I loved this; I think it's my favorite PS1 game so far. It's the first time I've finished a game and thought "Yes! THAT was worth buying a PS3 for!"

I found it surprisingly scary. The sound design in particular was incredible; I was recently impressed by the soundscapes in Doom 3 and I feel like that pulled a lot from this. Just a huge range of atmospheres from unsettling to outright panic-inducing. It blended so well with the cold rusty aesthetic of the graphics which, again, wow.

What really stood out to me throughout Silent Hill was how well they made the system's limitations work for them. Low resolution, polygon count and draw distance would be a fetter to a lesser team, but this game leans into them as strong artistic choices that end up being the pillars of the game's aesthetic.

The whole game is a testament to the Jaws thing: the scariest things are unknown. The graphics, sound and plot all use ambiguity and limited information in the best ways possible. Even with the stilted acting and muddy graphics I was glued to the screen every cutscene trying to soak in any scrap of information to understand what was happening to Harry. Understanding would give me power, but this is the kind of game that withholds more power than it gives and it constantly kept me wanting more.

My favorite TV show of all time is Lost. I love how the plot is doled out in tantalizing chunks, each a degree weirder than the last. I felt that same drip-feed of "Wait what?!" moments playing Silent Hill.

In addition to loving the creative choices, I was also really impressed with the technical presentation. The camera in particular seems ahead of its time. Third person cameras even today struggle in small interior spaces and I was kinda blown away by how they were able to split the difference between a curated experience and full player control. I felt like I could always see what I needed to see, and I was hardly ever fighting the camera.

It's actually kind of funny to see how much of Sony's first party formula is all right here. Cinematic presentation, over-the-shoulder camera, wide linear world design with open segments, ranged/melee action, in-engine cutscenes, sad dad... hell this game might as well be Last of Us Part 0.

I think the game's biggest weakness is its boss fights. I had to retry each one of these a bunch of times which really drained a lot of the momentum and tension. It would be different if it weren't so clunky to control, or the fights were designed around that clunkiness. But it felt like they required a level of dexterity that was hard to achieve, then wouldn't be needed again until the next fight.

I'm not really holding that against it, though, because they always gave you a nice checkpoint and they were good pace breaks. Considering you spend 90% of the game running around and like 5% of it in boss fights, it's probably a good thing that the running around is the best part. Being scared of what's behind you, dreading what's ahead of you, piecing together clues while a horrible sound plays at an uncomfortable volume is where the game is at its peak.

Silent Hill is in such an intriguing position historically; it feels like it sits on a little sliver of the Venn diagram between 20th and 21st century design. You've got these forward-thinking, gorgeous lo-fi 3D environments that are filled with old-school touches like giving each little cabinet and desk its own text description. It really feels unique and special and I'm really glad for my time with it.

Reviewed on Nov 19, 2023


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