SugarKane21
From Argentina ⭐⭐⭐
Point n' Click enthusiast.
Retro-FPS enjoyer.
Currently, in my Survival Horror era.
I like to write reviews. They tend to be unnecessarily long and sometimes even obvious.
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It is a common thing, when citing games that are somehow considered pioneers in something, to cite them applying a criteria based on technical or gameplay-related aspects, such as “the first survival horror ever” or “the first game done entirely with 3D graphics” and such. I’d like to propose a different criteria, and actually ask about what are some of the first game to heavily borrow inspiration from Twin Peaks. And naturally i’m guessing Silent Hill would play a significant role there, probably not the first, but definitely one of the first to actually cause an impact. Of course, it’s very well known that Team Silent took inspiration from other media besides Twin Peaks (notably, the film Jacob’s Ladder, among others). To me it’s fascinating to think that despite being heavily influence by media coming from western culture, they somehow handled the strictly horror elements in a very japanese manner. That’s at least my impression. But what’s undeniable, is that they definitely wanted to go way deeper than the mere application of typical horror/action tropes. The ambition of Team Silent was more akin to cinema, even literature. And because of that ambition, Silent Hill represents an incredibly solid introduction to the whole saga.
I’m tempted to say that the only problems in SH are related to the gameplay. In this obvious and unavoidable comparison with Resident Evil, one can’t help to notice that Silent Hill’s camera might get confusing at times, that despite having many more movements and mechanics they still get to be pretty clunky at times, that weapons are not as pleasant as they could be, that the concept ends up forcing the look of the game to be quite repetitve at a certain point, that some maze-like areas are a bit frustrating, and that backtracking can get boresome. In more simple words, one can say that Silent Hill isn’t that fun to play as, obviously, Resident Evil is. But still i can’t help but feeling that such criticism wouldn’t be fair at all. Maybe the fact that the gameplay is quite uncomfortable is all part of the nightmare-like mood and the whole concept. Maybe the concept is actually reinforced by a gameplay that isn’t meant to be your average shooter fun, and maybe weapons are not all that fun to use because there shouldn’t actually be fun in killing things, and actually killing is form of survival that only should happen in pretty extreme situations. Probably this seemingly coherence between gameplay and story might be purely accidental, given that maybe developers weren’t purposefuly trying to make the movement kinda janky and the weapons quite tame. But in the end, one has to recognize that both aspects merge just fine, even if some parts are hard to get by, they have to be that way.
Leaving that aside, and even if SH2 and SH3 are pretty much the stars of the show, one can’t deny how much of a game changer SH1 was. It caused a shift not just in Survival Horror, i also think it pretty much created a whole aesthetic that arguably trascended videogames.
Epiphany, in particular, struck me as the darker in tone of the whole series. I would even describe it as the most pessimistic, for the most part. Despite certain questionable ideas i think this might be, by far, the most ambitious title of the series, and i can definitely see why many would consider it the best.
I think anyone who likes their comfy-gaming sessions –tipically, with a cup of coffee- should check this series at some point.
Square wasn’t exactly the ideal choice for such purpose. Mainly because it’s pretty challenging and also because maps are quite big. So that’s one thing you should have in consideration in case you’re considering to play this game: Despite it’s innocent and child-like presentation, it’s pretty hard. Of course i had fun, the game is objectively good, but probably i wasn’t in the best mindset to play it.
I think gameplay-wise, the game shows a lot of expertise: the map layering is excelent. So is the enemy placement. The problem, in my opinion, relies mostly on it’s aesthetic choices, which get too repetitive at some point, adding some tediousness to maps that are already pretty big, with certain encounters that could get a bit frustrating if you were looking for an easier difficulty.
Can’t really cite my favourite maps right now because i played this one a long time ago and i hardly remember anything specific given how samey it all was. But despite that i do recall having fun and also thinking that the layer was pretty good, kist wishing to see different colours, different textures, and so on.