Every Silent Hill Video Game Ranked From WORST To BEST

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After Capcom’s Resident Evil became a surprise  success in 1996, everybody wanted a piece of   the survival horror pie…or, perhaps, the  money that came from selling that pie? Yeah,   it was the money. Not sure why I mentioned  pie at all, really. Without question, the most   acclaimed and beloved pretender to Resident Evil’s  throne was Konami’s 1999 smash hit, Silent Hill.  Silent Hill borrowed a lot from Resident Evil in  terms of its style and gameplay, but it stood out   by bringing a unique perspective to the horror.  Resident Evil did a great job of making you worry   about what might lurk in the dark corners of  your room, but Silent Hill made you worry about   what might lurk in the dark corners of your mind. All of this is to say that Silent Hill is a game   of spookums, but it is also a game of thinkums. It  then adds heaping loads of stinkums into the mix   as the series progresses, but we’ll get to that. Unlike Resident Evil, however, Silent Hill’s time   in the sun was brief. Whereas the former is  still going strong today, having reinvented   itself successfully for several generations of  audiences, Silent Hill failed to evolve. Though,   as a number of entries on this list will  demonstrate, it wasn’t for lack of trying.  We will be looking at every game in the  series and ranking them from worst to best,   but first: the rules…and a quick disclaimer. Firstly, because there were so few Silent Hill   titles, we will be counting phone games. We are  regretting this decision even as we’re making it,   but this would be an even shorter list  without them, so apologies in advance.  We will not count pachislot games, however,  because we still have our standards,   even if Konami doesn’t. We also won’t be counting  later ports, remasters, or collections. Usually   that’s because later versions of games  can be different enough, improved enough,   or bigger enough that it only muddies the waters  to consider them. In Silent Hill’s case, though,   it’s because just about all of them are  substantially worse! Way to go, everyone.  That’s about it for the rules, but I will make  a point of saying that we will avoid spoilers to   the best of our abilities. If there’s a game on  this list that you’d like to seek out, fear not;   we’ll keep the major plot reveals to ourselves. There is one other note about the content,   however: Trigger warning for…well, everything.  Any terrible thing that human beings can do   or have done unto them happen regularly  in Silent Hill. We will avoid speaking   descriptively about those things, but please  be warned that the game’s visuals themselves   can often be upsetting. That’s what they’re  designed to be, of course, but a warning is   in effect for the duration of this video. Also, we will be making jokes about these   games. That’s sort of our duty, as emotionally  stunted idiots on the internet. In doing so, we   are not making light of the real-world seriousness  of similar issues. We are appraising these games,   and these games happen to contain objectionable  behaviors. We do not mean to belittle or demean   that impact. We just want to point our noses into  the sky and say rude things about video games.  Basically, the games are intense. Do  you know who else was intense? Moses.   He lived in tents most of his life. There.  If you’ve decided not to watch any further,   we’ve at least left you with  the greatest joke in history.  With all of that said, and with us  already trembling in fear, let’s rank ‘em.  I’m Ben and I’m Peter-mid Head, and this is  Every Silent Hill Game Ranked from Worst to Best. #15: Play Novel: Silent Hill (2001) Game Boy Advance  Books and video games can both get deeply into  the audience’s mind. In books, that’s because   descriptions on a page literally require the  reader’s brain to do the work of assembling words   into images, characters, and actions. In video  games, you’re performing the actions yourself.   Well, not literally, thank god. Especially in this  series. But you have some tactile responsibility   for what happens, when, and how. Something  like Silent Hill can work in either medium,   but Play Novel: Silent Hill attempts, to some  degree, to work in both. And it works in neither.  Admittedly, the game never got an official  English translation. We have fan translations,   but if we’re unable to judge the  quality of the original writing,   we can’t really hold that against it. What we can  hold against it is…everything else. Play Novel:   Silent Hill largely retells the story of  Silent Hill in a choose-your-own-adventure   style campaign centered around Harry  Mason. It then adds a second campaign,   starring kindly police officer Cybil Bennett. There was also a new character, Andy, who was   introduced for a third campaign, intended to be  told across four chapters of DLC. Konami seems   to have only ever released the first chapter,  and that chapter now seems to be lost media.   Here’s hoping it surfaces at some point, if  only so we can be disappointed by that as well.  Visual novels are far more popular in Japan than  they are in the West, so I am aware that I am   not the target audience, but there’s precious  little “visual” content here. There are few   puzzles in the traditional sense, and usually your  interaction is limited to picking an option from a   list in which everything seems equally viable.  There are a variety of endings, but obtaining   them requires slogging through the same text  that failed to be engaging the first time.  I understand, of course, that Silent Hill could  not be ported to the GBA, but surely a different   kind of Silent Hill game to suit the hardware  would have been the wiser move. That might   also have been rubbish, but at least we’d have  gotten a game and not a PowerPoint presentation. #14: Silent Hill: Mobile (2006) Mobile  Researching this one is a nightmare, as this  three-part Silent Hill mobile game is completely   distinct from another, more-famous three-part  Silent Hill mobile game. And as if Silent Hill:   Mobile weren’t a generic enough title to  begin with, the other game – which we’ll   get to – was itself released as “Silent  Hill: Mobile” in Japan. Thankfully,   it was called “Orphan” in the West, which is  better on the grounds that it is a different word.  And because people often refer to Silent  Hill: Orphan as Silent Hill: Mobile,   this one keeps getting buried deeper  and deeper in the ground.Which…right,   okay, that is where it belongs, but  it’s the principle of the thing,   you know? And that’s also why we can’t show  you footage of the game, as everything we   found was mislabeled Orphan footage. It’s  my own personal Silent Hill nightmare.  Anyway, Silent Hill: Mobile was released in  three chapters, which are three parts of one   story rather than one game and two sequels. And  that story is…the first Silent Hill game. Sort   of. Maybe? It’s hard to tell, being as it’s a game  I can’t play, can’t read, and can barely research.  Most of my information comes from this Famitsu  report, which…well, I can’t read that, either,   but the translation helps a lot. To quote the  plot summary: “The night road is suddenly,   the flying is gone, the silhouette is gone,  and the accident is wrong.” Classic tale,   really. It continues, “At present, there is  a deep fog, a bag, and a quiet taste.” Which…  …right, this isn’t going to get  me anywhere. Poking around online,   this seems like a retelling of Silent Hill as a  point-and-click adventure game. There was also   a rudimentary combat system. At least, I assume it  was rudimentary. I have a difficult time imagining   that it wouldn’t have been. And looking at  images of the characters and items from the game,   it’s safe to assume that some attempt was made  to capture the interactions and puzzles of the   original. But that’s about all we know. This is a genuinely interesting footnote   in Silent Hill history. I did my best with  what little is out there, but I sincerely hope   I can learn more about it later, when someone  manages to unearth it and document it properly. #13: Silent Hill: The Escape (2008) Mobile  The Escape is by far the most technically  impressive Silent Hill mobile game, but it’s   also far less of a Silent Hill game. In terms  of design, it’s closer to the first Doom, only   with a far slower pace and gyroscope integration. The story is…well, you’re looking at it. You’re   someone. Who? Doesn’t matter. You’re somewhere.  Where? Doesn’t matter. You’re looking for the   exit. Why? Well, so you don’t get eaten by  monsters. Okay, that one has a valid answer. You   roam corridors and can tilt your phone to  perform various actions – such as looking   around or reloading your gun – but all  you’re really doing is finding the exit   and interacting with it to load the next level. There’s mileage in a mobile Silent Hill game   of this type, but what we got is a concept  rather than a game. If this really were Doom,   the frantic action and gory fun could translate  nicely to a gyroscopic shooter. With Silent Hill,   though, it’s a poor fit. Aren’t I supposed to  be unnerved? Aren’t I supposed to be working   through the repressed memories and half-forgotten  horrors of my character’s past? Why am I just   headshotting nurses and moving along  like this is some kind of hunting trip?  The Escape is a strange game, mainly because  of how not strange it is. Silent Hill is   supposed to be weird and grotesque. Perhaps  it could be reimagined as a corridor shooter,   but it’s not “reimagined” here at all; it’s  just a name and some imagery plopped into   a template. You can unlock the ability  to play as an alien and as a Shiba Inu,   but those should be nice bonuses rather than the  absolute upper limit of the game’s creativity.  If the monsters and environments of Silent Hill  are meant to represent something, here in The   Escape they can only represent Konami’s complete  misunderstanding of what the series is. It’s   blood and rust and wobbly nurses, and if there  were ever anything beyond that, Konami forgot   what it was long ago. There’s literally nothing  beneath the surface. In a way, maybe it’s best   that Konami let the series die. They certainly  couldn’t remember why it was worth keeping alive. #12: Silent Hill: The Arcade (2007) Arcade  There’s something fundamentally wrong with the  very concept of Silent Hill: The Arcade. And we   don’t mean the missing “Game” at the end of its  title; we mean the fact that it exists at all.   Silent Hill as a series is defined by a number of  things, and none of those things suit an arcade   experience. That’s not to say that spinoffs in  general can’t work, but it is to say that frantic   light-gun experiences aren’t the way to go. Silent Hill is about grotesquerie. It’s about   psychological disturbance. It’s about lurking  horror, both all around you and inside of   your brain. It’s about pain and regret and  lingering trauma. It’s about nightmares from   which one cannot awake. It’s not – you’ll notice  – about shooting wave after wave of monsters. I   know what you’ll say, and you’re right to say it:  Resident Evil has its share of light-gun spinoffs,   and in our list of every Resident Evil game,  we didn’t complain about those. Well, okay,   we did complain about those, but not  about their fundamental right to exist.  The thing is, though, that Resident Evil is more  elastic. That’s why you’re sometimes solving   puzzles in a mansion, sometimes being chased  through a city by an unstoppable monster, and   sometimes roundhouse kicking Spanish gentlemen.  Resident Evil can easily enough be boiled down   to situations in which you are surrounded by the  undead and need to fight your way out. In those   moments, the game is indeed about the monsters. Silent Hill, though? Those games are never about   the monsters. They are about what the monsters  represent. If you want the monsters to matter,   they can’t be targets in a shooting gallery. If  you don’t want the monsters to matter, then I’m   not sure why you’d call the game Silent Hill. But is the game any good? Well…it’s okay. It’s   certainly not good enough to warrant a complete  redefinition of what the series even is. There’s   a sad story at the core about a girl named  Hanna and a sunken ship and some teenagers,   but none of it feels like it has weight. How can  it, when you’re concentrating on racking up high   scores and combos? As a light-gun game, it’s fine.  As a Silent Hill game, it’s an embarrassment. #11: Silent Hill: Book of Memories (2012) Vita  The final official Silent Hill game to be  released, Book of Memories seems like it   was intended to kill the series. Let me be very  clear about one thing: I am not blaming developer   WayForward for this. WayForward has developed a  large number of great games – most notably the   Shantae series – and has worked wonders with  other company’s IPs. DuckTales Remastered,   Contra 4, Double Dragon Neon…erm…Barbie and the  Three Musketeers…you get the point. WayForward   is a developer whose competence has never  been in doubt, and yet Book of Memories is   thoroughly disappointing. What happened? Konami happened. WayForward received its   marching orders thusly: They were to make a  Silent Hill game that had little in common   with “traditional” Silent Hill games. It was to  have a top-down camera. It was to make use of as   many of the Vita’s features as possible. It was  to be different each time you played it. Konami   certainly had a long list of demands for a game  they weren’t interested in making themselves.  At heart, Konami was looking for a game that  would be engaging and replayable, but they   didn’t seem to realize that the best Silent Hill  games were already engaging and replayable, and   they managed to be those things without control  gimmicks and roguelite elements. Silent Hill 2   wasn’t different every time you played it; it  was just a good game. Leave it to Konami to ask,   “How can we get fans to play Silent Hill  over and over again?” and answer it with,   “Make it nothing like Silent Hill.” WayForward was fenced into designing   a randomized dungeon crawler with a custom  character…something that inherently works   against Silent Hill’s weaponization of one very  specific character’s very specific traumas. They   created a room-by-room button masher, in which  enemy hordes represented nothing other than   obstacles to wear you down before you reached  the dungeon’s end. The game was received poorly,   with its extremely slight story receiving specific  criticism. Not only were fans getting something   they didn’t want in terms of gameplay,  but they weren’t getting what they wanted   in terms of narrative or atmosphere, either. WayForward was set up to fail. Could they have   created a genuinely good Silent Hill game? It’s  possible, but we’ll never know. Thanks, Konami. #10: Silent Hill: Homecoming (2008) PlayStation 3, Xbox 360, PC  Also the name of a dance to which nobody in their  right mind wishes to be invited, Silent Hill:   Homecoming is an interesting attempt to evolve  the franchise. Did it need to evolve? That’s up   for debate, but Homecoming at least tries to do  something different. And by that, I mean that   it takes “Silent Hill” mostly out of Silent Hill.  Homecoming mainly takes place in Shepherd’s Glen.  The protagonist – Alex Shepherd –  is a combat veteran suffering from   severe PTSD. Sort of. Look, we’re trying  to avoid spoilers, but that’s the premise,   so let’s stick with that for the purposes of this  list. He returns home after a discharge – again,   let’s stick with that – to find that his family  is missing, with the exception of his catatonic   mother. Does this have anything to do with spookum  overflow from the neighboring town of Silent   Hill? It’s impossible to know, unless you’ve  read the first two words in the game’s title.  Again, trying so hard to avoid spoilers that I’m  dangerously close to being at a loss for words,   Silent Hill: Homecoming tries to tell its own  story, but ends up leaning too much on the stories   of the first two games. Alex’s struggles – once  we learn what they are – are damningly similar   to James Sunderland’s in Silent Hill 2, and  they’re bolted on to a creepy, child-sacrificing   cult subplot that ties into the first game.  Was there really a need for a sequel that   did lesser imitations of two previous plotlines? Homecoming is also plagued by performance issues,   pointless dialogue trees, and a near-complete  lack of atmosphere. Gory things happen, yes,   but very few effective things happen. The  gameplay is among the weakest in the series,   with a combo system that is almost always  at complete odds with enemy behavior,   and which often fails to work as intended. It also feels overlong and bloated, with a   town that is more populated than ever before.  And, yes, Shepherd’s Glen is allowed to be more   populated than Silent Hill. That’s okay! But the  increase in the number of characters does not   come with an increase in quality, and most of  them could be cut without sacrificing anything   significant. They don’t make the game scarier or  better, in other words; they just make it longer. #9: Silent Hill: Orphan (2007) Mobile  Unlike the other Silent Hill trilogy for  mobile phones, Silent Hill: Orphan was   designed and written from the ground up for the  hardware. This is an innately good decision;   not only do you free yourself from trying  to force a much larger, incompatible game   onto a platform that doesn’t easily support  it, but you free yourself as well from the   inevitable comparisons to the source material.  Silent Hill: Orphan, then, has an opportunity   to actually find an identity for itself. The game was released in three parts but,   again, it’s less “a game and two sequels” than it  is “three chapters of a story.” Each of the games   focuses on a different character, but they overlap  and interlock in a way that’s quite interesting,   and which provides new perspectives on  experiences you’ve had in the other parts.  The action plays out point-and-click adventure  game style, which is a genre that has had a huge   amount of classic entries, but relatively few  horror-themed ones. Orphan handles it decently   well, and tells its story naturally and pretty  effectively over the course of its brief chapters.   It’s far from perfect, of course. The interface is  fundamentally limited, with only a few commands,   and everything from navigation to combat feels  like it needed serious refining. There’s also   a reliance on the pixel-hunting and moon logic  for which the genre had so often been derided.  But there is a story here that’s fittingly dark,  even by Silent Hill standards. We won’t spoil it,   but Orphan centers around a massacre at Sheppard’s  Orphanage. Yes, a massacre at an orphanage is only   the beginning. Thirty years later, three  survivors of that massacre – Ben, Moon,   and Karen – find themselves forced to confront  the tragedy and learn exactly what happened. It’s   laugh-a-minute, as you might expect. No, in all seriousness, it’s rough,   gruesome stuff, tempered though it is by the  limited graphics and clunky puzzles. Orphan   is an admirably disturbing translation  of the Silent Hill experience to phones,   and it’s actually the best of the handheld games  in the series. That’s…not a high bar to clear,   admittedly, but it’s worth seeking out for  fans of Silent Hill. Or fans of absolute,   all-encompassing misery. I don’t judge. #8: Silent Hill: Downpour (2012) PlayStation 3, Xbox 360  Silent Hill quickly became one  of gaming’s prestige franchises,   but it almost as quickly fell into a rut of  mediocrity and disappointment. Konami knew that   they’d need something truly special to restore the  series to its place of former glory. And so they   turned Silent Hill over to…Vatra Games. Who had  made exactly one other game. And it was this. Oh,   dear. The same year Downpour released, Vatra  games closed up shop, content with having thrown   their clump of dirt onto Silent Hill’s coffin. And yet, of the games released after the series’   heyday, Downpour does manage to be one of the  better ones. We accompany an escaped convict on   this particular stroll through Silent Hill.  Being as everymen – OR EVERYWOMEN – carry   enough sadness and regret to populate the town  with monsters galore, a convicted lawbreaker   provides particularly fertile mental territory. But don’t fret; there is sadness and regret as   well! Your character’s young son was forcibly  drowned and, at the start of the game, you   commit an act of brutal revenge upon the man you  hold responsible. Revenge is a recurring theme,   and a really great one for the town of Silent  Hill to dig its claws into. It’s one thing to   see your emotional state reimagined as  a set of monsters; it’s another to be   reminded that you, yourself, willingly became one. However, the game was simply not very enjoyable,   and the multiple endings were too easily  telegraphed by on-screen button prompts,   allowing you to be acutely aware of which  path you were taking through the game. When   a character is hanging by her fingernails,  “choosing the option to walk away” doesn’t   have nearly the same weight as walking away  yourself, and it’s all too obvious when you’ll   be judged for your actions and when you won’t. Respawning enemies, near-identical environments,   and a lack of direction all make  the town sequences feel aimless and,   if we’re going to be honest, pointless. The  environments are repetitive and the performance   issues embarrassingly pervasive. Additionally,  the characters – particularly the nun and the   radio DJ – are “weird and quirky” for the sake  of weirdness and quirk. Whereas previous games   were effortlessly unnerving, Downpour works  extremely hard to achieve the same effect,   and that effect is dulled by just how  clearly the game is straining to do it. #7: Silent Hill: Origins (2007) PlayStation Portable  Early in development, Silent Hill: Origins was  meant to have a “dark comedy” tinge. Think Dead   Rising. Or, actually, think the TV show Scrubs,  which was cited as the inspiration. I wish I   were joking. I really do. Thank the lord,  somebody realized Silent Hill and Scrubs   have profoundly incompatible tones, but why that  was even a consideration in the first place is   beyond me. I think I speak for all Silent Hill  fans when I say, no, I don’t want no Scrubs.  I’m sure the game would have been Silent  Hill-arious, but I can’t help but be glad   that development turned sharply in the opposite  direction. Fans instead got a leap back in time,   with an adventure that chronologically  precedes Harry Mason’s trip to the town.  As tormented truck driver Travis, players get  to meet younger versions of characters from that   game and see how certain events transpired,  such as Alessa’s horrific burning…but that   was previously framed as an accident, while  it’s now being shown as intentional. Indeed,   much of what we see here is at odds with what  we learned in the first game. Far from shedding   light on those events, it provides a version  of the backstory that is at odds with them.  If the intention of Origins were to reveal to  gamers that the first game had misled them about   how things went down…well, that was always going  to be met with resistance. More likely, though,   the developers simply misinterpreted the first  game, further reducing its value as a prequel.  In terms of gameplay, Origins is  significantly easier than most others,   but that’s not a bad thing, especially for  those who enjoy Silent Hill stories more   than they enjoy Silent Hill combat. What is  bad is the introduction of quick-time events,   which are, have never been, and never  will be satisfying ways to fight.  Origins tries to sell itself as a prequel, but  it’s one that neither suits nor benefits the   story it’s trying to tie itself into. Remove the  prequel nonsense from the equation and you have a   passable horror game with a protagonist  who, like all of us, deserved better. #6: Silent Hill 4: The Room (2004) PlayStation 2, Xbox, PC  I’ll say up front that Silent Hill 4: The  Room is not about being stalked through   Silent Hill by a ghostly Tommy Wiseau who  keeps asking about your sex life, and we   are all poorer for it. Instead, it’s another  game that doesn’t take place in Silent Hill;   you’re in South Ashfield. The protagonist, Henry  Townshend, travels to various hellish places,   only a few of them even near Silent Hill. There have been conflicting stories about   development, but Silent Hill 4: The Room was  either intended to be an isolated spinoff or a   completely unique horror game. Either way, there  are very few strands that tie it into what we   saw in previous games. In Silent Hill 2, James  – not that one – can find the grave of Silent   Hill 4 antagonist Walter Sullivan. In Silent  Hill 3, Heather can read an article by Joseph   Schreiber about the Hope House Orphanage, a  character and location we learn more about   here. That’s…pretty much it, really. Walter was not only a serial killer,   but he has a ghostly connection to your apartment.  Unless Henry can get to the bottom of a series of   murders, in which someone is continuing Walter’s  gruesome work, he’ll never be able to escape. As   you complete Henry’s portrait of a serial killer,  your apartment becomes more and more haunted,   with the requisite Silent Hill awfulness  bleeding into what was once your sanctuary.   And we do mean bleeding. No figure of speech is  too literal in these games. It’s a cool concept,   even if the game around it is quite shaky. The combat is clunky and the adventure is small,   with many locations revisited in the second  half of the game. Is that bad? Not necessarily,   but it does mean that you’ve seen most of it by  the time you’re halfway through. Also, the end   of Silent Hill 4 is one protracted escort mission,  which locks you into a bad ending if your escortee   takes too much damage, something you may not even  realize until it’s too late. Her AI isn’t great,   either, and the length of the sequence means  that even shouting “Come on, Eileen!” will lose   its cathartic value long before it’s over. Which  is a shame, because that’s a really good joke. #5: P.T. (2014) PlayStation 4  Considering how important of a developer  Konami is – and, especially, was – the   company does an extraordinarily poor job of  keeping their games playable. Case in point:   If there is anything on this list  that you’d like to try right now,   there’s a good chance that you can’t play it  on your current system. With P.T., though,   it’s not due the fact that hardware evolves  and Konami fails to rerelease its games.   Instead,it’s because Konami actively  decided to remove it from availability.  P.T. stood for Playable Teaser –not Peter  Tiny – and was a free download. Teaser   for what? At first, nobody was really sure. It  was released by a company called 7780s Studio,   which had made nothing else. Finishing the game  revealed the truth, but doing so was not easy.  The entire thing centers around an endlessly  looping corridor, with imagery that grows more   disturbing and puzzles that are inscrutable  to the point that you won’t be sure if you are   making progress or just – quite literally  – running in circles. Also, a dead lady   keeps killing you. Fun for the whole family. The solution is far from straightforward, with   you at various points needing to speak into the  PS4 controller’s microphone, do literally nothing,   and trigger the laughter of babies, but only after  enough time has passed for any of this to matter.   The ultimate reward? The reveal that it’s a teaser  for Silent Hills, a new game involving Hideo   Kojima, Guillermo del Toro, and Norman Reedus.  Good lord, with a team like that, you couldn’t   possibly make a game that would split the gaming  community down the middle! Oh. The point is,   P.T. was the promise of new life being breathed  into a franchise that – as this list demonstrates   quite clearly – desperately needed it. Then Konami and Kojima had a very public   falling out, and we never saw anything  more of Silent Hills. We don’t even know   how much the events and characters of P.T.  would have had to do with the full game,   though it’s safe to say that Norman Reedus would  have stuck around. Otherwise, the man earned one   extremely easy paycheck for walking down a street. P.T. isn’t a full game. It was never for sale. You   can’t play it legally anymore. And yet it was  so good, so well done, and so well crafted,   that it rockets this far up the list. Now  imagine if they had actually made the game! #4: Silent Hill: Shattered Memories (2009) Wii  Hands up, everyone who expected one of the  best Silent Hill games to be on the Wii? Okay,   now waggle those hands around. That’s what you  Wii people like doing, right? Listen, we know how   strange it may sound to recommend playing Silent  Hill on the Wii. It’s like recommending playing   Postal on a Leapfrog. But Shattered Memories  benefits from the unique features of the hardware.   Fiddling with the Wii remote is a reasonable  way to make it feel like you’re fiddling with   Harry Mason’s mobile phone, and the IR sensor  lets you shine your torch around more precisely   so that when it illuminates something hideous,  you’ll have only yourself to blame. It’s great!  Shattered Memories is a remake of the first  game. Except that it isn’t really. It’s more   of a reimagining…except that’s not quite accurate,  either. Or maybe it’s too accurate? It’s difficult   to speak too much about this game without getting  into spoilers, so if you know, you know. And if   you don’t know, I’ve confused you. You’re welcome. Developer Climax Studios, after impressing Konami   with their work on Silent Hill: Origins, pitched  a game called Silent Hill: Cold Heart. It involved   a young girl struggling with depression, a  dangerously cold environment, a psychological   profiling system, and periodic evaluations from  a therapist. If you’ve played Shattered Memories,   you know just how much of that made it into this  game. And if you haven’t, you probably didn’t   notice that I slipped you a little clue. That framework was used to create another   perspective on the events of the first game, a  perspective which could, indeed, shatter into   various narrative splinters depending upon choices  the player makes. It’s a messy game, and it’s   psychological profiling is better in concept  than in execution, but it’s one of the most   emotionally effective entries in the series. It’s  an experience as worth having for those who played   the first game as those who didn’t. It provides  a place for both these groups to come together.   A cold, dark, lonely place, where things are  rarely the same the next time you look at them. #3: Silent Hill (1999) PlayStation  There are some who feel that the low-poly, jagged  grime of the original game set a standard for   atmosphere that no other game in the series  has been able to match. They may look better,   or be more overtly horrific, but none of them  managed to unnerve in quite the same way as   a jittery early 3D PlayStation game could. We  understand the appeal, and there’s no denying   that, as clunky as the first Silent Hill can  often be, it retains its capacity to disturb.  It also does something that the sequels never  really tried to do again. In those games, the   town of Silent Hill is a personalized, tailor-made  Hell for our protagonists. In this first game,   however, we control Harry Mason, a man seeking  his missing daughter Cheryl. He isn’t working   through any trauma, he isn’t fighting repressed  memories, and he isn’t battling manifestations   of his personal demons. Instead, Silent Hill  in this game is taking its spooky cues from a   different character entirely: Alessa. We control  Harry, but the story doesn’t belong to him. He’s   an interloper who has no business here, and  his only goal is to find Cheryl and scram.  Alessa is a child who had been chosen by a  cult to serve as the vessel for their God…and   we’re talking Rosemary’s Baby-style. She’s  not opening a portal or summoning a demon;   she’s being impregnated and forced to birth it.  The ritual goes wrong. Good news all around,   really…except that Alessa’s psychic powers  activate in the chaos and she is horribly burned   as a result. Trapped between life and death,  suffering immense physical and emotional torment,   with the cult not allowing her to die, her  personal Hell is brought to life in Silent Hill.  The voice acting, the writing, the primitive  3D visuals, the fog that was a mechanical   necessity to save on rendering distant  objects…everything that could be seen   as a drawback works in tandem to create  a memorable world that operates on the   logic of nightmares. Even if there were no  combat and no danger, and the entire game   were just a leisurely walk through this world of  decay, Silent Hill would retain its ability to   haunt. The setting is perfectly realized,  owing, ironically, to its imperfections. #2: Silent Hill 2 (2001) PlayStation 2  Like Resident Evil before it, Silent  Hill was embraced both commercially and   critically as a truly important work  of horror. And, like Resident Evil,   Silent Hill in its first sequel did more than just  double down on what worked the first time around.   They both expanded their scopes and focused on new  characters. They retained the chilling atmosphere,   haunting visuals, and repulsive monsters,  but otherwise crafted an experience that   was unique enough to stand on its own. Silent Hill 2 was also the first – and far   from the last – time that Silent Hill itself would  change to specifically torment its visitors. And   we do mean “visitors,” plural. We control James  Sunderland, but we also meet Angela and Eddie,   two other travelers working through hells  of their own. Silent Hill demonstrates its   ability to be many things to many people,  and, for better or worse, that became its   defining characteristic in the games to come. The previous game did a fair job of worming its   way into players’ psyches, but Silent Hill 2  takes that as its central focus, truly earning   the label “psychological horror.” Here, the town  turns our protagonist into its plaything, helping   Silent Hill 2 stand out from its predecessor,  and it’s not this game’s fault that later   games would rob this one of its unique approach. Then, of course, there’s Pyramid Head, Silent Hill   2’s most important contribution to the pop-culture  canon. And, once again, it’s not this game’s fault   that later sequels dulled his impact by either  creating similar monsters in his image or plopping   him wholesale into their worlds…despite the  fact that he was very specifically created   by James Sunderland’s inner turmoil, and  shouldn’t have turned up anywhere else.  The game is emotionally upsetting and genuinely  terrifying by turns, with a surprisingly mature   story about loss, regret, and guilt at  its core. It’s a remarkable achievement   for a game of its era, and, for many, it’s the  peak of the series as a whole. We see exactly   why. We disagree, but not by much. It was a  close race, with the winner just barely being… #1: Silent Hill 3 (2003) PlayStation 2  We’re giving Silent Hill 3 the nod for one very  particular reason: Heather Mason. Our protagonist   in this game is the best in the series, and  she connects us to the town in a way that we   haven’t been connected in previous games. Silent  Hill obstructed Harry. It toyed with James. But   Heather is at the very heart of the events here. The game picks up the plot of the first game,   but retains the intense psychological torment  of the second. Far from being an excuse   to tread old ground, Silent Hill 3 instead  pulls from the best of both of those games,   presenting familiar concepts in ways  that challenge our preconceptions.  The least-spoilery thing we can say is  that Heather is Harry Mason’s daughter,   and Harry did the thing any sane human  being would do after leaving Silent Hill:   He moved as far from that hell hole as it was  possible to get. But the events of Silent Hill 3   see Heather journeying to the town for reasons  of her own. Or is she journeying back to the   town? The gradually-revealed mystery of Heather’s  connection to Silent Hill dovetails nicely with a   teenager’s natural questioning of her own identity  and what she’s meant to do with her life. The fact   that the town of Silent Hill has any kind of role  in Heather’s coming-of-age story suggests that   it’s going to be an even more difficult journey  for her than it already is for most people.  Heather is gradually learning how the  world works, and then she’s thrust into   also having to learn how Silent Hill works.  That’s a wonderful, horrifying complication,   and the game handles it marvelously. To  go along with our favorite protagonist,   we have our favorite take on the combat, which  is more challenging now but not overcomplicated   or overemphasized the way it would become.  Ditto the exploration, which manages to feel   just a bit more open and better designed than  the previous games. It rarely feels like you’re   being moved forward across a linear path,  even when that’s exactly what’s happening.  Also, the game looks positively stunning for  the PS2, retaining all of the gruesome charm   of the previous games without losing anything  by bringing it into sharper focus. It builds   upon what came before without distracting from  or diluting what made the prior two games so   effective. Whichever of the three you personally  prefer, it’s difficult to argue that Silent Hill   3 isn’t a perfect end to the trilogy. And it should probably also have been   the end to the series. Not that Silent Hill  had to stop here, but having seen everything   that comes next? We all would have been  better off if Konami let the series rest in   peace. At least we aren’t likely to see them  desecrate this corpse again any time soon.
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Channel: TripleJump
Views: 64,449
Rating: undefined out of 5
Keywords: Every Silent Hill Video Game Ranked From WORST To BEST, silent hill showcase, silent hill ps5, silent hill, silent hill ranked, best silent hill games, worst silent hill games, silent hill bloober team, bloober team, pt game, kojima pt, silent hills, play novel silent hill, silent hill mobile, silent hill the escape, silent hill the arcade, triple jump ranked, silent hill book of memories, silent hill homecoming, silent hill orphan, triplejump, konami, silent hill 2 remake
Id: 40mQ-L1AivU
Channel Id: undefined
Length: 38min 15sec (2295 seconds)
Published: Fri Oct 28 2022
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