COG Considers: The Rise, the Fall, the Legacy
Today on COG Considers, I am going to talk about a gaming franchise that I love dearlyโone stolen from us in its prime. Cut down just as it was beginning to spread its wings and reduced to little more than a series of pachinko games, a hollow shell of its former self. No, Iโm not talking about Castlevania hereโthat will wait for another time. We already discussed P.T., the revenant which looms over modern horror games. Now itโs time to shed some light on the lost love we wanted to see in P.T. I am talking, of course, about Silent Hill.
If you arenโt familiar with the franchise, then you are in for a horrifying retro treat. If Resident Evil coined the term โsurvival horror,โ then Silent Hill perfected it. With this series, Konami took their hardware limitations and crafted a nightmare. Thick fog hid the PS1โs poor draw distance. Clunky controls added to the feeling of helplessness. Combat was especially terrible, giving you good reason to turn and run if you encountered something. All of this plus a deliberately surreal environment, nightmarish monster designs, creepy story about a cult that sacrifices children, and characters just relatable enough to put you firmly in protagonist Harry Masonโs shoes created an incomparable atmosphere of tension. Then Silent Hill 2 came out, and the rest is history.
Everything that Silent Hill 1 did, the sequel improved on. Better graphics mean more opportunities for seemingly normal cutscenes to send an irrational chill down your spine. Monsters going from simply scary to absolutely terrifying make the player even more fearful of entering combat. And the storyโwell. Everyone knows the main appeal of Silent Hill 2 is the atmosphere, but that feeds directly into the slow, dawning horror of realizing this game isnโt telling about what you thought it was. Where Harryโs story was based in a fatherโs desperation to protect his daughter from otherworldly forces, thereโs nothing supernatural about Jamesโ tragedy. Then you have the multiple endings, with their inscrutable judgments based on how many times you looked at Jamesโ deceased wife Maryโs letter, whether or not you listened to key pieces of dialogue in full, how you treated other characters, how you treated yourselfโฆ
Forgive me. You didnโt come here to listen to me ramble about why Silent Hill 2 is still excellent all these years later. Besides, as much as I love Silent Hill 3 and 4, the ride has reached its peak. Itโs all downhill from here. And if youโve played these games, you probably know why. There are three cardinal sins of Silent Hill and they brought the franchise crashing down after just four games. They are: the cult plot, the increased focus on combat, and the shift from creeping dread to explaining that which was never meant to be explained.
You Canโt Kill an Idea, But You Can Kill a Franchise
Yeah, thatโs right. The cult plot. Fan outcry brought it back in Silent Hill 3, and that turned what was supposed to be the darkest game in the series intoโฆ well, Silent Hill 3. Itโs a good game. Thereโs nothing wrong with it, and Heather Mason is certainly an endearing protagonist. But like her father before her, her story is ultimately one of innocent humans caught up in supernatural horror. Which is fine! Itโs a solid concept and itโs been the backbone of many horror games over the years. It just doesnโt hold up next to Jamesโ self-made purgatory. Yes, being dragged into a nightmarish alternate world by a cult determined to make you the mother of their wicked god is awful, but itโs an external kind of awful. The phone call is coming from outside the house. Thereโs nothing wrong with you. Even some of the monsters seem less terrifying in the context of Heatherโs journey, and thatโs because those monsters donโt belong to her. Pyramid Head and the twitching, faceless nurses donโt quite fit Heatherโs nightmare because it was never her twisted psyche they were meant to reflect.
In the end, what it comes down to is a simple but unpleasant truth: Silent Hill is at its best when it isnโt holding your hand. Some games (Outlast. Iโm talking about Outlast.) hit their peak when theyโre showing you all the disgusting details, but the strength of Silent Hill is and has always been the sense of dawning horror as you put the pieces together yourself. This is why Maryโs letter is so powerful. This is why Pyramid Head is such an iconic symbol. This is why I canโt get the image of Henry Townshend staring at his own mutilated ghost through the peephole of his locked apartment out of my head.
Silent Hill 2 does this the best, which is why itโs the game that everyone remembers, but all four of the main games are designed to make you, the player, figure out whatโs going on through surreal character interactions and careful exploration. The cult plot weaves into this best in Silent Hill 4, where you spend most of the game trying to figure out who Walter Sullivan is and why his ghost is trying to kill you, and thatโs because Silent Hill 4 makes the cult plot personal. You arenโt a random shmuck or the subject of a terrible prophecy. Youโre someone that Walter, the new face of the cult, sees himself in. He wants you to know his story. That way, it will matter more when he kills you. Your own curiosity is feeding the danger and forming the heart of a connection between you and the monster. Still an outside threat, but suddenly things are too close for comfort.
Unfortunately, the later games in the series forgot this. Silent Hill: Origins does imply terrible things about protagonist Travis, but itโs completely overshadowed by the cult plot. Silent Hill: Homecoming made its protagonist a career soldier because better melee combat would definitely fit with the seriesโ atmosphere. Silent Hill: Downpour tried to lean on the lessons of Silent Hill 2, but made the mistake of assuming that it was okay to make the horrible truth about your player character optionable. Donโt worry, it told us, your actions in the present determine who you were in the past. You will only have committed a terrible crime if you are a jerk. Otherwise, youโre an innocent man caught in circumstances beyond your control. Itโs the cult plot without the cult, and I am not impressed. Neither was the rest of the franchiseโs audience. And so the Silent Hill franchise, beloved but exhausted, was laid to restโฆ
โฆbut its legacy lives on.
True Horror Never Dies
We live in a time of incredible leaps in technology. This means that big-budget AAA games are getting downright gorgeous, but all those pretty pixels come with a cost: tension and storytelling. The smothering fog of early Silent Hill was born of hardware limitations that simply donโt exist anymoreโat least, not for horror games. But even as the big-budget horror fades into obscurity, the indie horror scene is booming, and most great titles grew out of Silent Hill. Amnesia: The Dark Descent gave us claustrophobic hallways, clinging shadows, monsters that flat-out canโt be fought, and the increasing certainty that we are not playing as a good person. Amnesia has more outright jump scares than Silent Hill, but its shifting architecture and horrifying puzzles would feel right at home in the abandoned resort town of Silent Hill. More importantly, so would its crushing atmosphere.
Outlast took things a step further despite positioning itself much more firmly in reality than its predecessors. No ambiguously-living town or cosmic horrors here, just an asylum full of people at the mercy of a callous mega corp experimenting on the patients. Once again, the focus on poor visibilityโin this case, pitch-black sections which you must navigate through the night vision mode of your camcorderโand the inability to effectively fight your attackers creates a similar tense atmosphere and sensation of powerlessness. But where Silent Hill shines in surreal uncertainty, Outlast is a game that pushes limits with what it will show you. Miles Upshur loses his fingers, his mind, and ultimately his humanity; DLC protagonist Waylon Park may have it even worse. The outside threat is made personal by the knowledge that you made it personal. Neither Miles nor Waylon would be in danger if theyโd just kept their heads down and their mouths shut. The call is coming from someone elseโs house, but youโre the one who broke in and picked up.
Then thereโs P.T. Not technically an indie game, but if youโre going to talk about Silent Hillโs legacy, you have to mention P.T. at least once. Itโs a rule. P.T. took the first-person zero-combat horror approach that Amnesia and Outlast made famous and applied it to photo-realistic graphics, a house of never-ending hallways, and Silent Hillโs trademark eerie soundtrack. The results speak for themselves. For the first time in years, it seemed that Silent Hill might come back and be good again. Gamers around the world are still in mourning for the reboot that never came. Iโll admit my feelings are more mixed, but thatโs probably because I never got the full context of the story behind P.T., and story really is what makes or breaks horror for me. I can tolerate a lot of flaws in gameplay and execution if the writing is sound.
Speaking of flawed execution and questionable gameplay, letโs talk about Resident Evil. Yes, you heard meโeven Resident Evil, the unquestioned king of big-budget horror, owes something to Silent Hill. Specifically, Resident Evil 7: Biohazard, the game designed to bring the increasingly actionized franchise back to its survival horror roots, owes something to Silent Hill. RE7 uses a first-person camera similar to P.T. and Outlast and builds a tense atmosphere through foreboding environments with limited visibility. Since itโs a Resident Evil game, it does feature much more combat than any of the other games on this list, and it also leans much further into the idea of an outside threat with its titular biohazard, but those are staples of the RE franchise. Iโm not going to criticize RE for being RE. I am going to criticize it for shamelessly borrowing exactly the same starting point as Silent Hill 2, though. Come on. Ethan Winters gets a cryptic message from his supposedly-dead wife asking him to come to an isolated location? Color me suspicious.
These are just a few of the successors to Silent Hillโs legacy. Trust me when I say there are many, many more. Games like UniDotStudioโs MORFOSI, where you canโt fight back against the thing chasing you and must avoid it based on sound cues. Games like Fummyโs The Witchโs House, which place you in the shoes of a character that isnโt whoโor whatโyou think they are. Games where the environment, the monsters, and the gameplay itself is somehow linked to your player characterโs condition. These games would not exist without Silent Hill. If youโve ever played, been scarred by, and loved a horror game like this, then you too have been touched by Silent Hill.
Word on the net has it that we may finally see a new Silent Hill game this year. A reboot, even. Thereโs a chance this is going to be something brilliant, but Iโm not holding my breath. Konami has burned me too many times before, and if Iโm honest, I donโt need a new Silent Hill game. The franchise may be dead, but Silent Hill is still alive and well in the form of the entire genre of psychological horror games it spawned. Maybe Konami will surprise us and the reboot will be brilliant. Who can say how these things will turn out? Not me. The only thing I know for certain is that these words from Maryโs letter still ring true:
โIn my restless dreams,
I see that town.
Silent Hill.โ