Posts Tagged ‘ Climax ’

Silent Hill: Shattered Memories – “Gimmick Hill”

If “Homecoming” was a desperate attempt at winning over the “Resident Evil” crowd, “Shattered Memories” at first, seems the logic step backwards: try to win back “Silent Hill” adepts. Climax did choose to re-imagine the first “Silent Hill” in a clear sign of reverence for the past of the series. They also appealed to the adventure crowd by removing combat from the game, and focusing it on exploration, as well as shifting core narrative themes from the dreary occult to the realm of the human psyche. Climax knew what every “Silent Hill” fan desired – a mature storyline in a survival horror focused on ambiance – and aimed at pleasing. But, whilst the marketing angle was perfect, everything else was not. But blame what we will, and we will blame many things, let us assure you, it’s undeniable that their purpose seems well-intentioned, perhaps even moved by a genuine love for the original Team Silent creations. Nonetheless, in the cruel world of the arts, such good intentions do not a work make… let alone a good “Silent Hill”. Back in the now distant days of “0rigins” you could already perceive Climax’s limitations. Their simple-minded and to the point interpretation of narrative ambiguities, surreal aesthetics and symbolic undertones, their utter lack of creative spark in the visual art department and their greatest sin: the inability to understand that “Silent Hill” had always been an authorial work inconceivable of franchise treatment. These claustrophobic maladies of the heart are now increased tenfold by greater authorial control of the Climax team, now seemingly liberated of any weight the Konami staff  ensured during the transition period from east to west… and hell is it painful to watch the end-result.

In “Shattered Memories”, the series is, using popular video game journalism terminology, re-booted, which means that no “Silent Hill” cannon is reprised. Now, even “Homecoming”, and may god punish us for speaking on a positive tone of such an ill-begotten bastard, had an occasional semblance of a “Silent Hill” atmosphere, with its dreary fog and eerie vacant streets and hellish red-rusted otherworld. But despite this being a remake, Climax thought, in a momentary lapse of arrogant folly, that they were capable of coming up with something fresh to replace what defined its predecessors. One look at the early artwork of the game was enough to understand how unprepared Climax was for this task. And so, they came up with a new aesthetic theme to “Silent Hill” – a blizzard stricken town, rendered in dark blacks (it’s dark and scary), vibrant blue ice (apparently it’s the colour of ice in Brittain) and covered in a whitish snow blanket (well, snow is white). The resulting artistic direction is bland, lacking character, detail and meaning, so woefully uninspired and understated in a video game that used to be known precisely for its emotional impact.

And what could Climax possibly add to compensate for such an outrageous aesthetic? In a nutshell, a modern, gimmick oriented style of gameplay. There are the mini-game-like puzzles with that familiar shallowness that the Wii has accustomed us to, a labirynth-like running game to replace combat that feels like a stripped down, trial and error version of “Clock Tower”, and a useless “GTA IV” cell-phone that delivers back-story in SMS or voice-chat format – it’s the twitter angle on narrative. Now, all these could be sufferable, had the aesthetic any flash of creativity that would allow for the surreal ambiance to shine. But there’s not. Even the plot, while decent and interesting, has its delivery falling flat. Characters and events from the original “Silent Hill” have lost all the details that made them unique, reduced, as is common in game-to-film adaptations, to mere names and archetypes in a sprawled out synopsis that bears no relationship with the source material. Gone are the surreal elements, the bizarrerie, the allegoric and metaphoric… In the end, nothing is left that could possibly stick out in your memory – a character, a dialogue line, an image, a sound (even Yamaoka seems unusually melodic and uncharacteristic), a place, an object,  an ambiance… an idea. “Shattered Memories”, like its environments, feels vacant and soul-less, an empty puppet stand-in lying in the place of a once great masterpiece.

score: 0/5

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