Showing posts with label silent hill series. Show all posts
Showing posts with label silent hill series. Show all posts

11/24/2012

Silent Hill V.2 Review

Silent Hill V.2
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THE SHORT: Great music from a great game, it covers the main themes and more recognizable stuff but doesn't have a lot of the more atmospheric, less musical tracks present in the game.

THE LONG: Along with great presentation and what I believe to be one of the finest overall stories in gaming, Silent Hill 2 is also memorable due to its music. This stands true to the series entire, as all those aspects make it what it is. But after the PS2 allowed for richer sound and before everything in the series began to stray just a bit with part 3, SH2 nailed the ambient tunes most proficiently.

The only problem is, not all of the music from the game is on this disc. It couldn't be, it would take at least two discs. I know because I burned the rest onto a cd and there were still some tracks left behind (more on that in a minute). But the important thing is, most of the music you'll remember from the game is on here: The gorgeous and haunting mandolin-rich opening theme, the tunes to some of the more tense and dramatic moments, and all of the ending credit themes are accounted for here (except for the Dog ending). It's the most accessible way to present the game's music to the mainstream public.

But that's where the one complaint comes in- so much of what makes these games unique is their gorgeous, purely ambient mood music. You know the stuff- most of it doesn't have a beat and it's the quiet but building stuff that you hear in the background as you explore. When James goes deep into Silent Hill's historical society, and its holes and underground prison, you're treated to a slightly melodic bit of sound that appears to be a man droning away in the darkness, his voice distorted as if just letting sound come out of his throat as he slowly contorts his yawning mouth. And there's more percussive stuff, the likes of which were expertly described as (and I paraphrase from memory) "a rumbling machine, similar to that of a washer and deep in an empty factory somewhere, which starts emitting a gravelly alarm until some creature comes by to apparently turn it off". This is the kind of rattling, distant distress noise that provides an undercurrent to the action in the game, and since it's designed to occur while James explores (or flees), some of it doesn't even turn into recognizable music until halfway through a twelve-minute piece. I'm guessing that this is why it wasn't included on the soundtrack.

But the good thing is, these tunes are available In mp3 format on at least one very helpful site that I ran across. While it wouldn't be right to list the name, the site owner was very responsible: He offered the tracks for others' enjoyment simply because they aren't commercially available, and refused to provide the ones that are, because he doesn't want to risk infringement or impede on the success of others' work. Because of this site (and there may be others but I didn't need to continue looking), the ambient score of the game is available as well.

It's hard to say which is better, since both the ambient score and commercial soundtrack each have several choice cuts on them. While I have more favorites on the score, it's music that is best listened to loud and alone or outside at night, preferably in uncertain territory. Trust me, it really causes anxiety. But then this soundtrack itself is a worthy purchase, since it is some good and recognizable music from a game full of good stuff. For example "Promise" is a sad tune of defeat and longing (which plays over one of the more dark endings) whereas "Black Fairy" captures the woozy, confused mix of emotions that main character James feels at the end of the game. Most of the pieces on this soundtrack, not the score, are more listenable or definable tunes. If you're interested, buy the one and download the other- they make a great set (I dubbed the second cd "Deeper Into Silent Hill"). Either way, you'll get a fix of some good old-fashioned music for the dark, and put together, you have pretty much all the music from the game- recognizable and ambient.

(On a side note, the Silent Hill film is currently being developed and the team is so far planning to use the game's original music from the score. Being that writer Roger Avery prefers Silent Hill 2, this soundtrack may be some of what is heard onscreen. We'll see!)

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Product Description:
Soundtrack for Japanese animated feature. All songs by Akira Yamaoka.

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7/10/2012

Silent Hill 3 Review

Silent Hill 3
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I notice a lot of people have already reviewed & rated this game despite having not actually played it yet. I do own it (i live in the U.K. where it was released on May 23rd) & it's excellent. It's extremely similar to the 2nd game in terms of graphics & gameplay, which is a good thing as the 2nd game was extremely well done, & is one of the only truly scary videogames i've ever played. Part 3 lives up to this as well, offering a similar experience to the 2nd game, only with brand new characters, storyline & puzzles. A mention must go to the graphics. Like the previous game, they're excellent, with some brilliantly atmospheric lighting & shadow effects, which really help to suck you into the game. It contains some pretty gruesome images & the soundtack is designed to really amp up the tension. If you compare Resident Evil to a George Romero zombie flick then this can only be compared to something Clive Barker would have come up with. To sum it up, if you're a fan of the series, you'll love this, if you didn't like the first 2 games, then you won't like this one either. If you've never played a Silent Hill game, give this one a try, it's well worth it.

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Product Description:
Silent Hill 3 continues the series' trademark brand of psychological horror and terrifying gameplay. As a teenage girl named Heather, players must explore and unravel the mysterious connection between the god-forsaken town and her inner fears. The game features enhanced graphical detail, a more complex storyline, and even more grotesque monsters than the previous games.

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3/16/2012

Silent Hill Review

Silent Hill
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I'm not easily scared. In fact, of every "scary" movie I've seen, nothing has come close to unnerving me besides maybe In the Mouth of Madness. This game, however, is sufficiently creepy to make me love it and hate it at the same time. It's almost masochistic playing it, but maybe I'm masochistic, because I've beaten it 6 times so far, and I plan on playing it some more. It just scares the hell out of me every time.
I won't get into the plot as figuring it out is half the fun (and you WILL have to do some figuring. I'm pretty sure a lot was lost in the translation from Japanese because the story can be hard to follow at times).
In order for the game to be rewarding, though, it requires patience, along with nerves of steel and an iron stomach. The game starts out with a bang (or a bunch of dead, moaning, faceless knife weilding babies stabbing you to death within 3 minutes of play, I guess that counts as a bang, right?) This is misleading, though, as the game then calms down considerably for about the next 45 minutes of game time. Before we go on, though, two things: 1) The graphics are fairly blocky, but, for reasons that will become apparent, this doesn't matter. They're well textured, which is much more important. 2) The sound is PHENOMINAL. Always bear this in mind.
You wander the fog enshrouded town of Silent Hill searching for your daughter. Now, here's the great part about this game. It just seems so WRONG from the very beginning. The town is built right to scale and rendered in totality. You can, in theory, go anywhere. You even get a street map (complete with names like Koontz street and Bachman ave. Get it?) After a little exploration, though, you'll find something is amiss. The goal early on is to get to the local elementary school, and this seems easy enough with a street map, but there's one minor problem. The streets have this tendancy to just...end. All major roads leading to the school are just gone. Not there. They stop, and all you can see in the distance is the the fog. Add to this the "monsters" lurking the town. These basically consist of skinless dogs and large pink birdman things, who don't seem so terrifying, really. You get a radio that emits static when enemies draw near, but more on that later. This is all part of the game's attempt to unnerve you. Before you know it, you're across the chasm of the roads and now the REAL fun starts. Now, it's suddenly dark. Pitch black, in fact. You get a weak little flashlight with which to see (a pocket light, really) and THAT'S IT. Now, let's see. We're in a deserted town haunted by things that, while kind of weak and stupid looking, want to kill you. We could see just fine in the fog, but now it's dark. Right. So, we're off to the school, and now things get worse. The dogs are faster now (one constant in the game: The darker it gets, the more powerful and evil the enemies become), and now that you can't see them, it makes shooting at them much harder since they never stand still, really, and all you have to aim with is a weak cone of light that doesn't extend very far. Plus, as you'll soon happily discover after wasting 3 clips firing at the spot where a dog just was, ammo is limited! Yay! And the dogs have now been joined by the bird thingies, who ALSO want to kill you! DOUBLE yay!! So, we run now. Run all the way to the school, past the two(!) dogs guarding the entrance, through the door, and BAM! We're alive. Woohoo! Thank God! Now then...The school! Then it dawns on you: You're in a deserted ELEMENTARY SCHOOL. In the black-as-pitch darkness. With...wait for it...things that want to kill you! The knife-baby things, this time. Righty-o! Having fun yet? Oooh, it gets better. After some puzzles, you'll open the clocktower. By this point, it will be apparent that Silent Hill is home to some sick, sick people. I won't go into details, but trust me. So, as you mutter to yourself about the sick inhabitants of this town, you'll be climbing down the clocktower (yes, DOWN. It has a basement. Well...Sort of. You'll see.) It's here, HERE, that the game got to me. When you come back up the other side (bear with me here, it's hard to explain), you're back where you started, in the school courtyard. But not really. It's not the same...Then you go in the doors, and everything is...Aw, I'm not gonna kill it for you. Suffice to say that THIS is where the game goes from creepy to INSANELY CREEPY, and it just gets worse and worse and worse and WORSE as you go on. By the time you finish the school section and see daylight again, it's more of a relief than you can imagine. I was practically cheering my first time through. After that school, well-lit fog is a damned BLESSING!
Little did I know I had a hospital to look foreward to. And yes, as bad as you can possibly think it could be, it's worse. And when you're done with that...you're not even halfway to the end yet.
This game is all about the overhwelming sense of DREAD it will instill in you, making you almost not want to play it anymore. I've had friends hit the hospital section, take one look at their surroundings, and hand me the controller and leave the room. It's not that it's overly gross; it's not. It's just the prospect of having to subject yourself to the Silent Hill version of a freaking HOSPITAL that makes you almost cringe before you even start. And by the time you get there, you know just what the term "Silent Hill version of" means.
For those brave souls who wish to do it alone (which, by the by, I VERY, VERY HIGHLY reccomend your first time through), do it right. Play it in the dark, late at night, ALONE, with some good speakers set up. If you're new to it, start at the beginning, and enjoy the first part of the game. It's a slow starter, but once it gets going, the only reason it lets up is to allow you to contemplate exactly what else it's going to do to you.
Buy this game NOW if you haven't played it, and God help you.
Oh, and the second one is supposed to be twice as bad. I can't wait!

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Product Description:
In Silent Hill, you assume the role of widower Harry Mason, whois trying to get away from the pain of his wife's loss by taking his daughter ona road trip. After a car accident on the outskirts of the resort town of SilentHill, you regain consciousness to find that your daughter, who was previouslyasleep in the backseat, has left--or has been taken--from the scene. To findher, you must go into town and unlock the secrets that linger seven years aftera tragic fire scarred the town.
The game features formidable monsters,perplexing puzzles, a realistic 3-D town, and, most of all, an acute sense offoreboding caused by Silent Hill's creative lighting and sound effects.The makers have included four different endings, based on performance throughoutthe game, so think, be quick on your feet, and hope for the best of all possibleoutcomes.

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