Silent Hill 0rigins – “In my restless dreams, I see that town… Silent Hill. You promised you’d take me there again some day… but you never did.”

“Was it all just a dream?” Maybe “Silent Hill” was just that: a dream… a dream surrounded by the misty haze of a medium far too young and shallow to understand the true value behind Toyama’s masterpiece. Only by acknowledging this fact can one understand the often convoluted story behind the series. Had Konami Japan understood the (artistic and commercial) value of the series, I doubt they would have been so eager in wasting the series potential with such a lenient production policy (at least Sony understood, hiring Toyama for the later “Siren” series). So, what is the story behind Silent Hill? First, a revolutionary game, that is the epitome of psychological horror (SH1); then a game that builds on that basis and adds a twisted storyline and aesthetic that in my opinion are worthy of a David Lynch movie (SH2); an uninspired sequel that follows the event of the first chapter, but that still manages to retain the same level of dramatic efficiency and production quality of its predecessors (SH3); and finally, a deviation of the series, that not only was unable to take the series forward, as it also failed in replicating some of the more important standards fans came to expect (SH4). [And if you’re wondering why I don’t mention the movie, it’s because I don’t think it’s worth mentioning… at all.]

Alas, a prequel is made… by an outsider, U.K. based studio: Climax. Let me start by saying that I wouldn’t like to be in their shoes, having to uphold to so much, and with so little experience to do so. Just think about it: in case they didn’t stick to canon, they would be criticized for not maintaining the series core values, and if they opted for a strict following of the previous games, they would be criticized for not adding any value to the franchise. No win situation. Climax chose the second road, and “Silent Hill 0rigins” ends up looking like what you’ve come to expect of “Silent Hill”: the same foggy town, with its empty streets, hospital, motel, and creepy monsters wandering about, the same camera angles coupled with a noise filter, the same eerie soundtrack. But, sadly, as you explore the dreamy landscape, you’ll notice the subtle differences, and you’ll realize they were as important as everything else in creating the horror masterpiece devised by Keiichiro Toyama. Not that Climax doesn’t try hard to embody everything that is “Silent Hill”, they do, but the fact remains that a copycat is only as good as his ability to perceive what made the original work of art grand… and Climax doesn’t cut it.

“God is in the details.” Small details, the type of which you’d thought wouldn’t matter, but do. A simple example: a crucial aspect in any horror game is the surprise factor, the ability to catch the player off-guard (not necessarily to make him jump off his seat). In the first chapters of the franchise, there were a lot of unique scenes where the designers changed the field of play, messing with your head’s preconceptions. For instance: the brilliant cat-scene in “Silent Hill”, where you could hear a noise coming from a locker, and when you opened it, a cat sprung out, only to be killed by a demon-kid (or whatever you wanna call those things); later, when you entered the other-world, the scene would repeat, a noise coming from the locker, but only this time, when you got the nerve to open it, the entrails of the cat where laying there. These small episodes were crucial in placing the player in an uncomfortable place, where every move ended with unpredictable results. In “0rigins”, there isn’t anything like that, everything moves along smoothly and predictably: it’s all straight run o’ the mill, “Silent Hill” 101.

The one thing Climax missed that is sure to stick out as sore thumb is storytelling. The “Silent Hill” universe always inhabited the realm of the surreal, where ambiguity and mystery went hand in hand. “0rigins”, on the other hand, starts off with the worst of premises: to explain the events behind the first game. Now, you might not have noticed, but “explain” doesn’t really mix with “surreal”, “ambiguous” or “mysterious”. Besides that, “Silent Hill 3” had already “explained” the first “Silent Hill” for the average player, so why try and explain more? No good could ever come from that mindset. The result is sad, at best: scenes pan out in predictable ways, with none of the edginess, creepiness or surrealism you’d expect; dialogs are poorly written and straightforward (which is probably the worst adjective for a “Silent Hill” game). Everything is just so linear, shallow and… well, I’m gonna say it, “American”, that it manages to destroy any sense of strangeness that was still left in that world. Adding to that, all of the “explanations” in the game are completely unimportant, serving only as canon fodder for the overly zealous fan to devour.

On a design note, there are some very good aspects to Climax’s venture, that go as far as correcting some of the mistakes in the third and fourth chapter. A higher focus on puzzles and exploration, a better use of sound and especially, of Akira Yamaoka’s brilliant scores (what would “Silent Hill” be without them?), and a battle system that is, for the most part, able to walk the thin line between responsiveness and clunckiness, i.e. not responsive enough to allow the player to feel either overly confident about killing monsters, and not frustrating to the point of making him throw his console out the window.

The first two “Silent Hills” were some of the best games ever designed, and that is an admittedly hard lineage to uphold, and as expected, “0rigins” utterly fails in doing so. Yet, it does manage to copy most of the formula of the series, making it a very pleasing game for the hardcore fans, as long as they don’t expect to find herein the finer subtleties that made “Silent Hill” a grand masterpiece. “0rigins” is what it is: a mimic of a great work of art, that is as shallow and linear as the original was subtle and unique. The hard truth is that “Silent Hill” is growing stale and old, and the time will come when one must start wondering if we’ll ever see such joyous days as the ones in 1999, when “Silent Hill” first appeared… here’s hoping that it wasn’t all just a dream.

Overall: 2/5

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    • dieubussy
    • June 10th, 2008

    Great text, even if the game at hand fails to deliver something substantial to Silent Hill followers, who were after more than just a horror game “in the line of Resident Evil”. Actually, from the first minute, Silent Hill on the Playstation was the alternative take at (survival) horror games, which went beyond the recurring themes of zombies or restless ghosts.

    What I can’t make sense of is your use of the adjective “uninspired” when mentioning Silent Hill 2, which is possibly the most inspired game from the series as well as the most mature-themed and perfected. Don’t misinterpret me: I fully recognize the value of the first rendition, but the experience of Silent Hill 2 has reached a higher peak in what has to do with characters, storyline, soundtrack, level design and art direction. Uninspired fits the bill for most games, NOT for an iconic game such as Silent Hill 2, possibly the most remarkable of the episodes – even If the gameplay remained more or less the same as in the first episode, bearing only minor adjustments.
    “Everything is just so linear, shallow and…well, I’m going to say it, “American”” – now this was a little judgmental! I know what you mean, but… “American” isn’t the same as “modern American mainstream horror movies”. It is as you’re forgetting wherefrom Silent Hill draws its inspirations: David Lynch, as you mentioned, first comes to mind, but the references from the new world don’t just end there!

    • ruicraveirinha
    • June 10th, 2008

    Silent hill 2 is, in my opinion, the best of the series 😀 The uninspired sequel is SH3, sorry for not making that clear enough.
    Just to answer to your phrase: “now this was a little judgmental!” You’re right, it is. And admittedly so. Of course the USA has some great artistic movements, Lynch being a part of one. When I use the adjective “American”, I am taking advantage of a prejudicial notion that 0rigins (unfortunately) replicates. But you understood what I said 😉 . Anyway, I admit it was bit crude, but it served my purpose.
    Thanks, as always, for your precious comment.

    • Blackjack Spades
    • August 22nd, 2011

    What you said were all true, but in my personal perspective Silent Hill Origins were trying to explain on, why in SH 1 & 2 the transition between the the word were sudden and abrupt. As in SH 3&4 are using portals. Here in Origins you can see Travis coming in and out of the Otherworld whenever he please through the glasses. This indicates that in the first place foggy silent hill and the other silent hill weren’t meant to be overlapping each other. But as the game continue, there will be a cut-scene where Alessa directly change the foggy silent hill into the otherworld silent hill street; the Nowhere. This is I think what “Silent Hill Origin” trying to suggest to the gamer. I could be wrong, but so far this is what my mind could digest.

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