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PSP Fanboy review: Silent Hill Origins


The franchise of Silent Hill has generally fallen under the responsibility of Konami's Japanese development team, Team Silent. This team was actually split up between Silent Hills 1 and 3, and Silent Hills 2 and 4. If you're knowledgeable about the SH universe, the first and third titles tell an ongoing story about the town, Alessa, and the lineage of Harry Mason. The second and fourth were more abstract concepts, the second game exploring what exactly the town of Silent Hill is and the fourth was just a bit more wild in ideas, loosely connected to Silent Hill by the villain: Walter Sullivan. The fourth title wasn't originally a Silent Hill game, but that's moot. Now the US team Climax has taken the effort to bring the Silent Hill universe to the PSP with Origins, a tale preceding Harry's quest in the first game and meant to tie together the stories of the games and the story of the movie -- that is, focusing on Alessa once more.

With that giant narrative introducing you into the land of Silent Hill, how does Origins stack up in the franchise? It's regrettable, but it finds its way near the bottom of the pile. However, don't dismiss the game -- it's a really good Silent Hill game, but Climax approached it the way American film generally approaches sequels (Saw): more of the same, with little innovation or thought outside of the box. If you're a fan of SH, you'll enjoy the game for its familiarity but will sigh at the lack of much new. If you're new to the series, you'll probably really dig the game. Let's go a little further into this and help you decide.



As I previously mentioned, SHO strings together the story and characters introduced in the first and third games in the series. You play Travis Grady, a trucker who is driving by the town of Silent Hill, almost hits a mysterious girl (a trick used at least three times by the franchise), then decides to saunter into town after said girl. That's the first issue -- unlike Henry Townshend from SH4: The Room, Travis entered Silent Hill on his own. He wasn't drawn like the characters in the first, second, and third games and he wasn't forced into town by an inhabitant (Henry was forced in due to Walter Sullivan). He has no real reason for going there except to confront his past through Alessa.

Even without a reason for initially entering the town, Travis does rediscover bits of his past in Silent Hill -- culminating in ... well, I'd rather not spoil it for you. The story doesn't deliver any dramatic twists or thrills aside from an occasional nod in bemused surprise, but it does successfully tie together four games that were otherwise connected loosely through a common theme and similar character names. So kudos for doing that.

Speaking of common themes, Climax nailed the atmosphere pretty well. A fog-riddled town and a rusted chain-link hell are both faithfully replicated to mimic the other titles in the series. The lighting effects in the game are spectacularly rendered on the PSP and bring a great sense of suspense to the game along with fairly detailed environments and character designs. Even when you start the game up, you're told that in order to fully enjoy the game, to turn your lights off and stick some headphones on. I fully recommend doing that, as I tried to play it on the bus one day and it was ... well ... it sucked. Help the game scare you, guys!


Two more notes about the atmosphere. First, when walking around the town, sometimes sound effects would just cut out on me. It sort of took me out of the moment. Second, and this is just a nitpicky personal detail, but I'm not sure how well games like this can travel from a console to a portable. Portable gaming is meant to be pick-up-and-go, but Silent Hill Origins demands you to get sucked into the game. This is tough to do outside of laying in bed at night. As I said, it's just a nitpicky thing, but if you try to get the most out of your games, you do need to set aside chunks of time instead of a quick five or ten minute progression. It's your call.

Silent Hill has never been a strong contender for excellent gameplay. Climax continued to mimic the previous entries by keeping the battle mechanics simple and blah. Mostly taken from the fourth title, your melee weapons eventually break, you can charge up for a powerful attack, and that's really it. It's nothing special, but in all honesty, you aren't really supposed to fight in these games much aside from boss battles. It is neat that you can pick up a ton of random things for weapons -- bits of wood, hospital drip stands, screwdrivers, portable TVs, etc. However, it would've been nice to have a limited inventory. I finished up the game with over twenty melee weapons in my inventory. Wouldn't it have made the game more challenging and more frightening if you could only hold one melee weapon at a time, since they eventually break? I guess eight would've been a nice number, but still.


Battle does take a more active role in this game than before. Enemies respawn practically every time you leave and re-enter a room, forcing you to use a lot of those items you pick up. An interesting note about the enemy design: each enemy type does have an attack strategy attached to it. That is, sometimes you need to toss a portable TV at an enemy (or use a firearm, which you ought to save for the well-designed and executed boss battles), or sometimes rushing them with a shovel is the smartest method. The sooner you catch on to these strategies, the better.

Aside from battle, the other half of gameplay in Silent Hill games are the puzzles. They return in SHO and until the last two areas of the game, they are very, very simple. If you played Silent Hill 3 on the PS2 with "hard" puzzle mode activated, you'll know that puzzles can be confusing and vague. These ones aren't, though the later puzzles do require some thought. With an excellent atmosphere, mediocre battles and puzzles, you've basically got a hybrid Silent Hill game that draws on the strengths of each previous title, but by mixing them together, end up somewhere in the middle on all aspects. What was sorely missed was the camera system from the first and second games (I can't remember if it was in the third) where the camera would swivel when the shoulder button to reset it was pressed. In this game and the fourth game, the camera suddenly shifts to behind you. It's a small detail, but it can be disorienting.


Ever hear of "fanfiction"? It's where fans of a movie, book, or game write up scenarios with their favorite characters and stick 'em on the web (there are a surprising amount of Sora/Riku fanfictions floating around from Kingdom Hearts ... sort of weird). If you gave a group of programmers (Climax) who were huge fans of the Silent Hill franchise permission to make a game, they'd probably make this one. It draws on everything introduced from the previous games without delivering anything new. This doesn't make it a bad game, it just makes it sort of formulaic, which we really didn't want. Hopefully The Collective will do something a little more fresh with the PS3 and 360 Silent Hill 5, but if you've just wanted to dive back into the town of Silent Hill with a new face and different story, Origins will give you a pretty good ride for about five hours. It's your choice -- the game's all right, but not a high point in the series.

PSP Fanboy score: 7.5

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Reader Comments (Page 2 of 2)

russtophiles21

11-26-2007 @ 4:03PM

russtophiles said...

I think as a PSP game it's definitely high up in the library of quality titles and is a genre that is definitely not very present on the system right now. The game feels like a very competent imitation of a Silent Hill game, much like the movie did a admirable job at capturing the look and feel of the games. The thing that hurts the game the most (aside from a horrible camera reset that almost never works, unlike in previous games) is that like many have said, it plays things too safely.

You've seen all the game's characters before, more or less, aside from Travis himself. The monsters that they borrowed from previous SH games are now less compelling than they used to be, partially because the animation and audio associated with them feels more like a forced 'creepy monster' instead of the 'shuddering rotting humanoid THING' of the previous games. Not to mention that in many areas the monsters have a set 'patrol' which, although technically 'smarter' than previous games, makes it feel more videogamey and less scary.

It's all in the subtleties, and Origins feels like it lacks a soul.
I'm of the opinion that SH4 was a blight on the series, but you can't deny that they game nailed the subtleties in a lot of impressive ways, like in the child prison when you'd see a shadow pass over the portholes in the walls thinking someone was watching you, and just the sheer power of the imagery of the huge chain links over Henry's door.

Origins' influences are just a bit too transparent to the point where you could make a neat little list of what they yanked from each game. Yamaoka's soundtrack is good but it's definitely one of his least memorable in my opinion, I can't help but wonder if he's getting tired of the series himself. The game's ambiance is inconsistent, seeing how the game borrows so much from SH1 you'd think they would have kept the eerie droning ambience when running around the streets in the daytime, yet it's oddly quiet and bare sounding instead.

The puzzles are fairly obvious and not too offensive, but at the same time really bring to light how lame many of the series' puzzles are (fitting a golden egg in a door? why?). There really needs to be more thought put into integrating puzzles into these games in a way that flows with and enhances the story instead of basically telling the player 'hey kids, here's a video game puzzle! Put all these wacky items together to move on!' This isn't Monkey Island or something, so forgive me if I'm a little bothered when my horror game has me swapping lightbulbs in a stage rig.

Combat is about as middling as ever, but delivering the killing blow is now infinitely harder at times since it almost seems like pure luck when the game actually figures out that you're pressing X next to the fallen monster, usually it's too late and they get back up for another round. This is the first SH game I've ever turned off the light for the majority and just ran by (which actually feels like a valid tactic in this game), which I don't particularly like since I wanted to enjoy the (excellent looking) lighting effects and environments.

One definite good thing is that the game eliminates all the shoveled on UI meterage that SH4 introduced, which really took away from the atmosphere. The flashlight looks better than it has in any SH game to date, and the game all in all is most definitely a striking PSP game. The film grain that intensifies as you near an enemy was a nice touch and looks good. Although it gets better near the end, the 'otherworld' is actually pretty underwhelming in this installment, dark and dirty sure, but definitely not as violent and unnerving as the bloodied and rusted steel grating and cages dotted with mysterious hanging bodies that the first game used.

All in all you can tell that Climax, much like the Collective team, asked themselves what they as Silent Hill fans would want as well as what other fans would. Unfortunately I think they stuck a little too hard to that philosophy, thinking that fans wanted the same thing with a different story. As much as I want to see a Silent Hill game that truly realizes a story with true literary, interpretive depth (without being short changed by lax storytelling and poorly acted voice work, a problem most evident in SH2 and SH4), I'd like to feel like even if I weren't a rabid series fan that I could enjoy this game as a GAME as well as an experience.

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ehardergardens22

11-27-2007 @ 5:50PM

ehardergardens said...

I have only just entered the theater, but my mini review so far is:

The good:
This is not fan fiction. I think they cover some subtleties that I think The Collective is missing in their previews so far.
I think the mirror mechanic is a HUGE unexpected difference in the way the game works, although vaguely similar to 4.
I have found this experience (sitting in bed with headphones) a more consistently entertaining one than silent hill 3 or 4 and the enemies more frightening than 2, due to the combat difficulty.
The lumbering calf thing is one of the most disturbing enemies in the series both in movement and in detail.
The puzzles, while somewhat easy, are interesting and are more fun than most in the series so far. In short I have found the game to be very engaging. I was actually a bit scared to open the door to reveal the second boss, the build up was good enough.
I think they hit a good mix of not breaking the formula but adding a little bit of difference:
mirrors, button combo attacks, one time use weapons/objects, making the fatality kill a lot more difficult (for me) . The fact that i actually do turn off the flashlight and sneak past monsters as they are no longer easy to kill like 2 and 3 and 4, is neat and scary, something I never tried before.

The bad:
I don't much like the look of alessa. I don't recall her looking like that from sh1. It is a bit predictable, but then so was sh2, and honestly, I got sh2's twist in the first few minutes(the radio message basically tells you). Origin's I'm not sure about yet, as I assumed it would be what they already revealed in the asylum, and obviously there is more,

For me this is an easy must have game/psp seller and as a huge fan who didn't like the movie (that's fanfiction, btw) I think Origins is very well done.

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