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Silent Hill 4: The Room Review

PlayStation 2 ntsc-japan Import Review by Kristan Reed

27 July, 2004

It's not a difficult concept to get your head around. There's a place called Silent Hill. It's a foggy old place with a lake, and no-one lives there anymore. A whole lot of weird nonsense going on. People keep returning there for various deluded reasons and end up encountering similarly deluded, confused and depressed people along the way. To put it mildly the events are inexplicable, yet the stories are intelligently constructed, the puzzles are logical and satisfying, and the combat's scary enough without providing too much of an unnecessary irritation. To date, all the Silent Hill games have been the benchmark for an adventure scene that has long since given way to action at the expense of a more cerebral narrative and puzzle-led experience.

The quick-fire arrival of the fourth, however, is only tenuously linked to the events of the trilogy that preceded it, and in many significant respects a big departure for the series. Originally conceived as a spin-off (and arguably should have stayed that way), it's actually not based in Silent Hill at all, but a similarly warped neighbouring town called South Ashfield - a bustling urban environment complete with tower blocks, underground metro and tiny apartments where the kitchen shares your living room space.

We've got to get out of here

'Silent Hill 4: The Room' Screenshot 1

Lead character Henry Townshend lives in such an apartment. Room 302, in fact. And for the five days leading up to the start of the game he's been locked in, unable to get out or get help. This time you're not wandering around looking for a lost love or trying to work out why a strange old man keeps appearing, but trying to solve something of a murder mystery - alongside your general quest to get the hell out.

At first, the game appears keen to break away from the past, displaying the proceedings from a first-person view, but once a man-sized hole appears in your bathroom the game switches to the more familiar third-person viewpoint and familiar habits return to remind you what you're dealing with; strange mutated creatures with something against you, exploration, occasional puzzles and our old friends the locked door, scarce ammo and limited inventory capacity.

Very soon, though, you're back in your flat, and it soon become apparent that your shoebox abode is little more than the game's central hub. You can save your game here (in fact it's the only place), deposit objects into a chest, as well as recharge your health and receive dozens of notes pushed under the door to move the story on to being an ongoing investigation into a troubled orphan named Walter Sullivan and why Room 302 is so important to him.

Walter's no softie

'Silent Hill 4: The Room' Screenshot 2

Silent Hill has never been afraid to tackle unusual subjects, and The Room delights in its obsession with another harrowing subject, never shying away from the pain, misery, confusion and eventually the madness of being abandoned at birth. Suffice to say that Walter doesn't want to forgive and forget - he finds his own answers and his actions have pretty extreme consequences, just as you'd hope from a Silent Hill game.

In comparison to other games, it's a fairly surreal template for the developer, and much of the time the team goes to town with its desire to create an oppressive, menacing environment, that's every bit as putrid, dark, dank and ramshackle as it can be. By necessity the game follows a rigidly linear progression through six reasonably large environments, some of which fans of the series will instantly feel familiar with; the forest, the hospital, the apartments, and so on. For the most part, it's a case of finding your way out of each, avoiding or killing every aggressor you meet, gathering all the random tat you can, putting objects in their requisite home and making a few trips back to the flat along the way.

For the first half of a game we spent ten hours completing (that's game time, not taking into account failed attempts and other time wasting activity) you'll have a fine time unravelling the story and exploring a set of oppressive, disgusting environments, killing everything from long-tongued zombie dogs to two-headed hand-walking mutants and an annoying array of deadly floating spirit madmen.

The world's deadliest baseball bat

'Silent Hill 4: The Room' Screenshot 3

One of the more disappointing elements of the game is combat. By the end of the game we'd battered some 444 of this army of evil minions to death, and frankly wished it wasn't such as necessary component. Although this time you can charge up attacks and quickly evade, it still feels clumsy, bolted on, and provides no more than filler material in truth. From the first zombie dog to the last encounter, it never feels more than a minor obstacle, providing only a cursory challenge, with almost all your foes defeatable with a baseball bat. The occasional golf club might provide a bit more reach and power, but are broken so quickly as to be practically useless for more than a couple of encounters.

In terms of firearms, you have the pistol, or the more powerful Revolver. Ammo for the former is easy enough to stockpile, and incredibly scarce in the latter case, but given that we defeated even the final boss with a mere baseball bat (on Normal difficulty) tells you something about what kind of challenge Konami has set for you. Accessible it may be, but it's feels repetitive very quickly and upping the combat quotient feels unnecessary when the limited array of enemies and their predictable fight styles offer little more than a means of wasting more of your time.

What also feels apparent is that Konami has ripped out most of the puzzle solving from the guts of The Room - one of the main triumphs of the series to date as far as this reviewer is concerned. In the whole game, we were stuck for no more than a few minutes at a time, forced to go on nothing more than object hunts, with objectives so obvious that solving them offered little more than the pleasant satisfaction of being able to move on. Everything, even the cell rotation puzzle in the Water Prison, is so explicitly spelled out for you that the only thing that can trip you up is the occasional tendency for the game to place necessary objects in obscure places. This lack of cerebral involvement isn't enough to completely undermine what the game is trying to do, but in no way does it improve matters.

Testing 1, 2, 3. Not testing... 4...

'Silent Hill 4: The Room' Screenshot 4

You might not realise it when you're playing it, but having completed it, it becomes apparent that the game really asks little more than to defeat its fairly hapless or annoying enemies, find objects and return them to where it's obvious they should go. Is it dumbed down? In terms of the storyline, no. The writing, voice acting and cut-scenes are still well up to the standard that they ever were, with the talent for creating a compelling yarn with enigmatic characters as much of a draw as ever. But, outside of the desire to find out more of the story, it's by far the least testing of all the Silent Hill games, and one that does everything it can to make sure it is.

Perhaps the most alarming decision, and something of a cheap gameplay extending mechanic, is to recycle four out of the six first half locations without changing them in any way. A fifth is also re-used, but at least they bother to radically alter key aspects of it. Part of the fun of survival horror games is the exploration aspect, and to take that away from the player is to reduce the feeling of momentum, lessen the motivation to carry on and make the game feel padded out for no obvious reason. You could argue that survival horror games often throw in added extras to make people play through them again anyway. Perhaps actually including that replay as an integral element of the game is a smart move, but however hard we tried to let Konami off the hook, we just felt let down - thirsting for all new environments to immerse ourselves deeper into the story, not one which we'd already seen.

To compound the disappointment of unnecessary and uninspired combat and the repeat prescription of locations, we were also beaten around the head by a flawed inventory system. With just eight slots at your disposal, once you've armed yourself and picked up a few clips and health items you're more than likely unable to pick up anything else, meaning an often lengthy trawl back to the Room to drop off whatever you can. It wouldn't be such an issue, but any game of this nature that deems two identical ammo clips or health packs should take up more than one slot is asking for the wrath of its fans. Worse still, you can't even drop objects at all (except in the aforementioned chest in your room), while if you've got a full inventory the game won't let you know what it is that you can't pick up, merely protesting that 'you can't carry any more'. Seriously, such pig headed, bloody-minded gaming mechanics were crap in the 8-bit era. They physically hurt now. Less irritating, but still a minor annoyance, is only being able to save in the main hub area. You probably waste at least 20 per cent of your playing time just to-ing and fro-ing because of someone's bizarre design decision.

Doom 4

'Silent Hill 4: The Room' Screenshot 5

But survival horror fans normally have a thick skin and endless reserves of patience, so it's unlikely many of these criticisms will detract too seriously from the experience. On a positive note, the audio-visual side of The Room is once again a fabulous testament to the talent at Konami, combining ethereal industrial groans of death with whatever sinister tortured animal whines it can come up with to upset our constitution. Actual music (apart from the deranged attract music) is sparse and minimalist, but the subtle changes in mood between areas works well to charge the atmosphere, and there's no game quite like it for generating that pit of your stomach dread as you march through yet another doom-laden environment.

Visually, it's trademark Silent Hill, pulling off the same grainy filter effects that marked out the previous two as being truly unique. Every location is packed with detail and although most of them don't have a lot going on in them in real terms save for the odd one-line description (or some that just pure pointless padding), there's still an overall sense of a job well done. Had it chosen some more imaginative locations, and not just repeated the usual hospital/underground station/apartment formula we'd be a little more liberal with our praise.

As it stands though, apart from the initial spirit of adventure, a fine storyline and the usual disturbing atmosphere, there's the inescapable conclusion that the series has somehow gone backwards in several ways. Removing puzzles as a key component is frankly an astonishing decision after the triumphs of the past; why on earth not just offer puzzle difficulty like before, giving those who prefer action over adventuring the choice to dumb it down if they want? It seems that upping the combat quotient has been Konami's answer, as if more predictable drones stumbling towards you is in some way compensation for having to think, but the final insult to any Silent Hill fan's commitment to the cause is to rehash the game's locations. Not only does the game go downhill as a result, but it's a cynical, lazy means of extending the lifespan.

Taken to task

So how is it, then, that The Room is still a nigh-on-essential purchase for fans of the series? There's no doubt that it's not as good as previous versions, but this simple acknowledgment shouldn't make it automatic write off. For a start it's still a fine yarn, and one you'll want to stick with. What other series covers personal pain and torment without making it feel like clichéd B-movie ham? The ongoing state of unease that Silent Hill continues to purvey still makes it a worthwhile exercise, even if it appears that some of the people responsible for the gameplay design have taken their eye off the ball, possibly in some misguided attempt to make it appeal to a wider audience.

Purists will be dismayed at some of the questionable decisions Konami has made in what ought to be one of the best games of the year, but it remains enjoyable enough in its own right to warrant keeping the faith for now. The inescapable truth for Konami is that it has not just failed to better itself, but has gone backwards to the extent that it's no longer our favourite horror series (Project Zero 2 claims that throne for now). Fortunately for the fans though, there's still nothing quite like it, and The Room warrants investigation for that reason alone.

As a final footnote, it's worth considering that the Japanese version of Silent Hill: The Room is playable entirely in English. The PAL version is available at some point in September, with Xbox and PC versions arriving alongside the PS2 version.

7/10

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Comments: 1-37 of 37 in total

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Tiger_Walts
27/07/04 @ 09:11
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If he was in room 303 all he'd need to do to escape is to answer the phone...
Decoded
27/07/04 @ 09:15
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The inventory system was mentioned in another review and had me slightly worried. And there is rarely a good excuse to recylce locations like that. Will still be buying anyway, but it sounds like many aspects of the game could irritate me.

Congrats on the early review - now could you get around to Disgaea sometime this year? ;-)
Retroid [mod]
27/07/04 @ 09:17
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Disapointment....
krudster [mod]
27/07/04 @ 09:20
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Our Rob's doing Disgaea this week I believe! And our belated Spidey 2 review is also this week, so we're slowly catching up.
Blerk
27/07/04 @ 09:31
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Oooooh... some elements there are a bit worrying...

Ah, bugger it. I'm still as excited as a really excited thing. \o/


now could you get around to Disgaea sometime this year?

I'll review Disgaea for you! My rates are very reasonable... ;-)
tiddles
27/07/04 @ 09:36
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Sounds lazy. I loved 1 and 2, thought 3 was pretty but short on new ideas, and won't be buying this unless it's cheap. Which is a shame, but to be honest I think they've run it into the ground like a Tomb Raider series or something.

Silent Hill needs a Resident Evil 4-style reinvention.
Decoded
27/07/04 @ 09:41
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"Our Rob's doing Disgaea this week I believe!"

\o/

Looking forward to it (providing it's positive, which it surely must be). Hopefully it will inspire a few people to give it a go. And Blerk - the entire world knows how you feel about Disgaea and may consider your review just a liiiiiiitle biased ;-)
Edited 1 times, most recently on 27/07/04 @ 10:42
Blerk
27/07/04 @ 09:43
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I'm shocked that you doubt my impartiality. ;-)

Kristan - on the 'puzzles' thing... does SH4 have the 'easy/normal/hard' setting for the puzzles as well as the combat, like SH2/3 did?
krudster [mod]
27/07/04 @ 09:51
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No, just a generic Easy/Normal/Hard setting.
Blerk
27/07/04 @ 10:33
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Oh. That's weird! :-/
valli
27/07/04 @ 11:20
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Good review, I don't really miss the puzzles but you are spot on about the re-use of locations.

A reminder though is the short development time involved, it's gotta be a record. I'd give it 8/10, maybe even 9/10.
Kami
27/07/04 @ 11:26
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I loved Silent Hill 3's puzzle dificulty. All the puzzles on hard required a little knowledge and patience, and felt logical and satisfying.

However, as time has gone on, Silent Hill 4 seems too... well. RUSHED would be the term I'd use. Tiddles is right, Silent Hill was the RE alternative, but with the way RE4 is shaping up to really push survival horror, Silent Hill will need to undergo same/similar reinvention to keep up. Once RE4 hits home, I think that horror games will NEED to change somewhat. EVen though it's still not here, I think RE4 has already changed the survival horror genre, or at least the opinions of it.

It's a shame Silent Hill 4 hasn't really turned out to equal the excellent third installment. I'll play it. But with the thought stuck in the back of my mind that it could, nay, SHOULD, have been so much more than how it has turned out... it does look like they went backwards instead of forwards, instead of pushing new ideas in their game they turned their attentions more to the story and forgot that Silent Hill 3 had so much more to it (Secret outfits, extra weapons, hidden events, hidden weapons which required you to think to get them... and a japanese cartoon hero guise, which might seem pointless but it was at the least funny as hell).


I heard also that SH4 doesn't, like the former games, have a particularly "Humourous" ending... can someone confirm/deny that? Because if they have lost that, then I think that SH4 will just become a generic horror game with no real depth... which would be a sad thing indeed...
valli
27/07/04 @ 11:37
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can someone confirm/deny that?

People have found 5 classic objects through hacking the game (the channeling stones) which indicate the existance of the ending you're looking for. However, nobody knows how you can do it inside the game and it's very possible and most likely the ending was scrapped at some point.

Let's hope they'll have time to reinstall the ending in the PAL version!
Kami
27/07/04 @ 12:07
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I hope the humourous ending hasn't been scrapped... for me, it's the one element of the Silent Hill games which tells you it's all still a bit of fun... after it's done being creepy, it showed that in the end, it could still break a smile out on your face. It's one thing that I admired about the Silent Hill games. It was fun to work towards getting that ending... SH1 is still my favourite though... *starts humming the ending tune to the funny ending*

If they have removed it, I side with you Valli. Let us hope they make it available for us here in PAL regions... although if they have removed it, part of me would be dismayed and a part of me would wonder if it was any good...

Of course, having the oppertunity to decide for ourselves is nice...
krudster [mod]
27/07/04 @ 12:37
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The ending I had, and the three others I've read about seem pretty serious to me. My ending (the worst of the four, in terms of reward) didn't even make sense really. Talk about odd.
tiddles
27/07/04 @ 14:51
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The re-use of old locations (or very similar) is one of the curses of the Silent Hill series - looks they've gone one step further and actually started repeating themselves WITHIN the game.

"Not another f*$%ing hospital/prison/apartment building..."

Don't get me wrong, I'm a fan of the series, I just think every new iteration is an increasingly wasted opportunity. Come to think of it, I remember feeling that Silent Hill 2 was a bit of a re-run of the first game....
krudster [mod]
27/07/04 @ 15:17
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As much as it's been nice to have quickfire sequels, they are losing the magic now. I think it's time for a complete reinvention. Another similar incarnation and that could finish the series off. Come on Konami, you *can* do it.

I actually preferred Forbidden Siren, you know. As picky and exacting as it was, at least it was genuinely scary *and* had completely new ideas.
Kami
27/07/04 @ 16:22
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SH3 didn't seem too rushed to me. It certainly had a LOT of filler material, but the puzzles were well concieved, the storyline made sense (And finally finished what the first game had started! As in like, proper sequal...) and it seemed fine to me. Much prefered it over SH2...

Of course, I can see why some didn't like SH3. After all, it made TOO MUCH sense overall, it tied up the main original storyline but still left loose ends (Minor ones, like, "what exactly happened to Cybil?") and I admit, that Claudia was one of the worst baddie-come-lately's I've ever seen. Devoid of any kind of charm, devoid of hate... she was just so damned DULL! You'd have got more personality out of a sheet of plastic.

I suppose SH2 and SH3 are a bit chalk-n-cheese. I prefer 3, and didn't go much on SH2. Then, some went mad for 2 and didn't like 3.

It's just a shame that so many seem to agree 4 is where the series falls apart a little... mind you, when you hit the big #4, players kinda look for something fresh... *must resist urge to refer to RE4*
Blerk
27/07/04 @ 16:41
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Of course... nobody's actually played RE4 yet. For all their 'it'll be completely different' harping it might actually turn out to be just the same. Or completely shit. :-)

Personally I preferred SH2 to 3, but there was nothing really wrong with 3. I shall be getting 4 as soon as possible. :-)
Kami
27/07/04 @ 16:58
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It's not so much the final result Blerk, but what RE4 has already managed to do, and that is already alter what we expect. I downloaded the IGN E3 demo where they played it through, and it's certainly shaping up to be different. Theres still elements of Resi there, but definately polished up enough and with enough new bells and whistles to stand up. It would take a disaster of monumental proportions to ruin what already looks to be quite a polished title.

But RE4 has already kinda raised what we expect now. And, to be honest, when you hit #4 in any series now, you need to keep it fresh with new ideas, and keep it tight and focused. Because as good as a series can be, it can go stale in one game.
valli
27/07/04 @ 17:53
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The RE series you say? Not my cup of tea, thank you. SH borrowed the menu/inventory system from that, yes, but that's about it. SH4 finally got rid of it so now there's even less point comparing them.
Scimarad
27/07/04 @ 18:46
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hmmm, why on earth would they change such a great system (the multiple difficulty settings). I thought SH3 had way too much fighting in it so if this is worse I'm gonna be pretty frustrated.

I do play SH for the unique atmosphere and story so this is still going to be an essential purchase for me...
bungalooBunny
27/07/04 @ 23:46
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Being my favourite horror series I'll have to buy this game, but still can't help feeling disappointed with the lack of direction the creators seem to have.

I didn't really enjoy much Forbidden Siren but it definitely had some new, very ingenious ideas. This game seems to have little to offer on that side.

Now I'm motivated to buy Project Zero 2...
Kami
28/07/04 @ 00:28
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if you think SH3 wasn't cerebrally challenging, you either (a) never played with puzzles on hard or (b) cheated and used a guide, in which case shame on you ;)

I think SH3 had more or less the same enemy count as SH2. I didn't notice any drastic upping of the demon count. Demons were certainly more noticable, harder to avoid etc. but I liked the claustrophobic feel at times.

Definately more on rails though, and yes, less exploration than usual. But it was still a great game and I still play it.


As for why I didn't like SH2... I dunno... you ever play a game and when you finish it, you end up with that feeling you've wasted £40 and the past (X amount of) hours? Thats what I got from SH2... I'm not sure. Perhaps it wasn't creepy enough. Perhaps the storyline at times felt a bit out of sync. Whatever it was, it took Restless Dreams to pull me back to it. Of course, by then I think the damage had been done... I never really latched onto RE2, despite all the hype and me getting sucked into pre-order... SH3 seemed to come out of nowhere really (If there was a huge ruckus over it, it completely passed me by!), and it wasn't my first choice of game either. But I'm still playing it now... anyway. Enough of the SH2 vs SH3 debate. Two very different approaches and it's like asking people if they prefer Coca Cola or Pepsi... it's an individal thing after all is said and done...


I dunno why 4 turned out to be so average though. The idea was there, the concept was good, and they seemed to be down with the creepies in the vids I saw. The whole, "Locked in your room" felt fresh and quirky, the hubs idea sounded good, and quitting levels and waking up in the bed as if it was a dream sounded like they'd paid attention to the finer details. I just question where it all fell apart in "The Room"... I was so looking forwards to this one, but so many people are saying, "Wait and rent"... (WHich is probably what I'll do)
valli
28/07/04 @ 09:07
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Average? Rent only? Kami, if you're a fan of the series you won't be dissapointed! It's just krudster's opinion as he mentioned, the general opinion on... well, Gamefaqs... places SH4 on the 2nd spot right after SH2.

I enjoyed it more than SH3 so I tend do agree. It's got lots of attention to detail and things that scared and impressed me and I'm already waiting for the PAL release.
deathgibbon
28/07/04 @ 13:15
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in their review EDGE said there wasn't a scare in the entire game (can you scare cyborgs?) and thus gave it 6/10. well if it comes with a MGS3 demo itll sell it like hotcakes. after all thats the only reason people bought Zone of the Enders...
valli
28/07/04 @ 13:23
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there wasn't a scare in the entire game

If by scare they meant a zombie flying through a window at you, no, there was no scares. There are almost no "BOO!" moments in this game but that doesn't make it less scary.
deathgibbon
28/07/04 @ 13:32
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that was EDGEs opinion not mine.
Kami
28/07/04 @ 14:48
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Hmm... I see a pattern emerging...

SH3 followed SH1.
SH4 follows SH2.


So will SH5 follow on from SH3?


And I hope I'm not disappointed with SH4. I'm just a horror nut. And it looks kinda sick. But the scores and mass opinion so far has got me down over it... I am trying to look forwards to playing it. But the seed of doubt is there now, so I may approach with a degree of caution...


As I said, Sh3 wasn't a game I planned on picking up, but I did and I enjoyed it thoroughly. So I'm hoping I'll also enjoy 4... if the story is still strong I'll be fairly happy.
valli
30/07/04 @ 18:55
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As long as they don't call it "5ILENT HILL" I'm happy.
Sai
01/08/04 @ 13:08
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valli lol
well... i haven't played any other Silent Hill game except SH4 but it is ok in my opinion yeah it is repetitive and u know what the gameplay will be like for entire game after ~1 h playing but anyway it is fun and enjoyable in it’s own way...
the bad part of the game is the lack of challenge and its horror aspect - it’s a horror game isn’t it? so where the heck is all the scary stuff? only thing that somehow scared me so far was the Water Prison i dunno why but that place has something...
so overall i think it’s not a bad game - easy to play ( on normal level though )
mash the x button
01/08/04 @ 16:22
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Shame about SH3, but SH2 was quality, I particularly liked when you had to cross the lake in hard mode. I bet the developers were chuckling over that! :)
I'll give the 4th enstallment a chance when I get it...
Scimarad
30/09/04 @ 09:54
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Okay, I've only just beat the Water Prision (for the first time!) but I'm really enjoying SH4 so far. Sure it's a little different to the other Silent Hills (SH2 being by far my favourite) but I like the fact that it's different.

Maybe it will start to piss me off when all the backtracking starts but at the moment I can't understand why people seem to dislike it.

Edit:

Forgot to say; I really like the new inventory system!

Edit AGAIN! :

Just went back to read the review again and just had to add my opinion. After having played this game for a while I've got to say that the review seems incredibly nit-picky. Many of the things you make sound almost game-breaking seem incredibly minor to me. I actually like having a limited inventory and the actual item menu seems way less 'clunky' and slow than the old one.

Also (so far, at least) it hardly seems a chore to go back to your room and dump stuff as there seems to be a lot of portals scattered throughout the levels.

Of course this could just be the old 'anti-hype' in progress...
Edited 2 times, most recently on 30/09/04 @ 11:05
Somniloquy
20/12/05 @ 18:04
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This review is one of the better ones. However, like most reviews it misses the big picture. I will number point my observations and try to be concise..

1. Killing Stuff

Well, you killed 400+ enemies. My total on my first play was similar. However lets look at what it takes to get a 10 star rank in this game. 120 enemies killed. Getting 120 enemies killed means not wasting time killing another 300. It means that effectively the game puts around 100 enemies directly in your path that you must kill and these are predominantly passive enemies. To get the top rank you need to quickly kill another 20 or so monsters that are mobile and dangerous. Thats why you have charge attack which incidentally also makes you immune to attack for a s econd or two afterwards and during the animation.

2. Weapons.

The pistol round dont stack. Thats becuase you dont need to use them really although players tend to find the pistol helps in certain sequencies (I allow bullets to accumulate in one or two places cos I know Im gonna use them and then just quickly blast off any remaining to get rid of them) during the second part of the game the only time I even carry the pistol is when I am going to silver bullet the last two major ghosts (DeSalvo and Braintree) to pin them quickly. The revolver is not worth picking up. The golf clubs are mostly a waste of space and time, the only excuse for using them is if you only have the steel pipe and know theres something you really have to melee, this depends on your play style of course, personally I dont pick them up ever.

There are three weapons worth picking up : aluminium bat, until you get the rusty axe and then possibly the spade if it suits your technique. Some players like to take the pickaxe for the final boss and with good timing it can finish the wall-men room quicker.

Obviously the sowrds of obediance are essential.


2. Inventory

The inventory is a real challenge. To meet the 2 hour (2.5hours with memo bonus) 10 star requirement you need to make as few trips to the room as possible. I can only think of two areas in the later part of the game where room trips for inventory management are necessary, mostly in the building world part 2 where its worth switching things about a bit.

Generally you dont need to go out of your way to pick up stuff. The Holy candles are easy to get enough of for getting a + ending if thats your aim. Bullets are almost worthless, they are pu there to hold you up, not help you. It takes longer to kill, say a Gum Head with the pistol than it does with the axe and its better to just avoid them altogether.

3. The room is an excellent SH game and unravels the Walter Sullivan thread in typical style. The replay value is huge with 9 stars giving Eileen the SMG with unlimited ammo and a 10 star giving you the One Weapon Mode where you choose 1 melee weapon near the start and thats all you get apart from the Pistol (for the silver bullets, of course). Beating this gives you All Weapon Mode which gives you all melee weapons plus the pistol and revolver near the start (apart from golf clubs).

There are four ending in the mode of the original SH (Bad, Bad+, Good, Good+). These are based on Eileen dying or surviving and ridding the room of 80%+ of the hauntings.

Theres a lot here for series fans and many advanced tactics and strategies to play with. Going for 10 star runs after learning the game is very satisfying : 2 hours, no saves, no continues, 120 kills and 50 memos is the base although the extra 2 memos extend the time by 15 mins each and allow one save each.

In hindsight its easy to jusdge this game on the ingenuity of its construction that allow a 10 hour + slaughterfest to turn into a skillful, fast game with meaningful rewards.

My mark after a first play would be 7/10. After getting a 10 star its 10/10 which means its a good a game experience as any other I've had over my gaming career.
Blerk
21/12/05 @ 08:34
#35
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The Room isn't a bad survival horror game. It's just not a Silent Hill game.
James_Sunderland
18/01/06 @ 22:49
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nice review. this game was ok im playin it now. another thing that this game is missin is the darkness. there is too much light everywhere takes the creepiness away. But being locked in your room was an good concept but there was things they should have done differently. My fave is still SH 2. SH 1 is good too. SH 3 was gruesome but it was ok. can someone answer this for me? on SH 2 when u first get your flashlight off that manequin wearing a dress. Can anyone tell me who the dress belongs too. if u dont know go check it out. let me know who u think it is.
GuiltySpark
31/05/06 @ 01:07
#37
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Mary!!!!!!

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