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From its origins in Pagan worship, Halloween has become a day when
lazy parents send their under tens out onto the dark streets to
scrounge for sweets to substitute their proper dinner, while teenage
young offenders in costumes do untold amounts of damage to houses
and cars, safe in the knowledge that no one can tell they're violating
the terms of their ASBOs. Apart from this, Halloween has also become
a day that developers like to tie the releases of their scary games
to and, with Manhunt 2 currently detained indefinitely at the BBFC's
pleasure, this year's PSP fright scene has been left almost completely
to Konami's Silent Hill Origins. Not only is this game the first
from the franchise to appear on Sony's portable but, as its name
suggests, its storyline takes the series to the very beginning and,
for better or worse, much of the rest of the game follows suit.
A
keystone of every episode in the Silent Hill saga has always been
the storyline. Despite the franchise consistently being lumped in
together with the Resident
Evil games under the 'survival horror' heading, whereas Resi
was more of a B-movie experience, Silent Hill sets its intellectual
sights slightly higher, being as much about your character's search
for his or her self as their search for a way out of the town; as
much about the horrors in your head as the ones shambling towards
you out of the gloom.
In
Silent Hill Origins you play Travis, a trucker whose life jack-knifes
in a major way when a young girl appears in the road in front of
him, forcing him to slam on his brakes. Seeing no one around, he
makes the decision to leave the safety of the life he has created
for himself in his cab and descend onto the road. There then follows
a chase and a dramatic rescue from a burning house, after which
Travis collapses and, when he awakes, finds himself in everyone's
favourite version of hell's waiting room - Silent Hill.
Just
like in previous episodes, Origins' main story revolves around your
character. This time, however, the central plot also has to share
time with the back-story of the town itself. Whilst Travis' tale
is interesting, for anyone new to Silent Hill, especially anyone
who hasn't played the original game, the intertwining nature of
these two narrative threads may lead to confusion rather than suspense,
as they will not understand the significance of many of the people
Travis meets and the places he visits. For those who have played
the Silent Hill games before, Origins walks a fine line between
being the key that unlocks a lot of exciting doors that lead to
the very core of the overarching narrative of the town and a retread
of old characters and locations, rather than something original.
Apart
from the people and the places, another feature making a return
is the combat system, which has remained virtually unchanged since
the first Silent Hill game and is still as unbalanced as ever. Slower
enemies, like the nurse, can be dispatched with the use of Travis'
fists or one of the many inanimate objects you can collect on your
travels. Consistently trying to employ either of these methods against
quicker opponents, however, will see you taking way too many hits
to your energy, meaning that the best way of dealing with these
opponents is to use one of the firearms you pick up. At the same
time though, you also need to preserve as much of your ammo as possible
for the massive boss battles, where Travis' dead eye shooting really
comes into its own - and this disappointingly means that your best
option remains the sissy one of just avoid regular fights altogether
and running past them.
As
always, the basic gameplay requirements in Silent Hill stay exactly
the same for Origins. You walk and run around an area, moving back
and forth between the real world and its nightmare alternative,
exploring for information and items you can use to solve puzzles
that open up new sections and carry the storyline forward before
you move on to do the same at the next location. You also need to
collect energy-replenishing items, such as first aid kits and energy
drinks, along with ammo and melee objects - each of which becomes
unusable after a set number of times you imprint its shape into
one of the game's monsters. At points you'll also find yourself
in a test of strength with an enemy, which requires you to hammer
one of the buttons. These struggles are one of the very few newly
introduced wrinkles to play and are virtually immaterial, as they
usually result in a stalemate.
This
fifth outing for the franchise also sees very little change to the
particular brand of horror that Silent Hill likes to serve up. The
series has always been one that makes you feel extremely uncomfortable
rather than really scared and Origins continues this trend by being
a game that consistently pushes you to the edge of your seat rather
than making you jump out of it. In one major change to previous
titles however, rather than the game deciding when you move into
and out of the nightmare realm, you control your entries and exits
by using any mirrors you come across as doorways. This shift from
previous episodes replaces the fear of constant uncertainty that
came with not knowing when you were going to be sucked in or let
out with a different type - one where you know you need to switch
worlds to progress and have to try and build yourself up to take
the step and hold your nerve for as long as is necessary.
Throughout
its various incarnations, Silent Hill has always aspired to making
itself as close as possible to a cinematic experience and has consistently
done a very good job at this. Despite the PSP's small screen size
working against it, Origins continues this tradition, managing to
create one of the most cinematic experiences to grace Sony's handheld
to date. The cut scenes are a combination of dramatic action and
brevity, with Origins carrying on the Silent Hill tradition of demonstrating
the rule that less is often more when it comes to building tension
and intrigue. Moving around the normal town, the game has a grainy
sheen, making it appear like you're watching an old reel of film,
whilst the world on the hellish side of the mirror still has the
ability to quicken the pulse and shorten the breath, despite locations
like the infamous hospital looking like they have always done -
with a cleaning and maintenance regime that appears only slightly
better than that adopted by the NHS.
The
building of Silent Hill's atmosphere doesn't come without cost,
however. For a start, many of the camera angles seem to have been
selected for dramatic effect rather than ease of play and when one
view switches to the next it often means an alteration to the directional
controls, which can leave you frustratingly flicking back and forth
between the new screen and the previous one. Many of the nightmare
sections are also extremely dark and, although Travis turns his
head in the direction of points of interest, this results in difficulty
making out monsters and items, particularly when you're running
to avoid fights. A final design flaw is the way the camera often
swings round to point straight at Travis rather than showing the
way he's facing. Despite having the ability to snap the view back
to behind your character using the left shoulder button, this, combined
with the other problems, means that the game often leaves you completely
disorientated, resulting in far too many occasions when you need
to call up the map to sort yourself out.
Whilst
visually Origins is disturbingly beautiful but flawed, sonically
it's just disturbingly beautiful. Apart from an annoying cackling
in the background, the sound effects in the realm of horror are
industrial and menacing, raising the tension tenfold. In the human
world the music is so considered and appropriate that it's one of
the few compositions in any videogame worthy of calling itself a
score.
The
Silent Hill franchise has always had a very distinct identity and
Silent Hill Origins certainly doesn't create any kind of split personality.
It reinforces the fact that one of the consequences of Sony's making
their handheld almost as powerful as the PS2 is that its become
a machine that is often home to replication rather than innovation.
Whilst it may disappoint some that Origins introduces nothing new
in terms of gameplay to an ageing brand, this is to miss the point.
As its name indicates, it never intends to do anything apart from
be a PSP version of a PS2 series that extends the history of the
titular town. It's an accomplished and engrossing game that features
the multiple endings fans expect and is certain to leave anyone
playing it this Halloween, or at any other time, with a silent alarm
ringing within.
Reviewed by James Hamblin for AceGamez (All Rights Reserved).
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