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REVIEW SILENT HILL ORIGINS |
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PUBLISHER
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KONAMI
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DEVELOPER
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CLIMAX STUDIOS
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GENRE
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SURVIVAL HORROR
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PLAYERS
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1
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PRICE
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£29.99
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RELEASE DATE
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OUT NOW
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A return to the town, and to form, Silent
Hill Origins puts the franchise back on
track after the lacklustre fourth game. It’s
a little too strict in
its adherence to
previous entries,
but Climax has
done a stellar job.
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SCORE
05/NOV/07 |
87% |
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Can a horror game such as Silent Hill
Origins work on the PSP? Well no,
not really. You see, it’s difficult to
know what the intention is with the
game. After all, it even tells you to play it in your
room, in the dark, and with your headphones
on for the ultimate effect. If that’s what you
have to do to experience the game in its best
light, imagine trying to play it on the tube,
during your lunch hour at work, or in the park
on a particularly lovely day. There’s no way on
this earth you’re going to get the kind of deep,
intrinsic thrills the franchise excels at with
Joe Public sat leering at you.
That means Silent Hill Origins is on the
wrong platform. Shame, really, as it’s possibly
the best game in the franchise since the
second – and if there are no plans to bring it to
the PS2 in the near future, a good deal of Silent
Hill fans left cold after the fourth game will
really miss out. And if they do play it on the PSP,
unless they’re in their room, in the dark, with
headphones on, they
won’t get to experience
the full Silent Hill effect.
Because it’s all in there,
just waiting to be found.
But as a handheld
game, it shouldn’t mean having to play it under
the rules stipulated, because it defeats the
purpose of the PSP. Confused?
Here’s some clarity: Origins is a prequel to
the entire franchise, seeing lonely trucker Travis
Grady inadvertently become snatched by the
fog-strewn town on one of his routine nightly
runs. Unfortunately for Travis, he becomes part
of something dark, sinister and yet not entirely
unrelated to his past. He’s very much been
drawn to Silent Hill for a reason.
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And for the first few hours you’d be hard
pressed to believe it. Origins’ story doesn’t
really begin to unfold properly until two or
three hours in – where it does so in absolutely
perfect fashion, thanks in no small part to
a really quite astonishing score from Akira
Yamaoka. But for the first hour or so, it just
feels like Travis is a bit-part player in an excuse
to revisit the town of Silent Hill, as well as
some of the first game’s best characters
and locations. That said, it proves a wholly
satisfying idea – as the first time you meet Lisa
Garland, the nurse in the red cardigan, it’s a
genuinely unsettling and sad moment. Only if
you’re at all familiar with her fate, that is. And it
works for other characters, too.
On a storytelling front, Climax Studios opts
to make a little more sense than the first game
ever did. It’s beneficial for several reasons.
Chiefly, it means that Origins is able to retain
everything fans love about the franchise, while
rewarding them with a much easier-to-follow
story. One that sheds brand new light on
characters and events from the first game,
and by virtue of that, enables us to better
understand the town itself.
So Origins is a success on that front. Where
it’s less successful is with some of the enemies.
The designs are flawless, standing among the
best of them, and those few that return from
the other games – in particular, nurses and
the skin-wrapped walking body bags – benefit
from looking more detailed and hideously
beautiful than they have before. But Climax
makes the mistake Silent Hill 2 did by having
far too many that you can just run straight
by. Travis does get tired every now and then,
jogging at a much slower pace for a moment
or two, which makes him more vulnerable. But
when you’re outside that’s never a problem.
There are some pithy attempts at QTEs too,
which aren’t ever scary, nor do they generally
surprise when they occur.
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But the biggest problem is Climax Studio’s
strict adherence to previous games, right down
to some ludicrously linear design. Cedar Grove
Sanitarium, the second location you visit, is,
at times, a lesson in total tedium. Good thing
it’s the only bum note in terms of level design
– and the fact the story kicks into high gear
during this segment means it’s easy to forgive.
But what isn’t easy to forgive is Origins feeling
like it’s on the wrong platform. Akira Yamaoka
has expressed his desire to bring the game to
the PS2, only if it’s a success on the PSP.
So, looking at Origins in terms of being the
next game in the franchise, as well as the first
not developed by Team Silent, and a prequel to
everything that has come before, it’s massively
successful. And getting to revisit both the town
and certain locations from the first game is
immensely satisfying – partly because the
game looks stunning. But it does fail as a PSP
game. On the PS2, everyone would be forced
to play it the way Climax intends: in your room,
in the dark, with headphones on. Just like the
best in this series.
Craig Gilmore
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