Harry Mason cant cut a break. A decade ago he was tasked with finding his lost daughter Cheryl in the town of Silent Hill. After slugging through waves of monsters, cultists, and a good few centimeters of snowfall youd think going back would be the least of his priorities. Yet here we are, in 2010, doing just that. Billed as a reimagining of the game that started at all, Silent Hill: Shattered Memories takes us back to the beginning, this time with a new coat of paint and a series reboot.
Reimagining is definitely the right term to describe Shattered Memories. Developers Climax Group has been insistent that with Team Silent dead and recent franchises entries earning subpar reception from fans and critics alike that it was time to do something different. And for better or worse, Shattered Memories is just that. On one hand its part of a franchise at least six entries strong, yet on the other its a complete reboot. In some ways it expands and improves franchise staples, yet in others it removes gameplay elements entirely in favor of something fresh.
So lets first look at what Shattered Memories adds to Silent Hill. Some of the big additions come from how Harry navigates the world. Loading screens are gone, instead loading data on the fly, allowing players to move from room to room without interruption. Occasionally the player will be asked to jump fences, open doors, or crawl under low passes, and all of this is engaged by simply pressing a button or even automatically. Looking around is accomplished via the Wii remotes pointer, controlling the flashlight, and this along with everything else feels tight and responsive.
The remotes pointer goes even further when solving puzzles. Rather than being asked to solve some arbitrary riddle, puzzles play almost like an enhanced version of those found in Myst games. Presented with an on-screen scenario, players will point an interactive hand icon at context sensitive objects and manipulate them as they desire. Open draws, pull pins from locks, flip pages of books, etc. Rather than pressing a button, players must physically interact with the world around them. This, along with the above, does a fantastic job of creating a sense of player presence in the game world, even if the puzzles themselves are rarely difficult or complex. Another addition comes in the form of Harrys PDA. A robust device, it allows players to make telephone calls, view messages, view the game map, take photographs, and more. See a billboard with a telephone number on it? Give a call to hear the conversation through the Wii remotes speaker. See a ghostly apparition? Take a photograph to reveal the truth. More than just a cool toy to play with, the PDA is used in some puzzle solving, and also in telling the plot through the many interactive scenarios throughout the game. Really, the PDA and the seamless navigation go to great lengths in creating a believable town. Silent Hill is unfortunately quite linear, but it never really seems as such, instead feeling more genuine and alive than many of the games before it.
One of the biggest additions to the Silent Hill formula is the psychological profiling. Promoted as a way for the game to play you, it serves the purpose of shaping the world around you. Throughout the game players will find themselves seated in a psychologists chair, answering questions about social and family life, drugs, and sexuality. Behind the scenes the game will note how you solve puzzles and which objects attract your attention first. All of these go towards altering the presentation and feel of the game. Characters may be dressed differently or even have completely different personalities. Monster will take on disturbing new forms. Entire rooms might feature different props and design to reflect the kind of person you are. Perhaps not used to the extent it should have been, and not feeling quite as impactful as one would like, it at least adds an extra layer of variety, giving reason to play through more than once, and is something new to experience.
While all of these mechanics could fit into standard Silent Hill gameplay, some of the changes made are much more drastic, and most can be found in the way the game handles its horror. Simply put, combat is gone and horror segments are separated from exploration. In these scenarios Harrys world frosts over, conjuring diabolical monsters hell-bent on making him lose a few kilograms. Known as chase sequences, Harrys goal in each of these is to reach a checkpoint, which mostly consists of barging through doors, jumping fences, and trying to avoid the samba train of fleshy terrors following hot on your heels.
This is where Shattered Memories quality is hindered. Harry controls fine, but navigation can be tedious due to confusing environment layout. Monsters chasing Harry will latch on if they get too close, and while the player is given the ability to shake them off with Wii motions, these are not always as responsive as they should be. With fear subjective, the scariness of these chases is hit and miss. While some will find them tense, others will not, and this has potential to damage the mood. The chase scenes themselves disappointingly hurt the atmosphere of the game, especially considering the potential of what the spooky ice world could have given had it been more about exploration and puzzle solving, instead passing by either far too quickly to be all that interesting or too long and tedious to be much fun at all. Later in the game these chase sequences improve somewhat with a bit of extra puzzle solving and tension building, and the ice world itself is interestingly integral to the plot, but theyre by far the lowest point of the game.
One of Shattered Memories greatest achievements is its plot. Hooking you right from the start, it is one of the best plots I have ever had the pleasure of experiencing in an interactive medium. It is difficult to describe it in lengths without giving too much away, but suffice to say this is one of the few examples of where the act of gameplay itself and interactivity serves as a theme and element of the story. Players will feel genuinely attached to Harry and desperate to resolve the madness around him, and the ending will blow you away. All characters mostly voiced and written very well, along with the extra details added in with phone calls and messages, greatly aid in telling this superb tale that remains second best in this franchise only to Silent Hill 2.
Graphically the game is mostly impressive. As mentioned, real time shadow casting from objects via the flashlight look fantastic, and the world of Silent Hills is rendered convincingly. Some low resolution textures and occasional performance issues, such as an inconsistent framerate, hinder it from being as much of a visual splendor as Silent Hill 3, but its nothing that will dramatically hurt the experience. As a whole its definitely one the better looking titles on the Wii, and has the bells and whistles of widescreen and 480p.
So where does this leave Shattered Memories as a game? Fresh, unique, and different not just for the franchise, but the platform and genre it is a part of. Lovingly crafted, even with its occasional rough edges it never stops delivering on new ideas and ways to keep the player hooked. It may not be the game some have asked for, but what is here offers something too special to overlook.
A mix of old a new Silent Hill, with genuinely interesting mechanics wrapped in a killer plot. One of the best titles for the Wii and like nothing else. 8/10