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Runnin’ Through a Winter Freakyland – Silent Hill: Shattered Memories

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The “re-imagination” of the first Silent Hill that is Shattered Memories has seemed to… disturb some people. Is it really Silent Hill if you can’t smack demons with pipes? If characters’ roles are changed or basically appear in name only? If the story doesn’t jive with the subsequent games in the series?

If you’re new to the world of Silent Hill, then you’re immune to this miasma of anxiety, but if you’re a veteran feeling a bit put off, please heed my words: Try and throw everything you know and expect of Silent Hill out the door before you begin. Take your cults, take your weapons, take your belovedly terrifying Pyramid Head and just ask them to wait outside a bit; you’ll be back. But whatever you do, please do not dismiss this game based on its brand expectations. There is something different altogether here that is worth your consideration and, to the right people, will be highly rewarding.

Climax, who earned Konami’s trust with their work on Silent Hill: Origins, has taken many of the simplest points of the first Silent Hill — names, places — and run with them, shaping a new story and experience. Protagonist Harry Mason is still searching for his daughter, and there are still areas such as the now obligatory-feeling school and hospital, but almost nothing is as previously remembered.

The general atmosphere of the game is one of lonely exploration and reflection. The snowbound and often dark confines of the town contribute well to these feelings, giving one plenty of time to wander and focus on the environment. Most of the time you will only be able to make out what is seen through your flashlight, aimed with the Wii remote. As you also turn where you aim your remote, moving around feels smooth and intuitive.

Is this what your Dahlia looked like? Not mine!

Is this what your Dahlia looked like? Not mine!

There is no constant display or even a pause option to detract from the world (unless you count the Home button, which I’m guilty of using). The closest thing to a menu is Harry’s phone, which you can use to save the game, take photos, check your GPS, make calls and receive texts. It’s a substantial part of the game and relied upon frequently, but feels natural — and the game does not suspend itself while you’re using it.

There is also a graphical acuteness to much of the environment that adds to the immersion. You don’t press A to read signs; what they have to say is directly visible as you shine your flashlight upon it. The only potential problem comes with smaller or older TVs, where these signs and text messages may not be so easily read. If you take the time to read, call the many numbers you find and just look around, the empty-looking world hides quite a lot of interesting things. Many of them you will need for the puzzles, which are sewn into the environment and plot in mostly unobtrusive ways and never felt ridiculous in composition.

If you’re not exploring the run-down town, you’re either sitting in a psychiatrist’s office or running for your life. Let’s start with the doc. There was a great deal of pre-release hype about how Shattered Memories‘ psychological profiling system affects your experience in the game. How you respond in the sessions interspersed through the game, as well as your actions during it will affect how certain characters and elements appear — and, of course, the game’s ending. It never really felt too deeply affecting of the gameplay itself, but the tests you’re given during the sessions are interesting and it’s downright intriguing figuring out what the game is “thinking” about you as you play.

Blood is never a good sign, not even in Silent Hill.

Blood is never a good sign, not even in Silent Hill.

Now, running for your life. The “hell worlds” of Silent Hill games are their best-known draws. Shattered Memories treats these differently as well, the world literally freezing over into a “nightmare.” This is, sadly, where most original Silent Hill fans will likely be disappointed. Only the same pinkish, humanoid creatures will chase you through these sections of the game, and you soon realize you’re never in any danger until these worlds arrive. Your only option is to run away, which in itself provides a good mechanic as you’re fleeing at high speed, looking for light-colored doors and ledges to guide you to safety. Many rooms are intended to look the same and cause you to run in circles, forming a sense of being hopelessly lost and disoriented. It’s a great, tension-building element… for the first few times you do it. The monsters attack you, literally, by trying to dogpile you. You flick them off with remote gestures, although if you’re caught in the moment and flail too much, you’ll only achieve whipping yourself in the face with your nunchuck cord. Frankly, it quickly loses any element of fear. Once you get over the initial sense of dread and the unknown, you’ll likely come to see your assailants as over-affectionate pests instead of life-stealing demons.

It would be unfortunate if this is what kills it for a lot of fans, however, as the other elements of the game are gloriously directed. The story, while straying from the original Silent Hill, is crafted and told with a level of maturity I have never experienced in any other game. It reveals pieces of the plot — not only through dialogue, but visually — in an ingenious manner, driving you with intrigue and utter confusion to the very end where everything is pulled into sense with heart-wrenching clarity. It’s like Stephen King and Alfred Hitchcock had a lovechild, and if you’re like me, you’ll spend much of your time after the first ending having little “Eureka!” moments during your workday as you suddenly realize underlying meanings in parts of the game.

See that button that says 'Run'? Use it. Now. Go!

See that button that says 'Run'? Use it. Now. Go!

Excellent voice acting and music complement the tale, with my highest kudos going to the voice of Dr. Kaufman and the solemnest rendition of “You Were Always on My Mind” you’ll ever hear.

So what I’m really trying to say is…
It’s unfortunate, in a way, that Silent Hill: Shattered Memories carries the weight of the series with it. Those who go to Silent Hill for its signature dread and mindfreaks are not going to find them in plentiful supply here. In its place, however, is a short yet deep journey for those willing to invest in a dark, well-crafted and unsettlingly real mystery. I wish I could go deeper into the elements of the game, but that would destroy the experience. I can only say this: If I had the time to beat it before the ball dropped, this would’ve been my game of the year.

Silent Hill: Shattered Memories is developed by Climax Group and published by Konami. The game is available for Wii, PS2 and PSP (the latter two on January 19th) and rated Mature. Review based on copy rented through GameFly and completed in approximately 8 hours.

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