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Late to the party, sent to The Room

Silent Hill 4: The Room
Under House Arrest

It would almost seem like Silent Hill is becoming the Madden or Tomb Raider of the survival-horror genre. With the fourth installment in the seminal horror series shambling onto store shelves less than a year after Silent Hill 3, one might wonder if there’s any part of fans left to scare. After all, one can only wander through so many hospitals and gloomy forests before it becomes standard procedure. So does being sent to The Room yield any fresh surprises? Well, yes and no.

“Don’t Go Out!”

I suppose to stave off any more comparisons to other companies’ yearly offerings, it’s important to note that Silent Hill 4 began life as a *gasp* original game titled simply “Room 302.” This is immediately apparent as the game has almost nothing to do with the town the Order built beyond a few plot references and injokes. Instead we’re introduced to Henry Townsend, your average SH protagonist who at times seems utterly blasé regarding the fact that he’s trapped in his apartment. Seems someone made a serious effort of locking Henry in his pad five days ago, and though he just now seems to be noticing this, it is in the room that, erm, The Room exhibits its greatest gameplay draw. Nothing draws the player into this world like being able to wander around Henry’s apartment, feeling totally cut off from the world as you glimpse the people on the streets going about their business, your neighbors working out or watching TV, and the cutie next door……sweeping the hallway. Although the game doesn’t approach Breakdown-levels of first-person realism here, it still does an admirable job of making you feel utterly alone and perhaps a bit frightened, moreso when the ghosts come a-knockin’.

Wallflowers

Yes, the Silent Hill series is now home to ghosts, though they are far from the friendly type. The latest additions to SH’s rogue’s gallery often emerge from the walls without warning and cannot be killed. They also are able to follow you pretty much anywhere and can cause damage on sight. To counter this, Henry can acquire Swords of Obedience to permanently pin ghosts down. What makes this exchange interesting though, is that there are approximately 19 ghosts and only 5 Swords, so choosing which ghosts to permanently ground makes for an interesting combat departure for the series.

Unfortunately, the rest of the enemies are wholly uninteresting and the stale combat engine the series has relied on since day one has returned almost completely unchanged. Konami added a charge attack for your weapons this time, but it’s utterly useless unless you’re completely surrounded by moths. Speaking of utterly useless, who the hell’s idea was it to give Silent Hill an item chest? There’s a reason people recognize limited inventories as one of the worst features in Resident Evil, and it’s a VERY unwelcome addition here.


“Mom! Let me in!”

If there’s one thing that separates Silent Hill from the rest of the survival-horror pack (aside from their distinctive soundtracks), it’s the intriguing, complex, and often grotesque stories it weaves. While Silent Hill certainly sets up an interesting tale, it often falls victim to poor pacing, weak characters, and a half-assed climax. Unlike previous entries – which featured interesting characters with complex motives – The Room introduces talking heads for the sole purpose of dying at the hands of a scraggly hobo with a serious Oedipal complex. Main character Henry displays barely mild discomfort for a guy who’s been trapped in his apartment for a week, and only shows any initiative when he’s notices his hot neighbor may be in danger. Eileen the female lead is only in the game to make your life a living hell (more on that later). This leaves Walter, the only character with any real character, even if it does come off as unintentionally funny. Seriously, how whacked in the head do you have to be to think an apartment room is your mother?

“Where did this hole come from…?”

Another departure for The Room is the decision to break the game up into distinct worlds with no wandering around in-between. This represents a nice change as you’re no longer forced to wander around town looking for elaborate routes around giant holes in the road just to get to the next area. Unfortunately though, someone made the decision to have you revisit every area in the game about halfway through the quest with three VERY distinct and annoying differences: the previous characters you meet who died at the end of each chapter return as highly annoying poltergeists; you’re forced to escort an incredibly slow and weak Eileen everywhere; and the Nemes…er, Walter likes to show up at odd places to add to your misery.
In this way, SH4 is almost a mirror of SH3. Silent Hill 3 started off with Heather taking a long and completely nonsensical route through a subway, sewers, construction site and office building JUST to get home. This wouldn’t be a problem if the game presented something in the way of some decent scares and a clever puzzle or two. Once the game moves to Silent Hill though, it actually picks up with some of the best areas in the series (the hospital, amusement park, and church).
By contrast Silent Hill 4 starts off fine, with each area worked out quite nicely – just long enough that they don’t become exercises in frustration like the majority of SH1’s hellholes, and the ghosts, particularly those damn twin victims actually provide some decent chills. But once you leave the hospital and are forced to revisit each world with a major crutch, the game just goes to hell.

A Lullaby to Close Your Eyes

One area the Silent Hill series continues to dominate is sound design. Akira Yamaoka can turn something as mundane as exploring a kitchen into a pulse-quickening affair. His ambient white noise returns here in full swing, along more refined vocal performances. Seriously, the vocal tracks in Silent Hill 4 – particularly Room of Angel and Waiting For You – are some of the best in gaming and go a long way towards blurring the line between “video game music” and “mainstream music”.
Voice acting is up to its usual standards, especially those used for Cynthia, Eileen, and Jasper.

“Guess we’ll have to find a new place to live, huh?”

It’s quite obvious to even the casual fan that Silent Hill 4 is really more of an experiment than a true follow-up. And while some choices work (the apartment, the episodic progression, the ghosts), a lot don’t (limited inventory, male escort, stale combat, recycled areas). Perhaps if Konami actually took the time to study this series’ numerous faults, they could come up with a game to match their high aesthetic value. Wouldn’t that be a scream…
 

dark10x

Digital Foundry pixel pusher
Since you put in the effort, I'll have to bump. :)

I found the game quite disappointing as well...

For me, the single biggest problem I had with the game is the fact that it is not scary in the least.

I did not mind the backtracking, however, as the second visit to each area allowed me to appreciate the areas a bit more. The first time through each area was VERY short and was almost like a preview before returning to actaully take care of business.

I also had no issues with the combat and found it to be somewhat more entertaining than before (though mostly unchanged).

Regarding development...

The Room was not handled entirely by the same team, I believe, and was also started prior to SH3's completition. SH3 was released in the US on August 3rd, 2003 (I believe)...but the game had been finished since January. It wasn't as if they just pumped out SH4 in a year...

We won't be seeing another title in the series until next-generation consoles, though. I hope they have realized exactly what did not work in SH4.
 

Bebpo

Banned
dark10x said:
Since you put in the effort, I'll have to bump. :)

I found the game quite disappointing as well...

For me, the single biggest problem I had with the game is the fact that it is not scary in the least.

I did not mind the backtracking, however, as the second visit to each area allowed me to appreciate the areas a bit more. The first time through each area was VERY short and was almost like a preview before returning to actaully take care of business.

I also had no issues with the combat and found it to be somewhat more entertaining than before (though mostly unchanged).

Regarding development...

The Room was not handled entirely by the same team, I believe, and was also started prior to SH3's completition. SH3 was released in the US on August 3rd, 2003 (I believe)...but the game had been finished since January. It wasn't as if they just pumped out SH4 in a year...

We won't be seeing another title in the series until next-generation consoles, though. I hope they have realized exactly what did not work in SH4.

I fully agree that SH4 was not scary at all. But I'm one of those people that plays Silent Hill for it's atmosphere and story rather than as a horror game. Silent Hill is like playing the old click and point adventure games to me, just with a really bad camera and terrible combat.

I really enjoyed SH4. I thought the individual areas were quite cool (especially every room in the hospital) and the way the story is told through the immersion of actually being there in the room was freaking awesome. Looking through the eyehole at the door and seeing the bloody fingerprints increasing one by one was awesome. Same with watching the neighbors talk about you and looking out the window and seeing things on the street. I absolutely loved it all. This worked great with the story since it was never so straight foward as to tell you exactly what did happen in the past and is happening now. You have to use the visual clues scattered around the room combined with the notes and combined with what they DO tell you and then you can fully solve the puzzle. The idea of putting together the story in your mind like a puzzle game really appealed to me as was something I also loved about SH2.

I'll admit the story was a little 'out there' but considering how wacky and messed up the SH world is it seemed believable to me. The limited inventory sucked, the camera wasn't the greatest, and the cpu AI was a pain. Yet I still enjoyed the game immensely.

SH2 kills it because it has an even better story + better areas and with less problems, SH1 also has it beat in those departments (the metal grating floors the first time in the dark world were awesome. Same with the school). But I'd put SH4 above SH3 by a wide margin as the "piece together the interesting story" part of the game was completely missing in SH3 and all that was left was what else makes up the SH series: crappy cameras, and below average fighting.

Just my opinion.
 
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