Silent Hill: Shattered Memories
Don't go breaking my heart.
Silent Hill has never been the most commercially successful series, but it's hard to overestimate how important it has been to games - and how highly regarded it is by its fans. By ignoring B-movie zombies and endless cheap shocks in favour of an extraordinary atmosphere, memorable characters, oppressive, grinding music and a creeping sense of dread, it crafted a horror experience that was both clever and deeply unsettling. The series reached its narrative peak in Silent Hill 2, but the first game already showed the talent behind the team's storytelling. The mystery behind Silent Hill may have been occasionally mind-bending as it unravelled, but at heart it told a story about fanaticism, suffering and revenge which worked beautifully.
It's paragraphs like that, waxing lyrical about just how memorable and even - whisper it - important Silent Hill was, which probably give the Climax team in Portsmouth sleepless nights. Charged with "re-imagining" the original Silent Hill game on the Wii, the studio has the unenviable task of updating one of the most fervently adored games of the PlayStation era.
Climax at least has pedigree with Silent Hill, having created the solid if somewhat workmanlike Silent Hill Origins on PSP and PS2. Origins was pretty traditional in its structure and approach - in fact, it was criticised for being so obvious, a blatant piecing together of fan-favourite bits from the series with little attempt to innovate. Of course, the same fans who snootily dismissed Origins on that basis would go on to crucify the more recent Homecoming for straying from the formula...

Only one variety of monster was on display - the game's creature designs are very hush-hush at the moment.
Given that background, you might expect Climax to approach Silent Hill in a similar way to Twin Snakes, Silicon Knights' GameCube update of Metal Gear Solid. Nicer graphics, updated controls, better cinematics - job done.
It's arguably to Climax' credit, then, that it's not prepared to take the simple approach. 'Arguably', because fools rush in where angels fear to tread. While keeping the core story of Silent Hill intact, Shattered Memories (is that a sensible subtitle, actually?) is a radically different game to its progenitor. The team recoils from the word "reboot", on the basis that it implies throwing away what came before, but the even more controversial "re-imagining" is thrown around a few times during our discussion.
Once I'm actually playing Silent Hill: Shattered Memories, it's immediately apparent that this is a very different game. Certainly, I'm playing Harry Mason again, and I'm exploring a strange, largely abandoned town in search of my daughter, who went missing after a car crash. I'm doing so to the strains of Akira Yamaoka's fantastic soundtrack - the fact that he's once again providing the music will be enough to sell the game to many fans.

The more vivid ice around doorways and ledges provides a subtle visual hint about where you can go next during the chase sequences.
However, almost everything else is different. Gone are Silent Hill's occasionally dizzying cinematic camera angles - now, I explore the town in a conventional third-person viewpoint. The controls have been radically reworked for the Wiimote, which essentially functions as a flashlight. Harry is moved around with the nunchuk analogue stick, predictably enough, while the Wiimote pointer shines his flashlight around his environment, with a button press to zoom in on anything of interest. It works remarkably well - your movements map nicely onto the flashlight, with no perceptible lag, and everything in the environment casts a realistic shadow from the beam, which lends quite a lot of atmosphere to the rooms you move through.
As to combat controls - there aren't any. One of the most radical changes Climax has introduced is to create a survival horror game without any combat - you don't pick up weapons or beat up monsters. Instead, when you encounter enemies, you run like hell. Despite flying in the face of a decade of survival horror design, the justification is obvious and hard to argue with. This is, after all, what "action" consists of in almost all horror fiction - you don't find a crowbar and beat the supernatural foe to death, you run. Chase sequences are at the heart of horror, from movies to our own nightmares.
So, in Silent Hill: Shattered Memories, when the town around you changes into the nightmarish otherworld, you don't pull out a gun. Instead, stalked by the town's creatures, you run. The sequence I played through had a "rat in a maze" sense to it - Harry legs it through various parts of the town, twisted into their otherworldly forms, pursued by occasionally glimpsed foes. You slam through doors and clamber over ledges, searching for the door that will bring you back to the normal world. In a neat move, there's a button to let you look back over your shoulder without actually stopping running - so you can see exactly how close the creatures are to your heels.
They're clever little buggers; an overall AI, we're told, controls these chase sequences, so monsters will intelligently flank you and try to cut you off. If you have a moment's respite, you can hide somewhere - under a bed, or in a wardrobe - and hope that they'll lose your trail and return to patrolling the area. Miscalculate that one, and you'll suddenly find yourself being pulled out from under the bed by your feet, only to be devoured by ravenous, sharp teeth. It's every childhood nightmare you ever had, all wrapped up into one nasty, tense action sequence.

Your first encounter with the town's monsters sees them trapped behind the ice - but not for very long, of course.
It's fairly intense stuff, but it's hard to judge on the basis of this short demo whether it'll be enough to support the whole game. Potentially deal-breaking flaws aren't hard to imagine - if the levels are too complex, players will simply get lost and frustrated, stuck in a maze of twisty passages, all alike, rather than experiencing a blood-pumping chase sequence. Developer comments about players dying a few times but learning more about the maze each time are far from encouraging - trial-and-error gaming is anathema to most gamers and critics alike - but on the other hand, the team does acknowledge just how important and challenging it will be to get the level design right. If it's too linear, chases will be boring; if it doesn't gently guide the player to the exit, chases will be frustrating enough to make people put down the Wiimote. It's a tough balance to strike, and Climax understands the importance of getting it right.
The otherworld itself is likely to raise some eyebrows among Silent Hill's fans. Gone are the chain-link fences, rust and fire which have defined the otherworld in the franchise to date. Instead, Shattered Memories' is characterised by ice - with the town deformed under the weight of a thick ice sheet that covers every surface. If Silent Hill's otherworld was claustrophobic and hostile, Shattered Memories' is cold, barren and lonely.

The refraction which distorts everything behind the ice is a nice effect which the game uses to define the twisted, confusing otherworld.
This change does, we're assured, have strong roots in the new storyline and the characters who inhabit it. It does fit the Silent Hill canon - every character has always found their own personal hell in the otherworld, after all. Another thing that has generally changed from character to character, though, is the monsters - and that's one aspect which Climax refuses to talk about. The demo uses just one monster, a nondescript looking pink horror that resembles a boiled chimpanzee - but when I ask about monster design, even the most innocuous question sees a PR person suddenly interject to prevent the developers from answering.
At a guess, I'd say that's probably because Shattered Memories' monsters are tied to the game's other major innovation - the game's relentless profiling of the player, and continual tweaking of the experience to match your psychology. This is more subtle, but arguably even more important to Climax' vision of reinventing the horror genre than the chase sequences.
The central conceit of the game, and the reason for its subtitle, is that Harry is reliving the events that transpired in Silent Hill from the comfy leather sofa of a therapist. Every now and then, the game will drop you out of the world and back into the therapist's office, where you'll talk about what has happened, and perhaps play some simple psychological games. In fact, one of the first pieces of interaction in the game will be to fill out a short sheet full of very personal questions ("Have you ever cheated on a partner?" springs to mind).
The trick, the developers say, is that it's not actually the therapist sequences which the game uses to assess you. They're just there to make you aware that you're being watched and evaluated, and the answers you fill out don't have the kind of direct impact you'd expect. Instead, the game watches how you play - what you look at, how long you spend doing various things or exploring places, how you approach problems - and builds up a profile of you which it then uses to change the game, often in dramatic ways.
Even in the short demo which I played, this was an extremely important part of the game. How I played and responded to the game changed which routes were open to me, and which characters I could meet - it even changed whether those characters were hostile or friendly. The developers reckon that a hundred players going through Shattered Memories would each have a unique experience. Each one would have some shared experiences, of course, and many key plot points remain the same, but each one would also experience at least one part of the game that none of the others did.
This, I suspect, is why we're not hearing about the monsters - because Climax is working on taking them to their logical conclusion. Silent Hill's monsters have always been based on the psyche of the main character - Climax, it seems, may be aiming to base encounters with monsters on the player's psyche, working out what kind of player you are and subtly changing the beasts you'll encounter based on that. If that's the case, it makes the profiling system even more interesting. Either way, the idea of watching the player and manipulating the game based on their approach and personality is a fascinating new direction for survival horror - assuming, of course, that it works.

That's the caveat which dogs Silent Hill: Shattered Memories all the way. For all that I love it, Silent Hill is a franchise that's pretty much dead in the water at the moment. The original development team, Team Silent, no longer exists; when Climax wanted to talk to the original Silent Hill 1 developers about the game, they found that the team members have scattered around Konami or moved to other companies around the world. Only composer and producer Akira Yamaoka remains directly involved with the Silent Hill franchise. The franchise needs an update, and a team willing to take bold, radical moves without being bound by too much reverence for a game designed by a long-dissolved team.
Climax thinks that it's that team, and it's willing to risk the ire of Silent Hill fans by reinventing and rethinking many of the systems at the heart of the game. It's bold and brave, for sure, but as I departed sunny Portsmouth, I had no clearer an idea of whether Climax' new vision of Silent Hill would actually work or not. I'm reassured by their confidence and willingness to innovate, but worried by the enormity of the task they're taking on. The wait for Silent Hill's rebirth continues, excitement tempered by trepidation.
Silent Hill: Shattered Memories is due out for Wii, PS2 and PSP this autumn.
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Comments (60) Latest comment 2 years ago
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It can work, the Clock Tower games proved that, but for me that style of gameplay makes a second run through almost impossible to stomach. After all, once I know all my goals and which route to take, anything that then chases me halfway back across the map is just an annoyance and absolutely no fun at all.
Still, Kudos to Climax for giving it a go.
EDIT: Oh yea and FIRST!
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I haven't got the Wii anymore tho so hoping the PS2 version is just as good. Did you get a look at that Rob?
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And I certainly wouldn't worry about Konami not doing it themselves, sometimes a franchise can benefit, like Metroid Prime.
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I'm not sure there is a PS2 version...
Although Origins was a bit dull, this looks like it could be interesting. The series needs this kind of change, no point in just making another game in the same vein as 1-4.
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Silent Hill (for me) was never about the combat, it was about the atmosphere and the narrative. I always saw the gunplay as a necessary evil.
Nice in-depth preview as well
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With Harry's recollection limited to a time before his demise he couldn't possibly be wandering around with a device like a modern mobile phone which has been mentioned as an integral game play device in various previews. The events of the first Silent Hill are never pinpointed exactly but fit in somewhere between 1980 and the mid eighties. Harry will be dead long before mobile phones are commonplace objects.
At best he would be carrying around one of those massive primitive bricks used in the mid to late 90's even if he wanted to remember using a device he couldn't possibly have had or used at the time of the events.
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If Climax get this player-analysing thing right, you can expect it to be ripped off for the next five-ish years as it gets incorporated into every genre. "We invented it and we're calling it Evolverlution." sez EA in their latest press release...
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I consider that to be quite worrying, the opportunity to showcase the chase sequence etc would have been i thought quite important considering the autumn release.
Either way its certainly on my "watch" list.
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Silent Hill is set in 1986
edit: and Harry dies in 2003.
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The lack of combat is good news because it was one of the things I disliked about the recent Homecoming. It's just not fun fighting respawning enemies with weak weapons and hardly any health items. It might add to the tension and atmosphere but it also piles on the frustration factor IMO.
I've never played the PS original, my first Silent Hill game was the superb PS2 sequel so this is a both a worthwhile game for me and one that interests me because of the improvements and tweaks. Looks like this will be my first new Wii game in over a year!
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I'm hoping for rooftops.
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EDIT: And if you've ever played the criminally poor-selling Call of Cthulhu: Dark Corners of the Earth, you'll know how epic a chase sequence can be. Frantically closing the bolts on doors and hiding from mutant fish-men was awesome.
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Silent Hill is set around 1980 according to most timelines Silent Hill fans have decided on.
Silent Hill 3 is definitely 16 years later though. Most tellingly at the beginning of the game, Heather a teenage girl, somebody in the social grouping most likely to have a mobile doesn't own one and has to call Harry from a public phone. It is most likely some time in the mid 90s.
Recollections of wandering around Silent Hill with a modern camera phone are highly unlikely for somebody dead before such things existed as common household items. It really smacks of ruthless brand exploitation when you take that many liberties with the source material. It's a Silent Hill game because it will sell more as a Silent Hill game. I would actually be more inclined to buy this if it was an original project and just let Silent Hill rest in peace.
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Fleeing in games can work when done well. The exhileration in Mirror's Edge proves that.
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I hope Shattered Memories doesn't follow the exact same formula. Luckily I'm a massive fan of Silent Hill and I'm sure they'll do a brilliant job at making this work out.
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Just a quick events timeline for you
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- Alessya was born in 1972 (as per her birth certificate in the hospital found in SH1)
- At 7 the ritual is performed to summon ‘god’ – with her power she transposes her 'sprit' into baby Cheryl. This would make it 1979 (Harry's journal points to this date when he mentions vacationing with his wife and finding baby Cheryl)
- When Cheryl is 7 she wants to go to silent hill, so that would make it 1986. (Newspaper headlines found in game are dated 1986)
- In Silent Hill 3 Heather is 17 (as it says in the manual). That would make it 2003. When she returns home, Harry has been killed by the Order.
----------------------------
It’s probably worth noting that given the traumatic events that Harry is recollecting, modern objects can find their way into memory regardless of if they existed or not.
This is the same thing as when you are shown a photo that you are in that you can’t remember, you mind will convince you that you were there. There have been various psyche tests with people that have been ‘photoshopped’ into a photograph. The person that is shown the photo will swear blindly that they were in fact there and will even recall events of that happened around the time the photo was taken – even though they were never there at all.
I can’t remember the name of the test, but the basically its just a mind-coping mechanism (we'd probably all go mad otherwise without it!
This also seems prevalent with the new look ‘other world’. Harry seems to be recalling a place that is cold and barren, and that is what we are seeing in this game, his recollections. It's not about what 'we' remember Silent Hill to look like remember
The title "Shattered Memories" is pretty fitting in that regard
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As for the Mobile Phone, what ZuluHero Said is a fair enough point. Memories are distorted long after the time of the event, and after such a traumatic event, he could quite conceivably fill in the gaps.
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Wow. Just wow.
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I can't believe anybody took the time to piece it all together but somebody at Silent Hill Heaven did.
From clues in the games such as Alessa Gillespie's diary it was determined that Claudia was 6 in 1972 since Alessa gives Claudia who is a similar age, a birthday card marking her sixth birthday in 1972 placing her year of birth as 1966. Claudia's age in Silent Hill 3 is 29 establishing that the events of Silent Hill 3 occur in the mid 90's
They are out a few years here and there with a few details but nobody is perfect, not even Team Silent. I don't care how out of touch with reality Harry is he can't imagine technology that doesn't exist when he dies. It's an enormous plot hole that no scenario will cover over.
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However, this looks interesting. I will mourn the dirty hell dimension but this seems like necessary move - Silent Hill is supposed to be a reflection of inner fears and thoughts, and so far it's always been more or less the same style. Remember that the first game started off originally with snow falling from the sky, so Harry being cold, alone and scared does logically dictate a cold, frozen hell dimension.
No combat is fine with me as well, although they need to bypass a few of the issues that brings (I remember some of the bosses being tremendous fun in the original).
It's a dangerous road they're taking and yes I'd rather see Silent Hill develop more than milking the franchise. But in truth, it sounds okay, and if it can be kept intuitive this could be an excellent title. But it's sure as heck not going to be as easy as Resident Evil was to prequel and remake - when your raison d'être is to screw with peoples heads, that needs to be kept solid or you're just ruining a perfectly good franchise waiting for a rebirth.
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"I don't care how out of touch with reality Harry is he can't imagine technology that doesn't exist when he dies. It's an enormous plot hole that no scenario will cover over."
Parallel. Universe.
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Harry Mason clones genetically programmed to love mobile phones and infuriate monsters with jungle music ring tones.
But seriously, Origins dates the fire as 1973 + 7 years for Cheryl's age when she returns to Silent Hill = 1980. Heather is 17 in Silent Hill 3 so it can't be later than 1997. No bloody camera phones even if you are in psychiatric therapy, Shattered Memories could be no later than 1997.
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there was a birthday 'letter' but it was unsigned:
"To little Claudia. Happy 6th Birthday. I love you as if you were my real sister. Here's to you!"
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@PrivateFloyd
Yes, this was shown off at E3, there's plenty of coverage and video playthroughs of the demo over on IGN, for starters.
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You get passionate fans in all aspects of life...
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Yeah you really have to let it go, it's a reimagining so they can set the date whenever they like. More than likely it will have no direct connection to the other games.
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Although you seem pretty set in your prejudices, SH:SM is rated M, not PG13.
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I wonder, do you often suggest that people commit suicide when you disagree with them YenRug? Did you wish death on mummy every time you had to eat your vegetables? What a credit to the human race you are.
Read the article, Climax assert that Shattered Memories is canon, it's supposed to be part of the existing series. It seems to me like they're just slapping the Silent Hill brand onto a concept they already had. Another cynical effort to fleece long suffering Silent Hill fans, if they can't even pay attention to trifling details such as fitting into the series story arc it doesn't bode well for the game overall.
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Ooooh, did someone mention the word "canon" in the article? And have you completely misconstrued that to have a completely different meaning to the context it was used in? A big fat YES is the answer!
This change does, we're assured, have strong roots in the new storyline and the characters who inhabit it. It does fit the Silent Hill canon - every character has always found their own personal hell in the otherworld, after all. Another thing that has generally changed from character to character, though, is the monsters - and that's one aspect which Climax refuses to talk about.
Come on, point out where it says that Climax says the whole game is canon; I'm just looking for that little bit where it says they actually have used the rusty chainlink fence motif, rather than ice; how about the bit right at the start that says they they weren't charged with "re-imagining" the setting and were in fact told just to make a Wii update with added waggle.
I don't know about you, but the only mention of canon in the article seems to be of Rob Fahey's doing and is referring to how the individual shapes what happens to them, in Silent Hill, not how this is an exact recreation of the original game
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This simply isn't true, and at no point in the article do I make that assertion.
The exact quote I have from the developers is this: "There is a way of looking at the game in which it fits with the events of the rest of the series - but then again, there's an argument that if you want the Silent Hill series to all fit together, the only endings that make sense are the UFO endings..."
So they have paid attention to the rest of the series, WITHOUT being entirely devoted to the canon. This is a new telling of a similar story; it's set in the present day, with different events and characters, but, as far as I can gather, similar themes and a broadly similar story arc. It's not designed to be an exact match to SH1 - quite the contrary - and the team hasn't gone out of its way to adhere to the already stretched thin canon of the Silent Hill series.
Think of it as a re-think of the first Silent Hill story in broadly the same way that the Christophe Gans movie was, and you'll be on the right track.
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Was it that hard to come up with a new character instead of ruining the good memories I have playing the first game? I have no problems with trying something new in a gamefrancise and it might work, but keep your filthy paws of the first game Climax....
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The fact that it's a dual release with the ps2 worries me even more.
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The original creators are spread all over the place. The director of the first game (and the second, I think) went off to do the Siren series for Sony, for example, and I know that one of the key art people is working for EA in the USA - I have a suspicion that he was involved in Dead Space, although I haven't actually checked the credits on that.
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1) A small enclosed prison is probably the best way to hub everything.
2) Ghosts are truly misrepresented.
3) Shoehorning in references to another game doesn't work.
Origins was a pretty decent affair but it was certainly nowt special, and Homecoming... err... I enjoyed it but I missed the batshit insanity bollocks of old.
But in any case, Shattered Memories is as good a reimagining as any I guess, and until Capcom do a remake of Sweet Home or do a follow-up to Haunting Ground (exactly who at Capcom do I need to give sexual favours to for that to happen? I'm serious, I will perform any and all lewd acts to get a sequel to Haunting Ground!) we have to hope that this game returns us to the kind of fucked-up bricked-turd brain-destroying plot buggery that I actually enjoy and we really need more of.
Of course all this is pissing in the wind because the best horror game ever has already been made and if you really want to fuck with your head then go and get Project Zero 2: Crimson Butterfly, everything else that comes now is merely trying to veer off the path to Nirvana - may get their eventually, but why sidetrack when the path there has already been forged and you know goes straight to perfect gaming horror bliss?
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I did, as well as getting the second petrol-powered item going (was it a drill? Been way too long since I played it to remember properly). There was also a Katana and a laser-pistol you could unlock, but to be able to get all these items you had to start of on the easiest game mode, each successive playthrough bumped the difficulty level up one step.
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Demento (or haunting grounds) on the PS2 proved that, while while being unable to attack can increase the tension in a game, it can very easily and all too often fall into frustration.
I can't see climax getting it right.
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I thought it was a lie. Wow. Shit...
Well.. now I kind of feel like replaying it.
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The petrol station near the church had the petrol container and you had to combine it with the Chainsaw found (obviously) in the "chainsaw shop" :S
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Though wounder if it'd be better being a new franchise or at the very least a new new silent hill.
For people who played the original it going to be odd reliving the memories but without attacking stuff, unless they play on that with the main character not wishing to admit to the theropist that he attacked things.