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Silent Hill 4: The Room

Developer: Konami
Publisher: Konami
Genre: Survival Horror
Players: 1
Similar To: Silent Hill 3
Rating: Teen
Published: 09 :27 : 04
Reviewed By: Matt Warner

Overall: 8.5 = Excellent

 

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You have to admit it's a creepy concept.

Imagine waking up in bed one morning and realizing you can't leave your room. You can't open or break the windows, no sound carries past your walls when you yell, and your front door has been chained shut from the inside, somehow. You can see and hear the outside world, but can't reach it in any way. Stranger still, you don't seem to get hungry or thirsty, just tired, and when you sleep, you dream very vividly. You're not dead, you don't feel sick, you're just trapped. That's it. No apparent reason, and there's seemingly nothing you can do but wait.

That's how it all starts in the slowly-twisting plot of Konami's Silent Hill 4: The Room. Neither a sequel nor a true stand-alone game, The Room plays out almost like an inspired piece of fan fiction. It builds on names and circumstances that received brief mention in the previous games and fleshes them out into a complete story, allowing the series to go in new directions while still keeping its roots in what's already been established. You don't need to have played any of the games in the series to appreciate it for what it is, but those that have will find the game to be interesting on quite a few more levels. Unlike its forebears, which often used seemingly random images for the sheer "what the hell is that!?" factor, everything in The Room is rooted in the established mythology of the series, offering not only an intriguing mystery to unravel, but also offering insights into some of the previous games' inner workings as well.

Of course, this sort of thing is a lot more fun if it isn't spoiled for you, so suffice to say that if you've played the previous games, there's a lot to take note of, and as you peel the layers of the plot away it'll become apparent just how unique the game's take on the Silent Hill mythos actually is. If you haven't played the previous games, well, you don't really have to worry about it a whole lot; the revelations will work retroactively should you decide to












 

backtrack. That said, and convenience permitting, I'd recommend a playthrough of Silent Hill 2 before tackling this one, as you'll get a bit more out of both titles that way.

For the total novices, the general gist of the series has always been the idea of our worst intangible fears brought to life. The overarching plot revolves around a demon-worshipping cult who used the nightmares of a young girl to create a hellish alternate reality, sort of a twisted mirror world that exists on a different vibration from our own. This "nightmare world" and its encroachment on reality has been the hallmark of the series since the first game, and while the actual creation and destruction of the alternate dimension itself is book-ended by games one and three, there's seventeen years in between them, and it's in this timeframe that Silent Hill 4 (and Silent Hill 2, for that matter) take place.

None of this really concerns the protagonist of The Room. Named Henry Townsend, he's basically just an average guy with crappy luck. At the onset of the game, we're told that Henry has been living relatively happily, if alone, in his apartment in the small town of Ashfield. He's on friendly terms with the neighbors, acts a bit introverted, but isn't a particularly unusual or remarkable person in any way. So he's as confused as anyone else when he suddenly finds himself trapped in his own apartment, and it's only after five days of nothing that the tile on his bathroom wall crumbles away to reveal a sizeable hole that he gets a chance to figure it out.

This is where the game grants control, and it unwinds in two distinct ways. About 2/3 of the game takes place in the nightmare world that exists beyond the hole in the wall, and this is traditional Silent Hill fare. Though the game has lost the trademark flashlight and radio items that played a key role in the atmosphere of the previous games, most everything else remains the same. Henry wanders around the warped vistas of the alternate dimension, getting attacked by the inhabitants there, collecting items, solving puzzles, and trying to figure out why he's been dragged into this mess in the first place.

In an interesting plot twist, the worlds themselves have very little to do with Henry as a character. In the previous games, the pacing was generally a set amount of gameplay in the normal world, then a shift into the nightmare world, a boss fight at the end, and then back into the real world. Repeat four or five times until the end of the game is reached. Here, the nightmare world is the only existence Henry has outside of his apartment, which brings up the real "gimmick" of the game: The Room of the title.

As the game moves on, it's possible, and in many cases required, to return back to the apartment in order to heal, save, and view plot events. Since (unlike the protagonists of the previous games) the nightmare world isn't specifically tuned to Henry himself, he can more or less come and go at will. At various spots in the infected dimension, there are holes similar to the one growing on his bathroom wall. Pop through one of these holes, and Henry wakes up on his bed in the "real" world as if he never left. Besides gleefully screwing with the player's sense of reality, this serves the neat function of creating a believable and plot-relevant hub system to the game's stages, and provides a nice breather when the oppressive atmosphere elsewhere gets to be too daunting.

The apartment is also used to great effect as a storytelling device. While all the action happens in the other world, the apartment is where most of the interesting plot events play out. Henry can look out of his windows to the world outside, and can also check the peephole on his door and spy through a small crack in the wall into the room next door. It's a good idea to do these things each time you take a detour back to the apartment, since it provides both clues to what's really going on as well as answers to some of the puzzles in the game's external stages.

As for the nightmare stages themselves, they've got the usual assortment of puzzles to solve and enemies to fight, with one critical exception. Generally speaking, Henry can defend himself. The game places a fair emphasis on melee combat and provides an extremely large number of close-range things that can be used to kill the various denizens of the other dimension. Since everything there is technically "real", the beasties can be killed like you'd kill anything else. There's also a refreshing adherence to realism as far as the armaments that can be scrounged up. For example, Henry can take a wine bottle out of his fridge and use it to club enemies. After it breaks, he uses it as a much more effective stabbing weapon. It sounds a bit strange, but it makes more sense given the situation than randomly finding a gigantic mace somewhere and using that.

Combat itself isn't overly difficult, though it seems so at first. Long-range weapons do exists, but ammo is extremely scarce, so it's usually in your best interests to scrap it out at close range, particularly since healing is free. There are healing items in the game, but those are also very scarce, and you will need them later, so save yourself some frustration down the line and save every one you get unless you absolutely need it. The time will become clear when should use them, trust me.

The critical exception to the otherwise conventional enemies comes in the form of the Ghosts, a completely new enemy in the Silent Hill milieu, and a very, very unnerving one. While the enemies originating from the nightmare world can be killed and will stay dead, the Ghosts are the corrupted remains of other people who were trapped there before Henry showed up. Completely apart from the normal enemies, there are only a limited number of these Ghosts, but they cannot be killed, and will stalk Henry throughout the entire game. They can move through walls (with one of the more startling graphical effects in the game) and are much faster and more dangerous than any of the other native inhabitants. Just being too close to them will cause damage to Henry, making them incredibly formidable, not to mention frightening foes to get chased by. To make matters worse, there's often two or three of them after you at once, meaning that you're constantly running from these things in some parts of the game.

As disturbing as they can be, they're luckily not as annoying from a gameplay standpoint as they might sound. The designers were pretty good about not pitting you against Ghosts and normal enemies at the same time, and there are usually no instances where you need to do any serious exploration while they're tormenting you. In addition, there's an item that will keep them completely at bay, but breaks after a certain amount of use, and a particular weapon that can literally pin them down for good, but it can only be used once-there are five of these weapons altogether, but they're not easy to find.

As for how all of this is presented, the graphics and sound are quite good, however, they are still a small step back from the remarkable Silent Hill 3. The main characters are rendered in painstaking detail and look very good, even for a port of a PS2 game, but the graphics here aren't really going to blow anyone away. Same goes for the sound. The voice acting is, unfortunately, pretty horrific. Henry has an interesting voice, but he delivers all of his lines in a bizarre, almost emotionless semi-whisper filled with awkward pauses, making him sound like he's on loan from a David Lynch movie.

The other thing, aesthetically, that may irk veterans is that the series' prior use of darkness as a scare tactic has been completely done away with. In the other titles, you couldn't see squat 90% of the time, which made it that much more frightening when some stumbling horror lurched out of the shadows and took a swing at you. Here, everything is weirdly well-lit for what has traditionally been a lightless world. It depends on the person playing, but speaking for myself, this took the overall scare factor down several notches. It's not exactly Mario Sunshine in there, but the raw visceral fear that permeated Silent Hill 3 is nowhere to be found.

If that sounds disappointing, well, it is, at least at first. In fact, The Room doesn't really begin to show its true colors until about halfway through the game, when there's a noticeable gameplay shift and suddenly Henry goes from being a passive observer to taking a much more proactive (and dangerous) role in the plot. Once the story reaches this point, it begins to fold in on itself and tinker with the conventions regarding the function of the apartment versus the nightmare world it connects to, and it becomes both much more compelling and much more frightening. The best way to explain it without ruining any of the plot is to say that the game has an almost passive feel until the midway point, when it finally "notices" you, and then the kid gloves come off.

All I can really say is to stick with it if you want to see why this game is as good as it is. It's quite a bit different from the other titles in the series, and coming down from the brutal part three it seems almost languid in comparison at first, but The Room pulls the remarkable trick of sinking its hooks into you without you even knowing it, so when the curtain finally drops and you see where you were being led, it's that much more of a kick to the gut.

Overall: 8.5/10
It's a slow-burner, but Silent Hill 4: The Room is one of the most intelligently plotted horror games out there. If you're willing to invest some time and pay attention, it has a hell of a payoff. Recommended to fans of the series, fans of horror games in general, or anyone who likes the games that make you sit and think after you're done playing them.

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