Friday, January 9, 2015

Silent Hill 2 (2001) Review



Lucas Versantvoort / December 15, 2014

Resident Evil, with Shinji Mikami at the helm, had come out in 1996. I’ve never played it, but I’ve read here and there that it pretty much revolutionized horror gaming with its deliberately obscure camera angles and so on. Three years later another team made their own little horror game by the name of Silent Hill, bringing with it its own subtler, more atmospheric brand of horror. In 2001, the inevitable sequel hit store shelves and the Silent Hill series reached its creative peak.
            A man by the name of James Sunderland looks at his reflection in a mirror in a bathroom stall by the road. He gets out. We see his car. He walks past it and towards the edge of a hill overlooking a little town, Silent Hill. Via voice-over he tells us his wife died, but that he recently received a letter from her, telling him to come to their ‘special place’. As it happens, their special place is a hotel near Silent Hill overlooking the nearby lake. He does realize it’s kind of strange for dead people to be writing letters, but nevertheless finds himself inexplicably drawn to Silent Hill. He starts walking toward the misty town and so his and our adventure begins.
            I’ll come right out and say that to me, this game signifies the best in horror games, a Gesamtkunstwerk of sorts, where most aspects of game design are unified for a single narrative purpose. Whereas the plot seen in Resident Evil is very by the numbers, Silent Hill 2’s storyline has been hailed as one of the greatest gaming plots ever and rightly so. The designers placed great emphasis on the psychology and inner world of James and his mysterious past. Not only is this told through the basic story, but symbols and other hints are scattered all across the game, as if the town’s shifting into an externalization of James’ mind. Everything from art and monster design to sound and music is utilized in service to the story. In one of Silent Hill’s motels, James finds a body sitting in a chair that upon closer examination is revealed to be James’ doppelgänger. In another room he finds a headless mannequin wearing the same dress his wife used to wear. There are mumbling, straightjacket wearing enemies walking around. A giant creature roams the halls with a metal pyramid head and a big sword he drags behind him, its scraping sounds can be heard from a distance. Indeed, so respected is Silent Hill 2 that almost every aspect of it has been analyzed countless times. I’d almost say that analyses are reaching Kubrickian levels. You’re always wondering what everything means: who is this supporting character? Why is he/she dressed like that? Why does he/she only appear in these locations and under these circumstances? What does their dialogue signify? Et fucking cetera. In the video game world, that is a singular achievement seldom witnessed.
            For me, Silent Hill 2 surpasses 99% of all horror games out there. Its goal isn’t to throw cheap jump scares at you ad nauseam, but to build a relentlessly tense atmosphere, to provide you with an experience that bores its way into your mind and doesn’t let go even after the credits roll; in other words, true horror. Much of this is due to Akira Yamaoka’s impeccable sound design. In the Making of Silent Hill 2 documentary he says Resident Evil’s sound effects have become boring, typical. You don’t actively notice them anymore. For Silent Hill 2, however, he wanted to create something unique, something that would truly get under your skin. Besides sound design, Yamaoka also composed the score which like pretty much every aspect of Silent Hill 2’s production has been universally hailed. Whereas his score for Silent Hill 1 mostly consisted of aggressive, industrial noise, Silent Hill 2’s score is more lyrical and melancholy, perfectly reflecting the more personal story.
            I’ll say it again: Silent Hill 2 is my type of horror game. Not only does it favor relentless tension over cheap scares, practically every part of game design is crafted in service to the fantastic story which can be analyzed over and over again. Silent Hill 2 is without question one of the games I would consider to be art.

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