Silent Hill (1999)

Team Silent

PlayStation · PlayStation 3 · PlayStation Portable

4.13 from 1852 ratings

3673 members have it in their collection · 117 playing now · 777 backlogged · 776 wish listed

How long? Main story 8h · with extras 8h · 100% 12h (from 53 logged playthroughs)

Silent Hill is the first installment in the Silent Hill series of psychological survival horror video games. Unlike earlier survival horror games that focused on protagonists with combat training, the main character Harry Mason is an average man. The gameplay consists of combat, exploration, and puzzle-solving. The controller vibration is used to indicate Harry's heartbeat and will vibrate on low … Read more
Silent Hill is the first installment in the Silent Hill series of psychological survival horror video games. Unlike earlier survival horror games that focused on protagonists with combat training, the main character Harry Mason is an average man. The gameplay consists of combat, exploration, and puzzle-solving. The controller vibration is used to indicate Harry's heartbeat and will vibrate on low health. The player must regularly enter an inventory screen to check Harry's health, use items, and equip different weapons. Read less

Details

Developers
Team Silent
Publishers
Konami
Genres
Adventure, Puzzle
Themes
Action, Horror, Survival
Franchises
Silent Hill
Series
Silent Hill

Release dates

  • Feb 24, 1999 (Full Release) (North_America) PlayStation
  • Mar 04, 1999 (Full Release) (Japan) PlayStation
  • Jul 16, 1999 (Full Release) (Europe) PlayStation
  • Sep 10, 2009 (Digital Compatibility Release) (North_America) PlayStation 3, PlayStation Portable
  • Q4 2009 (Digital Compatibility Release) (Europe) PlayStation 3, PlayStation Portable
  • Q4 2009 (Digital Compatibility Release) (Australia) PlayStation 3, PlayStation Portable
  • Q4 2009 (Digital Compatibility Release) (New_Zealand) PlayStation 3, PlayStation Portable

Related

Bundled in

Remakes

Featured in lists

Rating distribution

5 stars
705
4 stars
764
3 stars
315
2 stars
52
1 star
16

Community All Reviews Statuses

santipilled

Review santipilled 4/5 · Apr 19, 2026

Insanee. Really really enjoyed this, crazily ahead of its time. The environment, concept, and everything just feels so well done and genuinely focused on feeling both dreamlike, industrial, and just like you're completely alone and could die at any second. Challenged myself to play this at night with headphones on, and the sound design + soundtrack honestly got to me …

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Insanee. Really really enjoyed this, crazily ahead of its time. The environment, concept, and everything just feels so well done and genuinely focused on feeling both dreamlike, industrial, and just like you're completely alone and could die at any second. Challenged myself to play this at night with headphones on, and the sound design + soundtrack honestly got to me every time, genuinely felt like I was spiraling half the time. So good.

That being said obviously it is a bit dated in terms of gameplay and some other pieces. Took me like half the game just to get used to moving around, and honestly all of the boss fights were just not fun to do. Always just kinda felt annoying and tedious. Also kinda mad that the good ending (which includes more content and a lot more story exposition) is lowkey easy to miss. Like it's in an area a away from the main objective, which like okay sure exploration or whatever, but there's like a million pteordactyls flying at me I'm just trying to run and survive, idk just kinda made me sad that I didn't experience the whole thing in this playthrough. Also the sewer levels feel both pointless and are just kinda lackluster. I will say they have some nice ambiance and atmosphere, but once you realize that nothing really happens it just becomes kinda monotonous.

Anyway great game, definitely deserves its place among the best in horror, and I hope whatever remake they are working on for it sticks to that minimal yet overbearing psychological horror that made me enjoy it so much.

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grubmaiden

Review grubmaiden 5/5 · Mar 26, 2026

Warning: I'm going to talk about some horrible things. Sexual violence, exploitation, patriarchy, and mental health.

Since the changing of the leaves started, I've really been embracing the season. I always like to move with the shifting weather and let it guide my emotional state, my interests, festivities. As such, I've been playing a lot of horror games, especially classics …

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Warning: I'm going to talk about some horrible things. Sexual violence, exploitation, patriarchy, and mental health.

Since the changing of the leaves started, I've really been embracing the season. I always like to move with the shifting weather and let it guide my emotional state, my interests, festivities. As such, I've been playing a lot of horror games, especially classics from the Playstation. I'd done really passionate reviews about why I love the Resident Evil games, and after clearing the first three, well it would be fair if I went back to Silent Hill with my fresh adult sensibilities and gave it the same sort of treatment. Silent Hill is not quite like Resident Evil, but it has many similarities and is held to some of the same levels of esteem. Though, if you might've noticed, Silent Hill is considered to be the more cinematic and artful series of the two; more cerebral even.

It has a huge reputation following it. It's one of the most psychologically inclined series out there, as people say. It is all about inner demons, its iconic mist and misery are well known even to people who hate horror. I often look outside on a grim and foggy day and say "Damn, it's like Silent Hill out there" as a joke. I can never say I was ever so engaged to the game and had no deep loyalties to it, at least to the degree of others I've seen. Still, as soon as I started playing, something about it completely latched onto my psyche and sent me into something of an intellectual spiral in a way Resident Evil could not, even though I felt Resident Evil games were far more 'perfect'. Silent Hill is unbearably messy, raw, miserable, and introspective in a way that completely earns its reputation.

I think the most important place to really start is with what we see of Harry. He's a bit hysterical and in search of his daughter, wandering into this miserable misty and unsafe town drawing heavily from the aesthetics of Stephen King's The Mist. A little bit of humanity left in the cold husk of a city in Cybil, who gives him a gun, setting us on our journey. And I have to say, Harry is a bit of a moron. Many things happen to him, many narrative complexities will unfold at his feet and he will inappropriately ask about his daughter and say "What? What's going on? Our friend Harry has very little situational awareness and even less critical thinking skills at his disposal. The game makes it clear through his goofiness: this is not about him. We are stumbling through other peoples stories just as he is, and he is more our surrogate than a character at times.

As we step properly into the world we can get a look at its environment and the way it chooses to present itself. Rather than making any use of pre-rendered backgrounds or using any other tricks of cheesing in extra detail, we get basically everything we look at in real-time. Many people have already expressed how it was possible to manage something at this scale with its clever use of the fog in loading and unloading parts of the game. It all leads to this wonderfully crunchy and low resolution look which has had a lasting impact on games today. Everything is not the most detailed, but you can glean the texture, the essence of everything so easily; it's a very tactile game. It succeeds in its own unique way apart from other horror games on the platform.

The second most pressing thing beyond the looks is the camera. Silent Hill being a more cinematic game makes a lot more use of film techniques. An almost found footage style, disorienting fixed camera angle at times, even using a dutch angle in the most chaotic moments. A careful hand shaping what and where you see the most important details. But we also get something new in the form of a frustrating and finicky over the shoulder free-cam. It isn't very intuitive and can get downright stupid in unintended ways, but with the shortcomings of no analog controls I can't entirely blame the game. It works well enough and you can use L2 to readjust it, which.. sometimes doesn't even work. You will be fighting with the camera as you would an enemy in some of the games worst moments, and it creates a friction that I came to find endearing as I spent more time with the game. The difficulties of the camera are simply another hazard to surmount, to learn and get intimate with.

On this note, the entire game itself is this beautifully burred device that's irritating to even behold. It's something of a loose consensus of many fans that the games have terrible gameplay but wonderful atmosphere. While I don't necessarily agree with this, I fully understand what they mean, because the game is not very well lubricated. It pushes back against you, it has edges you can get caught on, points of frustration and challenge not just to your abilities but also the very way you think and solve problems throughout the game. It all slowly unfolds into something beautiful, like a labyrinth. More on labyrinths later before the mental illness fully slips out of me.

Something I'd like to express my love of with the game and its visual presentation more specifically are the wonders of the industrial mundane. Electrical boxes, chain-link fences, generator rooms, control panels, switches, diodes, bridges, boiler rooms and furnaces, sewer systems. All of it is so wonderful to me, the world of analog technology, the cold and artificial language of such a manufactured environment. I've lived in the rust belt for half a decade now, and in my walks I've simultaneously felt at home and threatened by these now-everyday parts of my landscape. I don't get very intimate with them in the real world, but I do in the game here, and this strikes on my latent fears of what depth there might be in the industrial corners of my environment, as well as my innocent curiosity in understanding and celebrating the dull municipal machinery that runs in the background of daily life, necessary for society to even function hidden in plain sight.

I adore the radio you get in the beginning of the game. It serves the purpose of alerting you to enemies near you, each with their own unique frequency, buzzing and screeching with the swelling of music which projects outright terror to a level no other Silent Hill game has yet to accomplish. It cements this feeling I've had in my worst moments, that the presence of others is something of a threat. In contrast, the pleasant buzz of white noise is always something I could take comfort in. There's an ebb and flow to the use of noise in the game, vacillating between paranoia and fear in one end of the spectrum, and the comfort of being alone on the other.

The music works alongside the radio and noise to a masterful degree. Akira Yamaoka is often praised and rightfully so for his ambient works and contributions to the soundtracks for all of these games. This here is not so much ambient in spirit, but more in the realm of dark post-industrial soundscapes of terror and misery. It's like the music of Coil, of Nurse with Wound, of Throbbing Gristle. It guides the fear and levity with a heavier hand than the radio static. The radio is facilitated by the enemy design, and the music by the level design, and both are tag teaming you into a feeling of helplessness, fear, misery, and a false sense of security in many cases where by all logic it seems like you're temporarily safe.

The overworld enemies we see at first speak to the absurd, I feel. It's something I often joke about, that such a scary and highly esteemed game will make you fight dogs, pterodactyls, and gorillas in the streets of such a serious and shocking game. Nothing says psychological horror like pterodactyls, of course. But like many other things in the game, it has a purpose and reveals more of its hows and whys the deeper you plunge into the labyrinth.

As with any labyrinthine game are the puzzles throughout the levels which you need to solve to unlock the correct doors. Leading you around and around, backtracking in spirals. The puzzles themselves can have some excellent setup. You will often run into things that seem like they'd be immediately important, coming to find that they only have relevance to the very last portion of the game and have put the idea of using it and approximately where it might be in your head far before you can even solve it. My favorite puzzle overall is the zodiac one, much of them follow a similar kind of logic. You are meant to decode an extra meaning and sequence most of the time, out of context clues in the same area. It never really reaches the level of moon logic, I think.

The weapons feel so wonderfully satisfying to use, to take care of all the enemies you'll be running into. With the limited resources and risk of damage, you'll be tempted to use your favorite melee weapon of choice, mine being the hammer. The visceral feel of completely crushing something with my own hands, it makes me want to scream, it makes me feel alive. The handgun is an excellent utility as well. You'll probably be using it most of the time, being the safest tool and with the most plentiful bullets. I like to keep my shotgun for the late game only, and the rifle for the final boss exclusively.

On the labyrinth, on the changing landscape, it's the focal point at which the real spirit of the game is let out. The town itself pulls you deeper, weaves you in and around the various named streets as the earth opens up to shape your path and wall you off from its truths, from the answers, and through the exact path it wants to tell you. It ensnares you, it ensnares everyone close to you, close to Harry, pulling you deeper into itself. Have you noticed, as each area gets blocked off, it has the character of an actual spiral just to get into the school? How it all wraps around into Central Silent Hill? More spiraling, more unfolding, more pulling you deeper into the psychological torment.

There was a book that came out a year after Silent Hill, was in development for ten years, and I can't help but constantly make the comparisons in my mind. House of Leaves by Mark Z. Danielewski, about a similarly labyrinthine house in an existentially, psychologically, even cosmically terrifying way as the town in Silent Hill. And while these two things have nothing to do with each other, they have a similar character, similar techniques and storytelling that I can't help but feel they were a match made for each other to explain what goes on in the story. The house and Silent Hill both take on a unique character of their own and hold impossibilities within them. They unleash a nightmare which rips into the very fabric of your life, of your psyche. A story told through echoes, what you see is an echo relayed by our perspective character. Unbearable pain which does not even feel real, from a dubious source trying to describe something indescribable and illusory.

As you plunge deeper, first in the school, again in the hospital, you enter a nightmare. It's evident that the worst memories and traumas in this miserable town have been brought to life. At that point in the story, it isn't exactly clear why it's there or what the nightmare really represents, as the spiral moves up and down and returns to different points. Snaking around a terrible core, all we can do at this point is speculate. What we know is the nightmare is this unbearable phantasm of violent children slowly crawling to rip and tear us apart, doctors and nurses trying to restrain and force us down. It has a quality and aesthetic to it very reminiscent of the artwork of Francis Bacon and of the movie Jacob's Ladder. Rust, sepsis, blood, sickness, a comfort in isolation and danger around others, flayed bodies, objectification, nude splayed bodies, eggs, worms, the transformation into moths, and a terribly persistent rotting.

As it all goes deeper, the very town itself shows its true face. The hell of the worst moments of those dungeons comes out and we can look at the town in- No you can't. Actually the enemies are completely hounding you and turning you away from the truth. Where it was easy to fight enemies and take your time at one point, it now becomes pants-pissing terror even to get from place to place. We haven't had the time to truly understand anything yet, but by now we've met all of the supporting characters. Alessa, a mysterious girl with odd traits mirroring our daughter Cheryl. Lisa, a terrified nurse at the hospital who clings to you for comfort. Kaufman, a standoffish and mysterious doctor from the same hospital. And lastly Dahlia, an oddly cryptic occultist who has merely pointed us at targets and given us ominous key items, speaking of religion and the darkness at the center of the town.

For my route, which was the Good+ ending, it's at the point where everything truly unravels into its proper form right around the time you make it to the Resort area. Kaufman has become linked to the drug trafficking, as well as a mysterious liquid deliberately being kept from anyone's knowledge to a completely paranoid degree. A more menacing side of Dahlia comes out, as well as a revelation of helplessness in Alessa. At the center of the town, we understand that Alessa is a victim, the darkness of the town is her darkness, and Dahlia holds a certain patriarchal control over her. There is far too much to disentangle here, so I'm going to get more abstract and out of order simply for my own sake. Because the narrative of the game, just like the town is very labyrinthine.

At the center of the labyrinth is the Minotaur. The child of Minos, cursed into this prison, into this hell, made a monster of. Like Theseus, we brazenly burst into the labyrinth to slay Asterion, aiding this ironic tragedy. The darkness of the town, ascribed to the vicious Minotaur alleged to have been victimizing people, itself a victim. Our funny Hellraiser device given to us by Dahlia traps and ensnares Alessa into her inevitable death-to-be and finality of her abuse. And Harry was an accessory to this patriarchal abuse and exploitation, and this is one of his true narrative purposes beyond simply being our surrogate. Unlike with the Minotaur, there's a deeper irony in Harry's actions. It was all for his daughter, to spare his own child at the expense of the suffering of other girls who don't have the luxury of someone looking out for them. This is one way Patriarchy is reinforced and upheld, this very selfish approach to justice.

So now, the labyrinth completely stripped bare of all its walls, we can see at the center of Silent Hill that it is a story about Patriarchy. It's about systems of abuse, of exploitation, parasitic ownership of women's bodies, rape, and the womb as a means to completely dehumanize and control Alessa. The nature of the town, the mist, the monsters, the nightmare, the psychological terror. Not simply the Bull of Minos, but more the Bull of Phalaris as it goes through a metamorphosis of pain and abuse, a screaming victim in the brazen bull projecting her psyche out in haunting echoes which lash out in every direction, pushing and pulling people indiscriminately fearing more harm, more control, and seeking release as the fires slowly roast her to death.

As we weave backwards back out through the center of the labyrinth, we see everything with new eyes in the Nowhere. The school and hospital both take on a new and more depressive meaning. The doctors and nurses especially are some of her greatest fears in that they maintain and directly enforce her suffering. The school, a warping and distortion of her isolation and worst fears, of people like her which reject and hate her. The pterodactyls and gorillas, I feel like I don't even need to say what these represent because it should be obvious if you were paying attention.

Still, it's not just Alessa who gets victimized in situations like these. Anyone is fair game, and we should show empathy for any situation where this kind of patriarchal abuse and exploitation are happening. We need to be challenging it, otherwise we end up passively reinforcing and tolerating its existence. Alessa and Cheryl are two sides of the same coin, the same person in spirit, even. What happens to Alessa is relevant to what happens to Cheryl, and this is a very purposeful statement on the more broad systemic implications of these systems it all alludes to. Cybil becomes parasitic influence to the town as well, a simultaneous victim and carrier of this malice. Even worse is Lisa realizing she's the very same as she faces an ego death before your very eyes in one of the most heartbreaking and sentimental scenes in the entire game. It still haunts me.

Alessa while I may be tempted to compare Alessa to Persephone or Izanami, I feel like neither of those give her credit for her part in the story. As it all comes towards its climax, it's clear that her pain, her loss of personhood, the way much of her soul is gone to carry something that itself is malformed and soulless, for the sake of a high control group, a cult, a religion, a town, a society, a patriarchal system; in completely disempowering her, it shows an extremely potent agony and desire for change, subversion, and transformation, but not one she can do alone. This is where Kaufman and Harry in their passive and unwitting support of this abuse, can finally turn around and act for justice. But then this raises two open questions. What does the cult mean? What does justice look like? I can only speak from my own interpretations, as I have the entire review here. You will find I don't like to approach it wiki style, I am making my own interpretations and think you should too.

From my own experiences, what I've seen, and my own understanding of the cult, I see it this way: It's obviously a group of people who represent a particular tradition which they felt was harmed in the process of making Silent Hill a more viable town to live in. It's a very high control group and seated in very conservative values and certainly are not strangers to treating women as property and objects. They seek to use a particular set of occult practices historically drawn in malice and exploitation of others for their own benefit. The practices otherwise known as Demonolatry, and this type of self-serving Goetia can correlate easily with the exploitative aims of fascism, which is to say a palingenetic force, a rebirth of the world into one of control, nationalism, and the expending and extermination of anything outside its purview, one where there is a stratified exploited and victimized class, almost always women and different ethnic groups and identities drawn up as outsiders.

And what more of a distinct way to represent the evils at the heart of this town than to make the final boss of the entire game an Incubus? A demon with explicit intention of violating women in their sleep and forcing unwanted pregnancies. And so, the solution to all of this, of justice, the game decides is through a rebirth set on the terms of the victim and through the people who stand up and break the mold of oppression and control to facilitate something new, something different and resistive. It's not exactly clear what's happening, but it's ultimately an ending of redemption. Where this destroyed life is reborn and can start again, not under the thumb of Patriarchy, but something different, something more free. While fascists believe in palingenesis, so do people like me, like Team Silent, like feminists, and people of moral conviction. Let a better world be born from this horrible one, through our actions, our sacrifices we make for the sake of others, empathy, of reaching out to victims and making the right choice.

This might sound particularly charged and leaning really hard to a particular perspective and conclusion, but I can't help it. I can't help it because I've been a victim too, but not of the same specifics as Alessa. It's just felt. It's felt in a painful and ugly way that makes me shake, at times makes me want to scream or simply lay in bed until the next day. Sometimes I wonder if I can ever purge it all out of me. Sometimes, very rarely, when I'm at my worst and could feel it suffocating me so unbearably, a little bit of that Nightmare, that Nowhere seeps in. Call it psychosis, call it dissociation, call it intrusive thoughts, visions, maladaptive daydreaming, but I see that rot, blood, gore, rust, encroaching from the corners of my vision and completely taking over. Sometimes when you feel like you can't breathe, but you can hear your heart beating wildly, the only thing you can really do is just freeze until it fades and passes.

I've had really odd and unnerving dreams lately. Maladaptive daydreams too. Nothing so painful or extreme like I'd felt before, but more forlorn. This was happening before I played the game, but I had visions in which I was a little girl like Alessa's own psychic projections. I remember scenes that were so profoundly beautiful, golden sunsets, strange hotels, mountains and forests and car trips with smiling families. I try to remember the full context but it always escapes me. The further it slips away, the more I'm pulled into real nightmares, and I'm a participant in creating nightmares for others. Hospitals and hotels in which the staff are not attacking people but only projecting a particular disdain. Lost, helpless, and in these dreams I can feel my influence making others feel the same way as me. It feels so real, and at times makes me scared I might actually have a dream linked with someone else and spread my malice into their emotional world. Of course, this is nonsense. This isn't how dreams work. But it's the irrational panic and stress of dream logic. I wake up, I shrug it off. A new day starts. The fear of my own suffering and trauma ripping into the fabric of the people around me stops being an irrational dream fear and takes on a new face, a self hatred that my moods and personality might indirectly hurt others, because of what I've experienced, because of how it shaped me. Because harm is taught and is carried and perpetuated by cycles and systems and I am just as much subject to them as the people who hurt me.

How can I even move on from these feelings, I sometimes think to myself. Spiraling, spiraling, swaying in and out of the nightmare, the static, the alarming noise, isolation, then the comfort of friends and people who care for me around me. It's a process. A metamorphosis, like Alessa, like moth. Shaping a new world, new chances for people who come into this world and who could use a better experience than me. Everyone deserves that, but there is no real incentive for people to be the one to help build that world, because truthfully it's really hard. It's really easy to fall into these systems of harm and exploitation and it's why people do it. It's why Silent Hill is what it is. It's why not everybody is a feminist, an anti-fascist, anti-racist. We can't just be bystanders. Learn, feel, say something, do something.

Oct 16, 2025

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danksocks

Status danksocks Nov 26, 2025

Been playing this for a few days now. It's not quite reaching the heights of RE2 + RE3, but it nails the atmosphere and feeling of being outmatched by the surrounding horrors really well. Plus I really love how chunky these graphics look.

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guitarwolf5

Status guitarwolf5 Nov 16, 2025

I am going to hold out and wait for the remake of this game - I have a lot on my plate and if I can get and support the newest version I'll go with that :) (no disrespect to this game, its still a classic!)

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waffle_7d

Status waffle_7d May 11, 2025

прикольний сурвайвл-хоррор, але грати без геймпаду - таке собі (грав на емуляторі). іноді над пазлами треба подумати й помотатися туда-сюда, поки не знайдеш рішення. наявна версія з українським перекладом

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Roach

Status Roach Sep 23, 2024

After I beat the game, I had a sudden urge to rewatch the 2006 movie. I was able to recognize so many more Easter eggs and references this time around! This added a fresh new perspective on a film I'm quite familiar with.

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Roach

Status Roach Sep 20, 2024

I'm about to start playing and I am so scared.

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pixelcrypt

Review pixelcrypt 5/5 · Apr 28, 2024

An absolute classic

I only just now got around to playing this. I have played 2 (because that’s the one everyone raves about), but I honestly enjoyed 1 more. It is a bit more cozy and less stressful, which is the type of classic survival horror I enjoy.

The puzzles are excellent. Loved exploring, filling the map out, and solving riddles and inventory …

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I only just now got around to playing this. I have played 2 (because that’s the one everyone raves about), but I honestly enjoyed 1 more. It is a bit more cozy and less stressful, which is the type of classic survival horror I enjoy.

The puzzles are excellent. Loved exploring, filling the map out, and solving riddles and inventory puzzles. Many environments and object designs were pure eye candy for me.

There were definitely some slow and annoying bits. The school (before it became a nightmare version) was very repetitive and I noticed many reused assets. Exploring the city was fun when you found stuff, but definitely has too much empty dead space.

That said, everything else is perfect to me. I see why so many modern “classic” horror games were inspired by it.

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benhenry3

Status benhenry3 Jan 19, 2024

This game is super cool. The atmosphere is horrifying and all the different buildings you explore are equally confusing and creepy. The came is really quiet except for when you are near enemies and its really unnerving. Some of the puzzles in this game especially in the latter half in this game are super confusing and take a lot of …

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This game is super cool. The atmosphere is horrifying and all the different buildings you explore are equally confusing and creepy. The came is really quiet except for when you are near enemies and its really unnerving. Some of the puzzles in this game especially in the latter half in this game are super confusing and take a lot of brain power. The low poly enemies are horrifying and the game overall is super well put together.

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Tendopain

Status Tendopain Jan 9, 2024

İ remember playing this game on ps1. İ was so afraid to play it but still try to play it and then the piano sequence came. İ cant able to pass that piano room and there are no internet to help. İ always played to that part and restart to game to find other solutions to past the piano room …

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İ remember playing this game on ps1. İ was so afraid to play it but still try to play it and then the piano sequence came. İ cant able to pass that piano room and there are no internet to help. İ always played to that part and restart to game to find other solutions to past the piano room :D

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TheChampionTiger

Status TheChampionTiger Oct 19, 2023

Wow. The bad ending of this game is really anticlimactic. Good thing I have some earlier saves I can go back to. But that will be for another day.

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TheChampionTiger

Status TheChampionTiger Oct 18, 2023

Of all the horrors Harry has faced in this game, definitely the strongest is "Person with Gun."

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GigaDeathNullGolem

Review GigaDeathNullGolem 4/5 · Oct 3, 2023

Great Minimal Experience.

No UI is cool. Choppy Camera Angles make the giving a little disorienting and make it easy to get turned around or lost indoors (for a haunted house experience) Not too hard on easy difficulty. Plenty of Ammo, just took time to complete. Had to use a guide but god the ending without looking and missing quite a bit. Enjoyed …

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No UI is cool. Choppy Camera Angles make the giving a little disorienting and make it easy to get turned around or lost indoors (for a haunted house experience) Not too hard on easy difficulty. Plenty of Ammo, just took time to complete. Had to use a guide but god the ending without looking and missing quite a bit. Enjoyed it despite the story making next to no sense.

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GigaDeathNullGolem

Status GigaDeathNullGolem Oct 2, 2023

I had planned to skip this and jump straight into SH2, and i'm glad i didnt. I just thought 'ok ten mins lets just see what its like, and i was immediately impressed enough to keep going, and "hey, this is fun!"

about 12 hours later, i realized this will take a little time, but its enjoyable enter image description here

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I had planned to skip this and jump straight into SH2, and i'm glad i didnt. I just thought 'ok ten mins lets just see what its like, and i was immediately impressed enough to keep going, and "hey, this is fun!"

about 12 hours later, i realized this will take a little time, but its enjoyable enter image description here

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Snoogadooch

Review Snoogadooch 5/5 · Apr 20, 2023

A Masterpiece and Genre Defining Survival Horror Experience.

As a PSX owner since its original release and a survival horror fan, it’s hard to believe I never got around to playing the original Silent Hill until 2023. This game provides a solid foundation for the legendary franchise. It’s clear how Silent Hill grew into one of the most beloved and recognizable franchises in all of gaming.

Does it …

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As a PSX owner since its original release and a survival horror fan, it’s hard to believe I never got around to playing the original Silent Hill until 2023. This game provides a solid foundation for the legendary franchise. It’s clear how Silent Hill grew into one of the most beloved and recognizable franchises in all of gaming.

Does it hold up? Im going to say yes, remarkably so. But my review is a bit subjective. I grew up with PSX graphics and clunky top-down fixed camera horror games. So when I was able to upscale the graphics though an emulator, the visuals turned out to be more than I was expecting. Early 3D games have an aesthetic all their own that I can appreciate without comparing them to modern stuff. So the visuals not only hold up, but are an art in their own right, in my estimation.

Where the game really shines is with its music and sound. Silent Hill goes to show you that a minimalistic and bare bones approach to creating a horror atmosphere may be the best way. The sound and music alone can get your heart racing and make you thankful for the silence when you clear an area from enemies or get to a safe spot. The sound and music is so menacing and effective in inspiring terror despite the clear limitations in its creation. Sometimes less is more. I will point out that despite the sound being exceptionally good, I couldn’t help but get irritated at portions of the game where deep/loud bass drums repeatedly (portions of the school), but luckily these sounds are seldom used and hardly bring down an otherwise excellent experience.

My criticisms of the game are also quite subjective and may not be a negative for other gamers. I prefer the ratio of combat to puzzles found in early Resident Evil more than Silent Hill. To me the game seemed very puzzle-heavy. The puzzles are not particularly complex, but there are a ton of them. This results in a lot of running around, clicking things, backtracking etc. This got especially bad in the latter portion of the game where my play session started on the edge of my seat but settled into mechanical exploration that could barely hold my attention.

I decided to play Silent Hill not only to experience a classic that I missed out on earlier, but to experience the story of Silent Hill in preparation for the Silent Hill 2 remake and the original titles that will be released in the near future. That brings me to my second criticism of the game; there isn’t much story to be had. The plot and conclusion can be summed up in fewer words than are in this review. The story and characters aren’t bad, but I was hoping to sink my teeth into a substantial chunk of Silent Hill lore and was left wanting.

tldr: An incredible game deserving of all the praise afforded to the franchise. Holds up well in 2023 with emulation and all things considered. Not perfect, but deserving of your attention.

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scoopings

Review scoopings 4/5 · Apr 11, 2023

Rough Around The Edges, But A Classic Survival Horror With An Inimitable Atmosphere

(Added Horror genre now that we have it)

I played through this on stream for the Good+ Ending. You can watch the YT playlist of it here.

Look: 8/10 They absolutely achieved their goal of creating an eerie, unsettling, and confusing Look. I can't say I was "moved" at any point by the look, but I always love early …

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(Added Horror genre now that we have it)

I played through this on stream for the Good+ Ending. You can watch the YT playlist of it here.

Look: 8/10 They absolutely achieved their goal of creating an eerie, unsettling, and confusing Look. I can't say I was "moved" at any point by the look, but I always love early 3D/PS1 graphics. The camera angles added a lot to the horror film environment, tho they did make some gameplay parts frustrating.

Sound: 8/10 Another highlight for the game. One of the songs that played near the end almost qualified as sentimental, or what have you, otherwise it earned this rating not from the usual sentimentality+nostalgia-potential that gets me to appreciate a game's Sound, but from the straight-up industrial and noise music "jingles" that sometimes blessed my ears :-p And in general, the Sound plays a critical part in the gameplay and Feel. That being said, the English-language voice acting was horrendous at parts and sometimes detracted from the vibe of the games.

Play: 8/10 I was very confused at the beginning--even with the town map, I couldn't find a way to our destination! I caved and started looking over a walkthrough before my play sessions, just so I'd have some idea of what to do. Over time, I grew to love the follow-a-map gameplay, something I love from Resident Evils. I know some people must learn the quirkiness and clunkiness of the combat, because there are the “ratings” at the end of the game–but I have to say, the combat was the worst part. So clunky, so goofy, and I never quite got used to the quirks. Even when I watch playthroughs of the top players, the ending boss is just boring (and it did prove to be so). Other than the combat, though, the item retrieval, goofy RE-style/survival horror-style puzzles, and follow-a-map gameplay all make the gameplay enjoyable for me.

Feel: 8/10 I was worried the combat and confusing not-knowing-where-to-go were going to make me not enjoy the game, but I kindaaaaa got used to both aspects, less so the combat and more so the knowing-where-to-go thanks to a filled-out map I found in a guide and I lovvvvve that feeling of following a map while still having to solve the locked doors and puzzles. And the replay concept is cool and reminds me of Resident Evils and Parasite Eves. However, as mentioned before, the voice acting is mediocre at best. And tbh, I still have no clue what the story exactly was, but I suppose I still feel that way about KH too and I still love that nonetheless.

Attachment: 8/10 Obviously the best part of this game is the undeniable success in creating a creepy atmosphere, sometimes even sacrificing gameplay for eerie camera angles. The plot makes basically no sense to me, and the voice acting does not match the otherwise great and creepy Sound. In the end, I'm not sure if without its reputation and my love for other games in the series, this would earn as high a rating. But the reality is, that's what it is ha--the series and concept outshadow some of its faults. And I honestly am curious about the UFO ending and playing the game more blindly now that I had a taste of it (much like my debates regarding replaying REs/their extra scenarios after a successful finish).

Completion: Good+ Ending Playtime: 5h30m

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scoopings

Status scoopings Mar 28, 2023

I began playing this last night! So creepy. A bit confusing, but the map mechanic is getting clearer that it leads much of the game (at least so far). When the lights went out after going through the Doghouse house oooo, things are getting real! Love the camera angles so far. I'll be streaming it tomorrow, I'll post on here …

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I began playing this last night! So creepy. A bit confusing, but the map mechanic is getting clearer that it leads much of the game (at least so far). When the lights went out after going through the Doghouse house oooo, things are getting real! Love the camera angles so far. I'll be streaming it tomorrow, I'll post on here when I do (and don't worry, I won't post every time I stream it ha, just every few weeks or so for people interested) https://www.twitch.tv/instazome1234

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BurningKirby

Review BurningKirby 3/5 · Mar 24, 2023

Not Quite What I Expected

I wanted to like this game so much more than I did.

But first off, I want to give some respect where it's due. This is clearly an important stepping stone for the horror genre in video games. I found myself initially very impressed with how solid the atmosphere still is even today. Silent Hill feels like genuinely hostile, creepy …

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I wanted to like this game so much more than I did.

But first off, I want to give some respect where it's due. This is clearly an important stepping stone for the horror genre in video games. I found myself initially very impressed with how solid the atmosphere still is even today. Silent Hill feels like genuinely hostile, creepy place that I would surely be trying to get away from ASAP were I to find myself there. The opening of the game is really fantastic in this respect, and is easily one of my favorite parts of the game. The buildings you end up spending much of your time in are also super creepy. The school and hospital are both fantastic areas that always had me excited to see what was around the next corner. The puzzles across the whole game were actually pretty solid too. Many took a good bit of thought and creativity to work through and given those were my favorite aspect of the first Resident Evil I was very pleased to see them here as well.

But I find I struggle to give much praise beyond that. The second I left the hospital, it seemed as though the game lost all sense of what it was and became a complete narrative mess. I found myself scratching my head at lines of dialogue which referenced things Harry had supposedly done but I didn't recall having happened at all. There were many times Harry suddenly had breakthroughs of knowledge as to what was going on that he had no right knowing.

The shortcomings of the story were disappointing, but not exactly unexpected in horror games (this happens a lot for some reason). What really let me down was the area design and enemy placement post-hospital. I felt like I didn't have enough time to catch my breath. There were SO many enemies everywhere all of a sudden, which really just left me feeling overwhelmed and uninterested in exploring the areas I found myself in, as I didn't have enough ammo to deal with them while also being able to fight the bosses.

So I ran. I ran through basically the entire back half of the game, only slowing a little during the underwhelming sewer sections to explore a little, until I got to the final area.

Before I get into that though, I want to touch on the awful fight with Cybil. What was going on when they designed this? She can two shot you with her pistol, which she pulls out pretty much every time you try to use your own firearms on her, making it near impossible to dodge. She doesn't stagger from any weapon as far as I can tell. She has a limited ammo pool for some reason, which isn't hinted at in any way so unless you look it up you'll assume it's infinite by default anyway. She goes from basically unfightable while she has bullets to a total pushover once she's run out. And there's an alternate method to beating her that the game also does nothing to hint towards. I did have the bottle of unknown liquid, but there's no way I could have known to use it on a boss at close range. Just a deeply frustrating encounter.

The final area, Nowhere, was pretty neat at least. I enjoyed exploring it and doing the puzzles there, but I was a bit let down to see that they didn't really do anything interesting with concept of bringing back rooms from previous areas. There was just the occasional "Ah, I remember this room" and that was pretty much it. The enemy distribution heavily favored the nurses from the hospital, which was fine but I would have enjoyed some new enemy types or something this far into the game. Oh right, and they decided to have a moment that instakills you if you pick up an item before solving the attached puzzle. Of course there's no hint that this will occur. I had to redo roughly 20-30 minutes of playtime as a result, which was real neat.

The final boss was... fine, I guess. I ended up with the regular Bad ending which seems to be the most underwhelming one after looking up the others. There wasn't much about the boss and ending sequence that made sense, but that's alright.

I'm left a bit confused and sad after this. I expected something a bit less messy I guess, after playing and thoroughly enjoying 2 and 4. Also I feel like this game needs a remake a lot more than 2 does, given that very little of it has aged all that well. One that isn't Silent Hill: Shattered Memories, anyway. As it is, I'm already kind of scared they'll manage to mess up the remake of 2, but maybe if they don't a proper remake of this one could be in store.

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Pogee

Review Pogee 4/5 · Jan 19, 2023

A great introduction to survival horror genre

I never really played horror games as I couldn't find an enjoyment in stressful situations that these games put you in. I always give up on them in fear and frustration. But I remain intrigued by the idea of scary games. Why people really play them? So I wanted to give this genre another go. But perhaps by playing something …

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I never really played horror games as I couldn't find an enjoyment in stressful situations that these games put you in. I always give up on them in fear and frustration. But I remain intrigued by the idea of scary games. Why people really play them? So I wanted to give this genre another go. But perhaps by playing something lighter, something that I could actually beat while still feeling some kind of thrill?.

And I picked up Silent HIll 1. A big reason for me to give this game a try was thinking that PS1 era game couldn't be too scary as graphics and third person perspective couldn't possibly feel real and immersive enough. But as I started to play the game, it gradually proved me wrong. The first few hours were the most stressful as I was still adapting to the clunky controls and didn't know what to expect from enemies. There were certainly some moments when I almost gave up. But the curiosity overcame fear and I managed to proceed. Big thanks goes to navigation map which is brilliantly designed.

It automatically marks the areas you visited. It feels realistic and logical to mark the locked doors and blocked passages that you encounter as you try to get around. It encourages exploration while keeping you on track without explicitly showing you the obvious objective pointer. It also prevents you to aimlessly search for something that you think you missed. And it really helps you to create some kind of battle plan how to get from point A to point B while avoiding the monsters that lurk in the fog.

Speaking of fog, I love how this game looks. This is actually my first PS1 game that I ever played. At first I taught that early 3D games just look awful. But playing Silent Hill, I really started to appreciate the look. My mind was blown when the night came and I needed to use the flashlight. The beam of light created beautiful lens flare and striking contrast between dark and lit areas. Cinematic camera angles are also great and they truly add to unnerving vibe of the game. With all the praise to graphic presentation I must add the fact that I played the game on my PS Vita with a small screen. Pixels definitely look better when they are not stretched.

Silent Hill also strikes a very nice balance of having a way to defend yourself, while having very limited resources to do so. That means that every monster encounter feels intimidating as you don't want to spend valuable bullets that you might desperately need in some other situations. Grey children in School really kept me on toes. Story, however, was probably the weakest part for me. While I sympathised with the overall confusion that the main character expressed when experiencing all the weird stuff, the game offers a way too cryptic explanation for all that in the end. But I should also mention that cultist rituals and demon spawning is not really a theme that I generally enjoy.

After playing Silent Hill I think I get what people seek in horror games. It is the adrenaline rush you get when you overcome the danger and finally arrive to a room where you temporarily feel safe to catch some breath. But you know that you will soon need to move on into the unknown and hostile.

I am excited to try Silent Hill 2. I hope that I don't chicken out. But after completing Silent Hill 1 I feel a bit more confident that I can beat it.

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Tasty_Horrors

Review Tasty_Horrors 4/5 · Nov 16, 2022

An Atmospherical Wonder

So few games in this genre can proclaim its influences on an industry in the way the Silent Hill games have over the years, and this launch left a giant footprint in its wake.

Silent Hill relies on exploration, puzzle solving, and enemy combat in ways that have been imitated but rarely duplicated by titles to come. Featuring one of …

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So few games in this genre can proclaim its influences on an industry in the way the Silent Hill games have over the years, and this launch left a giant footprint in its wake.

Silent Hill relies on exploration, puzzle solving, and enemy combat in ways that have been imitated but rarely duplicated by titles to come. Featuring one of the best atmospherical adventures in horror, Silent Hill takes players to a town full of dread with mystical ambience.

Though the controls and graphics are extremely dated in comparison to today's standards, it still packs a punch with its eerie locations and bizarre monster designs. Even with its slow movements and somewhat uncooperative controls, it remains an example of how survival horror games can and should be.

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SIGINT

Review SIGINT 5/5 · Jan 15, 2022

Yet another late 90's Konami banger

Okay, seriously—what was Konami on between '97-'99? Symphony of the Night, Metal Gear Solid, Suikoden II, and then this. Such varied games, some genre- and era-defining, and all absolute classics. My god.

This first Silent Hill game is a concise and memorable survival horror experience that I would list as an essential PS1 title for anyone open …

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Okay, seriously—what was Konami on between '97-'99? Symphony of the Night, Metal Gear Solid, Suikoden II, and then this. Such varied games, some genre- and era-defining, and all absolute classics. My god.

This first Silent Hill game is a concise and memorable survival horror experience that I would list as an essential PS1 title for anyone open to something very dark and fairly dated. Despite some clunky gameplay, it's consistently fun and exciting to explore, with generally excellent pacing and surprises galore. Its bold stylistic direction elevates some of its otherwise poorer elements into a really strong package.

The game's early 3D graphical limitations are extremely apparent, but I would say it still looks good thanks to strong art direction. Silent Hill can be incredibly visually dark, grimy, grotesque, and surreal in its environment design, and the game's structure really drives home this feeling of otherworldliness creeping into a mundane, familiar setting. The foggy, rainy, snowy vibes early in the game, the shadowy torture chamber aesthetic of the midgame, and the reality-bending structure later on allow the game to reuse some areas while retaining novelty.

The harrowing sound design is one of this game's strongest aspects, contributing heavily to that oppressive atmosphere. While the game doesn't rely on jump scares, it does have them, and they're some of the best sound moments in the game. Usually though, the sound is more of an ambient tension-builder, with random metallic clanking and creaking, droning wind and hum noises... It's subtle when it needs to be but very tense at times too.

What is not particularly strong is, as previously mentioned, the gameplay. I would not complain about tank controls and fixed camera which I think suit the game perfectly well. What I would somewhat complain about though is combat and general enemy design & placement, etc. which ultimately feels un-fun, awkward, and a bit pointless outside giving the world some tangible danger. I thought to myself while playing that the game didn't really even need combat, and feel a bit validated to have since learned that they later "re-imagined" this game on the Wii with combat removed. Outside combat, generally the game just revolves around exploration and puzzles, pretty obtuse at times, and not having a minimap hurts pretty bad, but I still enjoyed it with help from a guide.

The only other thing to mention is the story, which has its strengths and weaknesses. I think the dialogue is kinda bad, and the bullet point story is cool but not really that great all the way through. But it's the surprising places the story takes you that make the overall experience worthwhile. I would not say the game is for everyone, since like all survival horror or psychological horror in general, there is bound to be some triggering content or things to turn people off the game. Because of its brevity and the strong impression it leaves, though, I do think it's a must-play for at least those generally open to playing a retro horror game like this.

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guileffb

Review guileffb 3/5 · Nov 29, 2021

Harry Mason was a great dad

It took me THIS long to actually finish Silent Hill 1. I did it, finally...

Although I'm happy to say that this incredible franchise's first game is indeed amazing, I'm also a bit sad to see how outdated it gets as the years go by.

I have to start saying that Silent Hill is probably one of the most unique …

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It took me THIS long to actually finish Silent Hill 1. I did it, finally...

Although I'm happy to say that this incredible franchise's first game is indeed amazing, I'm also a bit sad to see how outdated it gets as the years go by.

I have to start saying that Silent Hill is probably one of the most unique games I've ever played. It's definitely not its sequel, but it's definitely one of the most remarkable games of its time. It may be outdated and rough around the edges but it's undeniably original, effective and essential.

Silent Hill 1 made me feel dreadful - but In a good way.

The main reason for this is atmosphere and sound. Few games actually got me this tense and unsure of my actions quite like this one.

The town is well-modeled and feels like an actual ghost town, environments are not pre-rendered and that might be the reason why it's all so strange and foreboding, characters are mysterious and creepy, enemy design is good, it's short with an INTENSE pacing, replayability is highly encouraged and the mood is just perfect.

Like I've said before, atmosphere and sound were key.

It's an astonishing work of sound design and ambience. Even if the game had no combat, SH's tone and oppressive music itself would've been enough to make you sweat.

The story also helps a lot. It's grotesque and often heavy. The mystery set from the start kept me interested until the end and although I feel like it could've been handled a lot better, I was craving to know more even after the credits rolled.

With all that said, I have to be honest: the game does not hold up. Sure, it is great, but it BEGS a well done remake.

Combat is downright painful, movement is stiff to a fault, puzzles can be very overcomplicated and enemy placement is just bad! Traversing SH's foggy envrionments should've been spooky, but the amount of enemies chasing and hurting Harry at ALL TIMES breaks the vibe. At least until you enter a place like the hospital or school. In fact, this is probably the main reason why I wasn't scared at all during these moments. Just upset.

The story's also something that felt a bit underdeveloped in my opinion. It starts off great, but fails to explain essential plot points and fill the blanks. It's something that I felt that could've been easily fixed, with a few more notes or cutscenes, but instead it becomes a puzzle of its own in the end.

As previously said, Silent Hill 1 is unique. What I've experienced here or in its sequence is something that I haven't experienced in other games.

It didn't age well and if you want the full story you'll probably need to Google it, but I'm pretty sure that you'll love it anyway. It's a fantastic survival horror game and one of the genre's most original.

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falithes

Review falithes 4/5 · Oct 26, 2021

A twisted, disturbing and horrifying dive into the subconcious

"She said the town is being devoured by darkness..." "She must be on drugs."

Right before this, Harry slaughtered demonic children who were turned inside out, a giant demon lizard with a massive maw and demonic nurses and doctors with gross pulsating tumors protruding from their backs. Finally, Cybil mentioned seeing Harry's daughter levitate over a canyon. Yeah that old …

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"She said the town is being devoured by darkness..." "She must be on drugs."

Right before this, Harry slaughtered demonic children who were turned inside out, a giant demon lizard with a massive maw and demonic nurses and doctors with gross pulsating tumors protruding from their backs. Finally, Cybil mentioned seeing Harry's daughter levitate over a canyon. Yeah that old lady is crazy. Not them!

The story and lore of Silent Hill are good, but the writing and acting are as comically terrible as RE. You can tell it's an outsider trying to write like they come from a culture. The end result is an uncanny distillation of American movies as a representation of culture. Despite this, there is something more disturbing and horrifying to have a villain with believable motives. That's my biggest issue with the RE series, everything plot wise is utterly inane. Wesker is a chaotic evil moron who does evil for the sake of evil. The villain in SH, in contrast, wants to create a paradise. Sure, there are plenty of red flags that perhaps this isn't a good paradise, but it works as a criticism of fanaticism and abuse.

It's a shame that the writing and acting are so horrendous. it completely breaks the oppressive atmosphere the game spends hours building. It also creates Ludonarrative dissonance between the player being able to solve riddles that Harry is too much of a moron to conceivably solve himself. Still, what the game does right is brilliant.

What makes SH different than RE? What does one do better than the other? First and foremost, it's art direction. RE used pre-rendered backgrounds, which are beautifully handcrafted, which prevent the camera from being manipulated. Succinctly, this allows more memory to be allocated towards models since less resources are needed for the environment. SH, in contrast, renders an environment as the player moves through it. This allows for a more dynamic camera, but given the limited RAM of the PS1 and a desire for a certain level of polish from the environmental graphics, there was a limited draw distance. To compensate for this, the devs added both fog and darkness. This was a brilliant decision that led to a far more oppressive and horrifying atmosphere. It defined the Silent Hill franchise and is a great example of what can happen at the intersection of hardware limitations and artistic decisions.

The atmosphere of SH is far more harrowing and dreadful than RE. This is due to the fog, darkness and twisted gory imagery that plagues each environment. This is further permeated through monster design. Being forced to fight a demonic child that has been horrifically turned inside out is far more horrifying to me than a zombie lumbering around. There are flayed and mutilated corpses, blood and innards splattered about and an ever present static sound from your trusty radio. I think RE does have a good atmosphere, it's just significantly outclassed by SH. There are not any jump scares in SH and RE has plenty due to it's fixed camera angles. The only criticism I can levy against SH is it can feel pretty monotonous at times. Seeing the same rusty and bloody barbed wire fences everywhere does diminish their impact. In contrast, RE has lush color that still manages to brim with a horror atmosphere.

The combat is the same jank as RE. I know people will ride and die by the tank controls, but IMO they're terrible and make combat equally terrible, not scary. It's a superfluous way to add stress to combat in an unsatisfying manner. I'm more challenged by the controls than the enemies... Contrast this with Sekiro. Combat is intense, griping and FLUID. When you master the combat, you feel like you are performing a deadly dance. The pace of combat in Sekiro would clearly be a bad fit for horror, but my point is combat can still be satisfying while delivering a horror experience. Nothing about the combat in RE or SH encourages me to master it.

Both games feature puzzles and both do them well. While I like the idea of the riddles in SH, sometimes they feel verbose with a ton of flavor added that can obscure the solution. This could be a result of translation.

Overall, this is a classic for a reason. I found it more scary and disturbing than any RE title. The school and hospital were easily the best parts of the game. Design felt lazier or cut after that. I was expecting a dark and twisted Zelda game with more dungeons, sadly that wasn't the case. More variety in the environments, better writing and acting would have made this a masterpiece for me.

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ElectronicJourneys

Review ElectronicJourneys 4/5 · Feb 1, 2021

Bullet Point Review

PROS

  • The first half of the game is iconic, with two of the most memorable level designs of the PS1 era (Elementary School and Hospital)
  • Haunting score and evocative sound design
  • Gorgeous graphics for its time, the textures and FMVs are really something to behold
  • General plot is creepy and unsettling

CONS

  • Largely falls apart in the second half due …
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PROS

  • The first half of the game is iconic, with two of the most memorable level designs of the PS1 era (Elementary School and Hospital)
  • Haunting score and evocative sound design
  • Gorgeous graphics for its time, the textures and FMVs are really something to behold
  • General plot is creepy and unsettling

CONS

  • Largely falls apart in the second half due to aimless wandering, reused environments, and not one, but two garbage sewer levels
  • Stiff controls do not hold up as well as Resident Evil's
  • Laughable script and VA
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Gelatart

Review Gelatart 5/5 · Jul 28, 2020

It was my cousin who is really into this franchise that first got me to try playing the games myself, and I know Silent Hill 2 is the one everyone talks about, but wow, the first entry was really something on its own as well. Some awkward dubbing and lack of depth in fighting bosses aside, this game was super …

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It was my cousin who is really into this franchise that first got me to try playing the games myself, and I know Silent Hill 2 is the one everyone talks about, but wow, the first entry was really something on its own as well. Some awkward dubbing and lack of depth in fighting bosses aside, this game was super well-rounded for the length and scope of game it is, and I had a blast soaking in its atmosphere.

I appreciate how the industry is always pushing the boundaries of graphical capabilities, player customizability, amount of content that can be stuffed into a game, etc., but when it comes to my taste in games, I'm not always necessarily up-to-date on catching up with all the latest releases, and I tend to find myself playing a fair amount of older games at any given time. And the complaints I often hear about people talking about how "man this game used to look amazing for the time, but now it looks ugly and outdated" never sat right with me. For me, it's like technology in film. You make the best possible art with what you have available to you, and I actually find myself really getting into imagery that I know doesn't look realistic, that it's stylized, but it has character and personality. I like the escapist artifice. That's why I love the look of old games, the low-poly, the simpler textures, when used with an artist's eye, I love that look. Either the look will endure, or it wasn't that great to begin with and we were just captivated with graphical standards of the time and not artistry.

This is all to say, maybe Silent Hill is too rudimentary for some of you to get into at this point we're at now two decades out from its release. That being the start of more psychological horror in games gives it meaningful impact, but that we've come so far since then to really be worth revisiting. That it's kind of too far back into the history of that genre. I don't know. But for me, I think it holds up really well. For how long the game is and how much ground it covers, I think its mechanics work great for its heavily atmospheric storytelling. Its blocky low-poly look with very pixelated textures may be primitive to some, but I love it. I actually hope nostalgia culture gets to the point where we start seeing some games return to the stylistic trademarks of this point in time, not out of necessity but out of creative expression. Of the fixed camera angles, of a simplistic and minimalistic look. I'd love to make something that kind of goes for a similar vibe in its models to this game. I love the idea of seeing a small American town and all of the assets to be found there rendered in such a simple and minimalist look. Even with simplistic graphics, the monster designs are still properly grotesque. The low-poly pixel art look is definitely something I'm big on. And the FMV cutscenes in the game are some of the best I've seen for PS1, as I've seen some really uncanny PS1 FMV. The way the characters move, and their subtle and natural facial acting, is really impressive for the time, and still looks really good to me.

An especially strong element to this game I feel is the pacing. We get an opening that foreshadows a lot of elements but not enough to really understand the full extent of what we're in for, and we have a basic starting premise. Your car crashed and you need to find your daughter. This foggy town is a bit mysterious but nothing too crazy. And then super early on, we get just the right taste that the normalcy we came with is going to go away, as the angles start getting more off-kilter searching through the alleyway, and we hear a distorted siren, and eventually become attacked by monsters. When Harry Mason comes to and learns a little bit more about the town, we get a sense of security in the diner as he gets his bearings. But the game quickly indicates that security isn't something you can really count on for long. By happenstance, I moved to a different camera angle just as I swore I saw something fly by the window outside the diner, too quick and unclear to make out what it was. It then reveals itself, disrupting the safety of the diner and setting a precedent that this town is full of nightmarish creations that are out to get you, and they're everywhere. What's great about the pacing in the game is that while it makes it quickly, strongly apparent that normalcy is being challenged by otherworldly elements as you explore the alleyway, it brings it back to a more peaceful starting point in the diner, and then gradually ratchets up the monsters and gruesome imagery and unsettling atmosphere over the course of the rest of the game. So the point is made early on that this will be a game where creepy, bizarre things happen, but it lets the actual threat and dark atmosphere slowly increase over an extended period of time, with moments where the player is safe, but an overall increasing trajectory of threat and darkness. And the game also balances a mix between periods of time where the player is forced to explore a certain area with opportunities to be free to check out all of what the different parts of town have to offer. I know that I didn't even get to explore all of it, and I can see how a player could've had the opportunity to be even more immersed spending more extensive time just figuring out what all the locations on the map have to offer while fighting off the monsters that come, getting a feel for the layout of the roads and coming up with a mental model for it all. Obviously not a massive world, but the presence of fog, monsters making traversal not so simple, and the changing nature of the landscape add to how the physical space of Silent Hill is processed by the player.

Another thing that has to be talked about with this game is the audio. Holy crap. The dubbing isn't the best in the world, especially with awkward pauses, but the soundtrack and sound design are something else. This soundtrack has to be one of the best soundtracks I've ever heard in a game, with incredible industrial texture and dark ambient energy, and the way it's mixed in how certain melodies will fade in and out of each other depending on where you are is so seamless. The overall sound design is incredible in how it all mixes together. I've found myself becoming a little more gravitated toward more industrial, noise, and ambient music lately and this game fit that so well.

The writing is also really solid in this game, and an element that I feel holds up. What I love is that enough is told to the player to give an impression of what's happening, but it's still vague enough that it isn't completely spelled out. I did a little bit of extra reading to clarify some things for myself, but I could tell that the hooks for plot threads and character details are already there in the game. There's a lot of environmental storytelling, details when you investigate certain items that subtly all work toward telling the story of this town and its inhabitants. The characters don't talk too much about themselves and you have to infer a lot about them. You get a basic sense of who these characters are, but there's still a lot you don't know about them, and that mystery adds a lot to the impression they make on you. The gameplay mechanics are simple, but effective for the kind of mood narrative this game is going for. You move around with tank controls, which can be clumsy, but I think they help with how the camera (which is actually relatively good compared to some camera systems of the time) changes positions often. They add to feeling like a clumsy everyman fighting normal monsters, but they do become more tricky when you're supposed to dodge and stuff in the boss fights, and I mean with the mechanics in this game it was going to be tricky to really make super captivating boss fights. The basic gameplay model is geared around puzzles and combat. The combat is simple but adequate and properly clumsy for the tension the game is going for, but yeah it doesn't allow for super interesting gameplay against the bosses. I was able to do well on ammo and health without worrying too bad for the most part on normal mode. The puzzle aspect of the game involves the more moment-to-moment puzzles you'll encounter, grabbing items and remembering details for future use later, and the more overall narrative puzzles as to where Cheryl is and the nature of Silent Hill. The puzzles can be pretty creative to figure out. I cheated on a few, but I can't remember any that were so BS that I don't think I could've figured it out on my own with enough time and the right ideas. Some are pretty clever.

I think that if you're open to older games, you should definitely give the original Silent Hill a try if you've never played it. Even with the stuff the sequel built off of this foundation, I still feel it's a solid game that holds up on its own, even if the bosses won't blow you away, and it has some trademarks of an older game with the "eh" dubbing and the inability to really control where the camera is independent of the character. The audio is unbelievably good, the atmosphere is powerful, the environmental storytelling is strong, and I think the look still holds up in its own retro way.

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zachbrownies

Review zachbrownies 3/5 · Oct 3, 2019

This was a lovely experience

This game was really fantastic, and I'm glad that I took a step out of my comfort zone and played it. (I've basically only played REmake GCN and RE2 PSX in this genre, plus Organ Quarter on the Vive)

I'm sure to many people in 2019, this game is probably outdated? But as my first entry in the series, I …

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This game was really fantastic, and I'm glad that I took a step out of my comfort zone and played it. (I've basically only played REmake GCN and RE2 PSX in this genre, plus Organ Quarter on the Vive)

I'm sure to many people in 2019, this game is probably outdated? But as my first entry in the series, I felt it held up really well. The atmosphere was superb, and I loved the difference between the foggy wide outdoor areas and the claustrophobic indoor dungeons. The "dark world" was really cool as well and I liked the whole metallic grate aesthetic thing it had going on.

Gameplay was perfect for me. A nice mix of exploration, but with a map so you don't ever feel too lost, and you get the satisfaction of slowly filling in each area until you have an understanding of how it all fits together - and combat which was simple enough I could keep up as someone who doesn't like action-y games (for example, RE4 is too hard for me) while still being terrifying and requiring decision-making and preciseness, making you scared every time you open a door or walk down a new path. The boss fights were simple, but whatever, works for me, I'm playing for the atmosphere and exploration.

Audio design was great and the sound effects really sold the spooky atmosphere. I love the idea of the radio static representing enemies. Reminds me of that tumblr meme that says something like "having anxiety is like hearing enemies-are-approaching music even when there aren't any round". Well, the radio sounds give you non-stop anxiety in this game, haha. And all the sounds of thumping and glass shattering and etc were terrifying, though I admit they rarely led to anything.

Story was... interesting. I can't say any of these characters are particularly compelling, but they were cool. Lisa in particular was pretty well-executed. For a low-polygon side character with 20-year old voice acting, they did a good job making her feel safe and comfortable to you. (and to Harry) As for the actual plot, well, uh... I have to admit I still don't really know what happened, I had to read a plot analysis guide to grasp what was going on, but even then, people still need to come up with their own theories. I thought it was interesting though and I like that it doesn't spell things out.

Now, I can see which areas this game is a bit dated in. The level design wasn't super compelling. I liked the layouts of the school and hospital, but it was ultimately a lot of hallways and copy-pastes of the same room layouts. Compare this to the Resident Evil games where every room has its own layout and purpose, and its definitely a different vibe. I can assume future games in the series probably get better in this area. Same for the outdoor areas - The atmosphere was cool but it felt like a lot of running around checking the edge of every section for open doors or items, without any real landmarks or anything to add character to each individual area.

I enjoyed playing a survival horror game that felt like RE but also totally different than RE. It's cool because I played RE2 as a kid but I completely missed this series and then as I grew up my tasted evolved to non-horror games. I'm happy to be playing it now though. Looking forward to Silent Hill 2, which I know is considered the real classic.

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