Being on this website means I’m likely in proximity to the densest population of Silent Hill 4 fans per internet-mileage. It really cannot be overstated just how steep the dropoff in numbers is from the average SH fan to one that’s played, let alone likes SH4. And it’s not hard to see why, frankly. It’s a challenging experience even within its series’ context, which says a lot considering the comparison points. Honestly, outside of plot, previous experience with the series HARDLY prepares you - it’d be a lesson in frustration to approach this game with the same lens or expectations as SH1-3. Credit where it’s due though, that knotted, at times appalling temperament SH4 carries is attractive in its own way. While I’d hesitate to call it a wholly innocent victim of its reception, I still think it’s plenty deserving of this simmering enthusiasm which has cropped up on the outskirts of Silent Hill fandom.

Everyone who plays it can speak to the all-out bonkers audiovisuals - however, I do think that the malaise emanating off of this game extends beyond its surface. Despite being the most standoffish of the games, it’s still just as interested in character work as the others. After showing up and then some with the characters in their previous two games, it’s clear they were after something different here. It’s hard to put my finger on it, but there’s a muted, uncanny veil over the game which hadn’t been there previously. And these things in tandem lead to some odd bits, like Henry’s VA’s brand of anti-charisma choking the life out of every sentence from his mouth (he doesn't even speak that much to begin with), or the brief, cursory nature of the to-be sacrament encounters.

Does it fail itself in this regard? No, not necessarily, though the experience is undeniably colored by these things, and I’d be lying if I said it was batting .1000. It’s hard not to feel like this game’s pacing and presentation is a little more matted and coarse than the ones before it, and I’m sorry, but this pairs with the languid and sometimes even grating first half a little unpleasantly (and yes, I do acknowledge the irony of complaining about the first half of a game with a notoriously hellish second half, stick with me). I’ll put it this way: if there was ever an accomplice alongside the heavy emphasis on its half-baked combat that tanked this game’s reception, I’d point fingers in that direction. I’m trying to avoid outright comparisons to the previous games, but we are an ocean’s distance from Angela’s mirror scene or Heather’s gutting car ride speech as far as sauce goes.

And yet, it’s still not that easy to cast off, is it? I truly cannot stand the term “polish” (pah-lish, not poe-lish. I just rated The Witcher 3’s DLC highly, I’ll have you know) with regards to game quality, but in SH1-3’s case, I think you’d be hard-pressed to think of better examples for great parts being uninhibited for those experiencing them, and said clarity only helping the end result. SH4 is... simply a different beast.

There’s this omnipresent, dangerous intention fueling the game, infamously and most importantly with the apartment itself, that ends up making a hell of a case for the rest of it. Its entire being is one of pure malevolence, and you aren’t really expected to handle any of it well. SH4 is the video game equivalent of that brief physiological meltdown you have realizing you’re covered in skin that’s sensitive and prone to injury with one wrong move, timestreched to 7 or 8-ish hours depending on how many extras you collect. It ain’t pretty, but does it really need to be?

The second half, particularly the final quarter, is exhausting and confusing and straight up BRILLIANT. People have spoken plenty to the room hauntings and whatnot, but I think my favorite bit of this half is the sacrament ghosts returning and even PERSISTING should you fail to pin them down. And that’s just one little detail - in execution, there’s several more vital bits caving in on you while you descend to the finish line (which is also insane). I was honestly a little shocked to discover that not only did I think this halftime switch-up was effective, I thought it was great; then again, I have a perfect run of Dead Rising 1 under my belt (360 btw, no big deal), so perhaps I’m just built different.

(side note: speaking of Dead Rising, Eileen’s AI is actually pretty good? Sure, the pathfinding’s imperfect, but she’s capable offensively, so long as you unequip her weapon when you don’t want to fight (which, considering she’s otherwise completely uncontrollable by the player, is lowkey impressive). I can’t help but feel like the general parroted hatred of escort missions tainted the consensus of this part of the game, which is ridiculous to me. A core theme of this game is altruism and you’re complaining that she gets stuck sometimes? L. Simply put.)

I could talk about this game more, but this is getting long and I’m clearly rambling. But in a way, that’s kind of the best part about SH4? It’s more hushed reception and far weirder take on Silent Hill as a concept means there’s still quite a bit of cud to chew on here. I dissed him earlier a lil bit, but Henry’s distant protagonisms end up meaning that a lot of this game’s more complicated ideas are mere suggestions from the environment or memos. Considering how depressed I should be that after years of procrastinating, I’ve finally finished what might be the greatest quadrilogy of games ever developed, I have a feeling that there’s still something to be gained here. And, selfishly, as a fan of these games, I’m pretty fuckin’ pumped about that.

Reviewed on Dec 07, 2022


2 Comments


1 year ago

absolutely fucking spitting on the eileen ai part, dudes be complaining about one of the easiest to manage ai partners in any game ever

1 year ago

I honestly think that section of the game is on the whole pretty manageable. They definitely prey on the player's preparedness, so if you have no survival horror instincts it could go bad. But they definitely don't overtly fuck you over like I had assumed