Early horror video games are full of cheesy experiences, embracing the gore and violent elements found in slasher flicks. In their camp appeal, these earlier games lacked the depth to convey a sense of fright or emotion. While many may look to Resident Evil as a big jump in horror gaming, the genre would forever be changed by Silent Hill.
It was 20 years ago back in 1999 that Silent Hill made its debut on the PlayStation, introducing gamers to a whole new level of horror.
The action-survival title changed the industry in its emphasis on storytelling, weaving in puzzle solving and more dramatic elements to differentiate itself from other games. Given the game’s approach to atmosphere and narrative, along with the innovative use of mechanics, many of today’s popular horror titles owe thanks to the groundwork laid down by Silent Hill.
Today we look back on a horror classic; we will tread through the ashes, wandering along the streets of the nightmarish Silent Hill.
A Story of Ghosts and Fear
The team behind Silent Hill, Team Silent, wanted to step away from the B-horror movie elements found in previous games. Taking on a more “Hollywood” approach, the team found inspiration in UFOs, the occult, and David Lynch films. Focusing on the “fear of the unknown,” it was decided that Silent Hill would take on a psychological horror approach.
As the player, you control Harry Mason, who arrives at the titular town searching for his young daughter Cheryl. As he wanders he comes into contact with a variety of characters; from police officer Cybil Bennet to the fortune telling cultist Dahlia Gillespie, the cast of Silent Hill all contribute to its brilliant atmosphere and grim story. Harry eventually discovers the underlying occult plan at work, attempting to save his daughter’s life from eternal suffering.
Compared to other popular video game protagonists, Harry stands out like a sore thumb; rather than be some solider, Harry is just a regular guy. Playing as someone with no combat training brings an extra sense of tension to the gameplay; unlike some powered up being, Harry can’t take a lot of damage; he also can’t handle heavy weaponry. Due to this, players have to be careful where they go, conserving gun ammo and running away from enemies when possible.
Even after 20 years the dialogue and cinematic cutscenes still have an eerie chill. Who can forget about nurse Lisa and the sequence where blood is pouring down her face? Against the shadowy background of the scene, she stumbles towards you, calling out for help. That moment still brings out the goosebumps on my arms.
The horror of Silent Hill is one of feeling; even though there are monsters and physical violence, the game goes into the psychological and spiritual to keep players in a state of unknown. With little context to help guide you from objective to objective, the game leaves the player alone to solve each puzzle that comes their way. This gameplay makes for a more intimate experience of isolation, for the characters you come across bring little comfort in such a hopeless place. Together, the story and mechanics make Silent Hill a work of art that breathes dread, uncertainty, and madness.
The Horror of Design
The world of Silent Hill is depressing; beyond the human characters you’ll come into contact with from time to time, the town is a lonely hell hole. From bland streets to decrepit buildings and thick fog, Silent Hill does a tremendous job making you feel alone. The grotesque, disfigured creatures only add to this misery. Silent Hill‘s monsters are that of pure nightmares. From horrific creatures that look like demon children to giant insects and bat-like creatures, the game’s collection of monsters is as upsetting to look at as they are interesting.
One of the more fascinating elements while playing Silent Hill is that of the fog; for in the fog’s immensity, it represents two essential factors of the game. In one regard, the fog helps to establish the emotional tone of Silent Hill. The bland blobs of gray exude dread, cloaking the abandoned buildings and streets. Then there’s the technical purpose behind the fog, specifically how the developers implemented it to maintain a consistent framerate while playing. The player is only able to see so far beyond the fog, having to move forward to see what lies past it. This fog allowed the developers to have the game run smoothly on the PlayStation, utilizing all its graphical power. On an interesting note, the limitations of the PlayStation would end up aiding Silent Hill’s visual presentation; due to pushing the game’s look, Silent Hill has a lot of grainy textures. These textures actually made the look of the game and its surroundings more unsettling to look at, adding to the psychological discomfort. The graphical power is what would also allow for the more personal, fully flesh out cutscenes (further pushing the medium of video game storytelling).
Going back to the emotional factors of the game, Silent Hill is one of the predecessors of cinematic gaming. Along with its visual design is that of its score and sound design; your footsteps echo off the pavement as you run up and down streets, the cries of monsters in the distance. The score is mesmerizing in its hauntingly somber appeal. Beautiful guitar chords bring out melancholy vibes, with dissonant drones layering on a tense thickness.
Considering all of this, along with the game’s story, Silent Hill is one of the first significant examples of how games can work as slow-burn emotional experiences. Like an atmospheric film or record, Silent Hill’s journey also allows room for introspection; players can both enjoy playing the game for the narrative it offers, all while finding something deeper to absorb. With the game embodying such elements as loneliness, isolation, and exuding depressive tones, the player can take on a mindful experience of playing something that can connect on a human level.
A World of Nightmares Come To Life
Silent Hill is one of the most important video games in history (for both the horror genre and game industry as a whole). While the series would go on to have its ups and downs, the first installment initiated a new direction for gaming; this path would open the minds of developers all around the world, unlocking the potential for new and innovative ways of telling stories.
It also goes to say that Silent Hill was one of the first genuinely emotional horror experiences; forgoing the campy traits previous horror games had before its release, Silent Hill is a work of art that has more too express than scares. Its story is one that crawls under the skin and slowly digs inward, creating a pocket of dread and coldness. Silent Hill was and is an elevating experience for video games, proving how the medium can present rich stories.
In all of Silent Hill’s achievements, one of its greatest qualities is how its experience can linger on a player long after finishing. The haunting music nestles within one’s eardrums; the shadows tucked into the corners of their mind, sprawled and breathing unease. As one closes their eyes going to sleep, it’s the darkness of Silent Hill that weighs on them, beckoning back to tread the ghostly town.
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