Silent Hill Review
1999Konami Computer Entertainment TokyoGame
Fog invented to hide a draw distance became the most influential atmosphere in horror.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Great | |
| Visuals | Good | |
| Story | Great | |
| Gameplay | Average | |
| Overall | Great |
The founding compromise is famous and it is worth repeating because it explains everything that followed. The PlayStation could not draw a town, so the town is buried in fog, and the fog turns an engineering ceiling into dread that nothing since has bettered. The radio is the other masterstroke, a burst of static that tells you something is near without telling you where, which weaponises your own hearing against you.
When the world flips into the rusted otherworld the transition is done in real time with the lights dying around you. Harry is not a soldier and the game insists on it: he aims badly, he runs out of breath, and combat is something to escape rather than win. That is intentional and it is also the weakest part to play now, since the tank controls and the imprecise melee are genuinely awkward rather than merely tense. The story about Alessa and the cult holds together better than most of its imitators. Foundational, and still frightening.
Silent Hill at a glance
- Platforms
- PlayStation
- Developer
- Konami Computer Entertainment Tokyo
- Hours played
- 8
- Year
- 1999
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