trying to toss them off. You'll end up trying every possible combination of motions to break free, but it either never works or never works consistently. Even if you manage to get one of the things off of you, it doesn't work enough times in a row to function like it probably was supposed to. I am not exaggerating when I say that I looked up every possible tip and message board thread about these escape sequences and ended up trying the same one 23 times until I gave up in a fury. Yes, I'm serious: 23 times. I haven't even played through the good sequences of games I like 23 times. Yes, as it turns out, having no combat is worse than having bad, clunky combat.
I think that I understand what people see in this game, and what the developers were going for. But as I ranted and raved to everyone in earshot (and instant message-shot, and on a YouTube video) when I quit the game: Silent Hill: Shattered Memories reeks of some wannabe auteur making the game he or she wanted to make, without realizing that other people would have to play the damn thing and attempt to enjoy themselves. If Shattered Memories was a movie or got rid of all the Wii motion control stuff (mostly the chase sequences), it might be an experience worth arguing for. It is, after all, ambitious and different, which is more than you can say for 98% of the Wii's library. But as the most crucial part of a videogame is being able to control it, Shattered Memories is more failure than success.2 Poorly Drawn Stars Out Of 5

Tuesday, October 28, 2008

The Videogame Solipsist: 32 and onward Halloween Edition

Silent Hill 3 (PS2)
Though I still think of the second entry in the series as the best, I also really liked Silent Hill 3. I know people seem to have problems with this game, largely stemming from its brevity and a somewhat irritating plot that ties in to the first game, but for my money, it's still damn good. The cold opening of the game, thrusting you into a haunted amusement park with no idea of what's going on, is pretty memorable. I played through the entire game in one day and haven't revisited it since, so I don't have much to say about it.
Silent Hill 2 (Xbox)
I went into this game in greater detail before, so I'll just link you to that. There ya go.
Resident Evil 4 (Wii)
Hate to repeat myself, but I also wrote about this game before. Here ya go.
Resident Evil 3 (Playstation)
Resident Evil 3 is kind of like the odd man out of the series, since the team who made the much loved second game went on directly to Resident Evil: Code Veronica (a game I've never played much of because it just seemed like more of the same) and another group worked on RE3, reportedly at the behest of the American arm of Capcom who saw dollar signs spin in their eyes like 1940s cartoon characters after the success of RE2. The mechanics of RE3 are a bit more action-y than the other pre-RE4 games, new additions which I never quite mastered because I could never time the 'dodge' or 'side step' correctly. The best part about this game was the Nemesis, pictured above, who followed you throughout the game, attacking you at what seemed to be random points, in the process creating a real sense of your character being hunted that no other game has given me. I think there were something like nine different times in the game you could fight him, and he represented an interesting risk vs. reward concept because you got good stuff off of him if you managed to down him. Anyway, RE3 is a good, overlooked survival horror game, and one who's more action-y gameplay inadvertantly spelled out the direction of the future of the series.
Resident Evil 2 (Playstation)
I really hope that someday the Resident Evil series gets back to the 'dual scenario' idea, because I loved the way, in RE2, you chose between two different characters who had wildly different plots through the game yet intersected at various points. Each character also had 'A' and 'B' scenarios, so if you played, say, Leon's scenario first, your actions in that playthrough would affect Claire's subsequent 'B' scenario. I must've play through RE2 at least three times fully, through each of the characters' scenarios. The only thing I don't like about this game anymore is the awkward tank controls. It's hard to go back once you've played RE4, which is admittedly designed around action and big set piece battles, and thus doesn't have the steady, deliberate tension building of RE 1 and 2. Speaking of...
Resident Evil (Gamecube)
I never got all that far in the original release of Resident Evil for Playstation, but the Gamecube remake was excellent. It's interesting to remember just how convoluted and difficult the first Resident Evil was: there's a lot of inventory juggling, backtracking, and frustrating combat to slog through. Though it is spooky and terrifying (the addition of those huge sharks in the remake was a brilliant touch), it's impossible for me to go back to RE1, remake or otherwise. Actually, it's a great game to watch playthroughs or speed runs of, mostly because it'll give you a good idea of how far the series (and survival horror) has come.
Half-Life (PC)
This one is debateable, since there are large portions of this game that are mainly shooting or puzzle solving. I would argue that there's something very survival horror-y about it nonetheless. You're in a government installation that gets invaded by cross dimensional aliens, who slowly kill everyone and make it as difficult as possible for you to escape not only them but the government forces sent in to clean up. You may not remember Half-Life 1 as a particularly scary game, but keep in mind that you're given a flashlight for a reason. Give the first few areas of the game another go and I think you might see what I mean.
Doom 3 (PC)
I'm in the minority on this, but I totally bought into the atmosphere and terror of Doom 3. I actually think it did the whole 'extradimensional creatures taking over a government lab' thing better than Half-Life, mostly because the demons are actively transforming the base rather than just showing up to kill people. I also love the Mars setting along with the whole backstory of artifacts and such on the planet, as well an extinct alien race. As with Half-Life, this one is debateable whether it's survival horror or not, though I would argue it's actually trying to be scary most of the time whereas Half-Life just happens to be by chance as much as design. Maybe the flashlight mechanic (borrowed from Half-Life??) was annoying and the constant monster closets were more 'jump' scares than anything....but I still liked Doom 3 a lot. It still belongs on a list of 'Halloween' games, y'know??
Aliens Vs. Predator (PC)
The original Aliens Vs. Predator for PC was pants-pissingly-scary to me. While playing as the tough Predator, the Aliens are merely creepy and annoying. While playing as the weaker Colonial Marine, they are nightmare inducing. I can't tell you how scary I thought this game was, since I was and remain a huge fan of the Alien film franchise and often had dreams about the creatures without the help of a game that let me experience them in first person. So, yeah. Nightmare inducing. Oddly, whenever I tried to play as the Alien, my PC's graphics card couldn't display its alternate vision mode correctly so I couldn't get past the second or third level. I felt like it was a purposeful middle finger from the universe, letting me know that I'll always be on the receiving end of Alien claws, double jaws, and screeches that make me curl up in a ball and hope my death is a quick one.
The 7th Guest (PC)
Myst delivered a new age of PC adventure games thanks to the CD format, games which were essentially a string of difficult logic puzzles stitched together with bad 3D prerendered graphics and poor quality video/audio. The 7th Guest was that only set in a haunted house. My sister and I never got far in the game, but still remember it fondly as one creepy ass game. The ghostly clown saying "want a balloon, kiddie?!" was a running joke between us for years, and I suspect if I went back now and played it, I would giggle at how archaic it is.

Anyway, Happy Halloween!!

Thursday, October 9, 2008

Halloween: Film Round-Up 2

Aliens Vs. Predator: Requiem (2007)
The word 'requiem' is used in reference to a ceremony to honor and memorialize the dead, which is I hope some indication that they're going to put the Alien, Predator, and Alien Vs. Predator franchises to bed until someone who knows what they're doing and what people want from these films comes along. I'll be posting a longer review of this film at some point, but suffice it to say that Requiem does the seemingly impossible task of making the first AvP film look good by comparison. Requiem is, quite frankly, a piece of shit, and focuses entirely too much on humans a.k.a. the thing the audience cares least about. At one point I wondered if I had accidentally been given a DVD boxset of The O.C. because Requiem spent more time on tiresome humans than it did either of the titular creatures. Here's a hint for future films: if you're going to insist on making the movies about humans, set it in the future and give us the damn Colonial Marines already.
Godzilla 2000 (2000)
Though I know I fanatically saw this ASAP when it came out, being the huge Godzilla fan I was, it's striking how little of this movie I remembered when watching it a few days ago. It has been eight years, true, but funnily enough I think I appreciate it more now. It really is a 'good' Godzilla movie instead of a 'cheesy good' Godzilla movie. Moreover, it redeemed the monster in the eyes of the world after America nearly ruined it forever with the 1998 abomination. At any rate, Godzilla 2000 is an surprisingly smart monster movie that contains an interesting plot arc that doesn't reveal a giant monster for Godzilla to fight until the last 20 minutes or so of the film. Though I've heard that the Godzilla flicks of the 90s and others from the 00s are better than this, I haven't seen most of them, and the few I have I barely remember. Whatever. Godzilla 2000 is great.
Black Sheep (2007)
No, not that movie. This one is an awesome New Zealand horror movie that serves as a reminder that New Zealand actually has a long history of gore-fests. More than a few directed by Peter Jackson, incidentally, who would go on to charm the world with the Lord of the Rings trilogy. Anyway, the movie has a wonderful free-wheeling sense of humor (not unlike Slither from my last Halloween round-up) and concerns genetically engineered sheep who crave flesh and turn people into giant were-sheep when bitten. I tip my hat to the film for taking its sweet time in getting to a joke about bestiality as well as the restrained use of fart jokes throughout. You may want to watch Black Sheep with subtitles on, though, because I often had no idea what was being said, being the uncultured American I am. Still, Black Sheep is a great horror gem that deserves a wider audience.
Silent Hill (2006)
The general consensus seems to be that this movie is terrible and makes no sense. However, I'm going to throw my hat into the ring and say that it's both one of the best videogame adaptations around and an excellent horror film at the same time. Silent Hill had the misfortune to come out during a time when the West was remaking a lot of Japanese and Korean horror films, many of which revolved around creepy little children, so posters like those above told the audience "yep, another horror film about creepy little children." However, Silent Hill is closer in spirit to the original than many of those Western remakes in the wonderful ambiguity of the entire film, particularly the ending. I may write a longer review of this film, but suffice it to say that after the third viewing Silent Hill still holds up. It has some problems--particularly in its length--but it's secretly a great horror flick. Give it another shot with an open mind.
Halloween (1978)
Later sequels have taken the mystique and originality out of this franchise. That's the first thing that comes to mind after watching this movie. As with the original Alien film, Halloween is a startlingly original creation that has the earmarks--cinematography, soundtrack, composition, and a brilliant opening sequence of a slow zoom on a jack-o-lantern--of a master filmmaker. John Carpenter's track record is spotty, but Halloween is a great one that picks up where Psycho left off, developing the "creepy, violent-but-almost-entirely-bloodless slasher flick" idea even further. Halloween has some cheap "jump out of your seat!!" scares but I find the sequences of Michael Meyers stalking the teenage girls in broad daylight endlessly affecting and memorable. Furthermore, I think the ending is one of the best in horror history because it actually wasn't intended to set up a sequel; instead it was meant to provide even more mystery about the true nature of the villain and blur the lines between his human-ness and his supernatural-ness. Halloween is a must-see, in my opinion, and a great choice for anyone who hasn't watched it but thinks they know exactly what it's going to be like because of all the sequels and imitators that followed in its wake.

Monday, January 28, 2008

The Darkness That Lurks In Our Mind

Silent Hill 2: Restless Dreams (Xbox)
Playing Silent Hill 2 does something to me that I've never been able to fully explain. It's the sort of experience that defies me to put it into words without being reductionist or overlooking something. To put it as best I can, Silent Hill 2 terrifies, fascinates, confuses, and engages me in a way that even the rest of the games in the same series don't.

If I were to compile a list of games that proved videogames were art, Silent Hill 2 would be on my list. The atmosphere of the game--the environments, the sound design, the music--is probably the single most memorable and affecting in recent memory, and is every bit as good as the material that influenced it. That is to say, David Lynch movies (particularly Blue Velvet), David Cronenberg movies, J-Horror, Jacob's Ladder, and many psychological philosophies and texts. Wandering through the first 20 minutes of the game, you are making your way into the town itself--fog and snow obstruct your vision, but you keep thinking you see things in the distance or in the very fog itself. You hear odd noises that never repeat or make another appearance. You meet a woman in a cemetery who seems far more afraid of you than the bizarre world around her. And from there, the game just gets more frightening, mind bending, and surreal as it goes.
Jaywalking is punished with...unique methods in Silent Hill

It would ruin the plot to discuss almost anything, but suffice it to say that Silent Hill 2 has one of the most complex, multi-layered, and ultimately ambiguous stories in any game I've played and yet still feels satisfying even if all your questions about James, his wife Mary, the character Maria, and the town/monsters themselves are not fully explained. This is the sort of videogame you will be thinking about as you play it, between sessions of playing it, and after you're done playing it. The sights and sounds--oh, the sounds!!--will stay with you, from the first appearance of Pyramid Head that mirrors a scene from Blue Velvet to the subtle and terrifying ambient noise to the brilliant and always appropriate music by Akira Yamaoka to the various endings you can get which each offer a unique ending to the story.
Employees shouldn't bother to wash their hands

The problem I have with the game is this: it's not that much fun to play. This may sound odd coming from someone who absolutely adores it, but hear me out. The experience, in sum total, of Silent Hill 2 is one of the greatest videogames have to offer. But that said, it's not that much fun to play. The combat isn't the focus of the game, but it does make it "not fun." It's clunky and awkward, and just doesn't feel right. Also, depending on the difficulty you play on, it can feel baby easy or pointlessly hard--the only difference between the two extremes seems to be an increase in the number of enemies, how much damage they take before they die, and how much ammo/health restoring items you get. All of this is, ultimately, poor game design because there are ways to make a game more or less challenging beyond "you can die more easily because enemies take more hits and you have less firepower." However--and this is a big however--it doesn't ruin the game. That's because you don't, and shouldn't, play Silent Hill games to have fun. It's the equivalent of an art film or a horror film versus a summer action flick. Criticizing Silent Hill games for bad combat kind of misses the point, really, since it's like criticizing, I don't know, Taxi Driver for having poor taxi driving scenes.
No, this little girl isn't supposed to be scary, and yet...

There are other minor quibbles one could make about Silent Hill 2 with more than half a decade behind it, such as the uncanny-valley-creepy looking cutscene character models, but for the period it came out, the game looked amazing. Anyway, this also misses the point, because it has looks where it counts--art design and aesthetics. Silent Hill games have a very unique look and feel all their own that transcends the console generation each is from. By today's standards, the "graphics" aren't impressive, but the way the town and monsters look and behave is still genius. You really do become engrossed in the game to the point where you don't sit there thinking critically about everything. I have always hated the idea that a videogame is just the sum of its parts, and if certain things are off or bad--it's too short, too difficult, has technical problems, and so on--then it is automatically a lesser game for it. Silent Hill 2 has its flaws, but they're easy to overlook and forget about when one sits down to play.
"There was a hole here. It's gone now."

Some videogames you play for fun or as entertaining escapism--the Marios and Halos and World of Warcrafts of the world. But some games really do try something new and succeed, and show you things, make you feel things, make you think things, just like any other piece of art can, like an album, a book, a movie, or a painting. Judging such games by the "is it fun or not, and why" standard of criticism misses the whole point entirely. Silent Hill 2 is a game you'll return to over time, discussing it with friends, seeing new angles on it each playthrough.
Nurses: not always hot