Reviews from

in the past


Not BAD so much as uninspiring, I guess? If I wanted a game that played more like the classic Silent Hill games I'll reach for 1-4 and if I wanted a later Silent Hill game I'd rather play Downpour. It can't win.

The cult stuff has always been less appealing to me in terms of Silent Hill so it's too bad the series just continued to double down on it time and time again.

Stay away from the PS2 port. It's held together with duct tape.

por qué diseñarías un mapa enorme para despues pegarle una mecánica que requiera que lo explores DE NUEVO además podes pasar todo el juego a las piñas y el plot es una verga

É o quinto jogo da franquia que eu termino (Silent Hill 1, Silent Hill: The Room, Silent Hill: Downpour, Silent Hill: Shattered Memories), e na minha opinião foi o pior deles. Jogo repetitivo, com objetivos toscos, jogabilidade horrível... enfim... não gostei.

A única coisa bacana foi o personagem, que poderia ter sido melhor aproveitado.

> be me 6th grade
> playing this game at school after classes end
> just chilling and playing in a random school hallway
> It was getting late so I had to go home
> I get up and notice there's no one in the hallway
> Everything is too silent
> All of a sudden a girl appears running at the end of the hallway
> My heart skipped a fucking beat I stg.

Anyway, I never finished this game. I always chickened out.

First time I got exposed to the Silent Hill universe and it... didn't leave such a great impression.


I love it! Reminds me of my favorites Silent Hill 1+3

the better of the two Climax made SH games, although not by much due to terrible writing including needless retcons and drastic character alterations (Lisa), dumb gameplay decisions like breakable weapons and ammo caps, and a complete inability to establish its own identity, instead just rehashing the same tired tropes of the franchise (lookin' at you, the Butcher)

Let's see.. there's an overworld with dungeons, the dungeons have puzzles and an end boss and a map, and there's a light/dark world you can transition between in specific rooms. Wait.. this is a Zelda game isn't it? In that case this is easily the best Zelda game I've ever played.

Origins fue el inicio de la tradición de copiar a SH2 con protagonistas con memorias traumáticas reprimidas que afrontan la verdad gracias al pueblo de SH. Alessa pasó de ser una víctima con poderes sobrenaturales, a ser una niña malvada vengativa (Lisa y Kaufmann también son personajes totalmente distintos). Los escenarios son excesivamente grandes y vacíos y es molesto recorrerlos con la muy limitada stamina de Travis. El billón de armas degradables y QTEs también fueron una pésima adición.

joguei pouco pq tava com medo mas era da hora

This prequel scared me a lot more than I thought it would to be honest. I think the freakiest enemy in this game is either the Straightjacket and the floating cage. The game is very dark with the flashlight barely illuminating your surroundings making you on edge throughout. They try to create their own Pyramid Head in the Butcher but he really doesn’t feel as menacing and just comes across as a cheap knock off. However that bit with his father freaked me out quite a bit. Overall it’s a very decent game but one of the weakest SH games due to a few minor things but if it was the last Silent Hill on earth…. I would probably play it.

Honestly, not the worst post-Team Silent SH game, though undeniably flawed and full of missteps.

my UMD is also missing, though I have the box and inserts T_T

One of those spin-off game on a portable system that are basically the same as the home console version, but doesn't add anything interesting.

I thought Silent Hill: Origins was a quaint trip through Silent Hill. Impressive for a PSP game of course, but overall it isn't anything special.

Well, it's not Silent Hill: Homecoming. It's about on par with Downpour, but for different reasons...and that's not really saying much after the glory days of 1-4.

I think the essential spark of the first four titles is the distinctly Japanese take on the American setting. Running all of that back through an American output somehow loses a lot of its 'essence.'
It does surprisingly better than most to follow in the atmospherical footsteps of the Team Silent predecessors, but it is ultimately inconsistent. As relevant as the forced tragic backstory of trucker-hero Travis' becomes in his exploration of the town, there really is nothing stopping him from getting back in his truck and buggering off!

at least homecoming didnt shit on the actual good silent hill games (as much)

Bland, it tries to be a mix of SH1 and 2. It contradicts the first game in some points and the story of Travis and his past is actually decent but very predictable and presented in a poor way. Not bad but with more effort, it could've been not that forgettable.

This game plays like a greatest-hits of Silent Hill gameplay, whilst the story has it's moments it mostly just feels like it didn't play the original game, including rewriting important plot points, which is disappointing, but this is definitely the game I would recommend to anyone who wants to get into the series, as this is a pure, undoctored hit of silent hill gameplay and puzzles. There are some great environments and a real focus on replayability, this game doesn't get the recognition it deserves.

This game is so badly treated by fans.
It's got an interesting story and actually respects the outcome of how Alessa became so important in SH1 and 3.

UM SILENT HILL COM UMA HISTORIA REALMENTE BOA, E QUE RESPEITA A RELEVANCIA QUE ALESSA TEM NA OBRA .

the ps2 version is buggy as hell. otherwise, it's ok but certainly forgettable. as a budget psp title it probably works.

O primeiro Silent Hill que eu joguei na vida, me dava bastante medo quando criança. Hoje eu considero um jogão.

After the polarizing reception and disappointing sales of Silent Hill 4: The Room, Konami made the controversial decision to forcefully disband Team Silent, the unofficial studio within their Japanese branch responsible for developing the Silent Hill series up to that point. Still wanting to continue the franchise, Konami turned their eyes to the west for future production. They contracted Climax Studios, previously known for developing a few Serious Sam spinoffs and a plethora of arcade-style racing games, to develop a prequel to the original game. Thus, Silent Hill: Original Sin was born; a Resident Evil 4-style action horror game inspired by Scrubs with a darkly comedic tone. Obviously, this is not the game that shipped to retail. Sometime during production, Konami decided they were unsatisfied with the work Climax was producing, apparently struggling with numerous technical issues as well as a general lack of direction for the project. Production was then moved to Climax's UK branch, where they were given a year to make an entirely new game out of utter garbage. Mark Simmons, the game's new director, decided to rework the title into a traditional survival horror game in the style of the first three entries. Hence, Origins was born. Was it possible for Simmons and his team to salvage what was a fundamentally broken game? Not really.

In Origins, you are Travis Grady, a lonely trucker delivering a cargo load to the small town of Brahms, taking a shortcut through Silent Hill to save time. Travis suddenly swerves out of the way when he sees a strange apparition run into the road. Giving chase, he encounters a burning house and finds the charred, but still somehow living Alessa Gillespie, dragging her to safety before passing out due to smoke inhalation. He awakens on a bench within Silent Hill, intent on finding out what happened to Alessa. Unfortunately, I found Origins' narrative to be quite underbaked. It's essentially trying to tell two very different stories, being both a prequel explaining the events leading up to the original Silent Hill and its own standalone story exploring Travis's childhood trauma. The game's story starts as a prequel, but then suddenly realizes after an hour that it needs to give Travis some character development with some of the most obvious foreshadowings and rushed characterization I've seen in a story-focused game. From that point on, it entirely forgets that it is a prequel to Silent Hill, focusing entirely on Travis's backstory before very abruptly remembering it's a prequel in the last 15 minutes of the game. Needless to say, I don't think the game really expands on the original game in a worthwhile way, nor does the original story captivate me at all. Travis is a very dull protagonist, and while he technically has more going on than say, Henry from Silent Hill 4, I found myself struggling to connect to him and his problems. The narrative also lacks any real story hook. I found myself questioning at multiple points why Travis was even trying to uncover the town conspiracy, considering how he had no connection to Alessa or any of the other characters in the game.

This isn't to mention that the supporting cast is practically nonexistent and contributes almost nothing to the story. Lisa Garland, one of the most memorable characters in Silent Hill, appears maybe two times in the game and acts completely out of character the whole time. Dahlia Gillespie, the main antagonist of Origins, literally only appears twice and all she says is stupid cryptic jargon that means nothing and contributes nothing. Dr. Kaufmann has been reduced to nothing more than a pitiful G-Man clone. Travis's characterization isn't much better. He's pretty bland and while he does plenty of emoting it's mostly just angry confusion and never once did I really feel for him. The game also seems to imply that Travis may be a misogynistic serial killer heavily in denial about what he is? This is hinted at very lightly like once and seems like a rather pathetic attempt at making Origins seem deeper than it really is. Overall, Origins' story is a pretty big mess that fails to expand on the original game nor keeping me invested in an original story. This, unfortunately, makes a whole lot of sense when you find out that Konami only gave writer Sam Barlow a week to finish the script.

Barlow also designed the game alongside writing the script, and it shows a similar level of haste. The game follows the traditional survival horror formula seen in the first three entries, but with further iteration on the combat. The game now features a destructible weapon system, which in concept I actually think has potential. Imagine being backed into a corner by approaching monsters, only to have your weapon break, leaving you defenseless. However, in implementation, it's quite half-baked. The issue is that there is no limit to the number of weapons Travis can hold, and the game is quite generous with the number of weapons it provides, therefore the player will have a ridiculous number of weapons in their inventory by the end of the game, which can make menu navigation difficult. Not to mention, a lot of the weapons just aren't all that different from another, so there isn't any reason to have so many. It's really scary when I'm fighting a nurse and my wrench breaks, so I pull out my fourth wrench and continue wacking away. On the note of enemy encounters, enemies can now grapple the player, forcing you to complete a quick-time event to break free. A quick-time event. In a survival horror game. Yeah. The game's main gimmick is the mirror system, which allows the player to switch from the fog world to the otherworld on command. This is another mechanic that seems interesting on paper but in reality, is underwhelming. There are a few puzzles that have to be solved by going between the two dimensions but they are rarely all that interesting nor do they take advantage of the mechanic. This isn't helped by how the levels in this game are ridiculously large and require ludicrous amounts of backtracking, more than the genre usually requires. Essentially, the already large levels get duplicated by two, artificially padding the game's short length. The game also isn't particularly difficult, neither in combat nor puzzles, minus the ridiculous motel puzzle near the end. Overall, the game design is filled with plenty of missed opportunities that threaten to be interesting, but don't fit their full potential.

Well, if the narrative and gameplay aren't up to snuff, does Origins at least capture the same tone as the previous four? Actually, it kind of does! Mostly. I played the PlayStation Portable version of the game on an emulator, and for a PSP game, it looks quite nice! Environments are nicely detailed, texture work is generally fine, and the fog doesn't look compromised in any way. The models are a little rough, but that probably isn't very fair of me to say, considering they were originally intended to be seen at 272p and I'm playing at 1440p. Not to mention, the game runs at 60FPS the whole time! I don't know how consistent the framerate is on an actual PSP, but it's refreshing to see. The soundtrack is quite nice too! It may not be Akira Yamaoka's best work, but it's appropriately oppressive and honestly, I found the music and the atmosphere it provided is mainly what caused me to push through the otherwise mediocre game. At points it's perhaps too oppressive though, Climax doesn't seem to understand that silence can be just as oppressive as noise so, in the otherworld, Yamaoka's score is just kind of constantly blaring. Not necessarily a bad thing, but the quiet moments in Silent Hill can often be the creepiest. The locations are a bit derivative and boring, which is a shame. Alchemilla Hospital is just ripped from the first game. The Cedar Grove Sanitarium is just an incredibly generic mental hospital in a town that already had one. The theater is somewhat interesting but once again suffers from being tedious. The motel is the most enjoyable location because although it is not the most original I found it to be the least repetitive. The monster designs, however, leave a bit to be desired. Certain monsters, like the Two-Backs and Calibans, are generally fine and fit the series, but aren't particularly scary. However, Climax straight-up lifted enemies from other entries in the series, which screams laziness to me. The Straightjackets are just Lying Figures. The Faceless Nurses are just Bubble-Head Nurses. The Butcher, a figure that the game spends a good hour building up, is one of the most blatant Pyramid Head clones I've ever seen. He only shows up twice, and by the time you actually fight him, he goes down pretty quickly. Due to the lack of solid monster designs and the uninspired locations, I struggle to find the game scary, which is a big problem for a survival horror game.

Overall, Silent Hill: Origins is a below-average, sometimes even bad survival horror game that fails to live up to any of the previous games. The story is weak, the gameplay is underbaked, and while the aesthetics are strong the game lacks any real scare factor. I struggle to recommend it to even diehard fans of the series, especially if your favorite game is the first one because you will hate this game if so. I can't really blame Climax for how the game turned out, after all, they were given a fundamentally broken mess and told to fix it in less than a year. Nonetheless, the final game doesn't really deserve the Silent Hill name.

It's an impressive PSP game. Origins stays true to the essence and mechanics of the series that were established by Team Silent. There are some new twists in the form of degradable weapons and the ability to jump back and forth between the Otherworld sections by way of mirrors, but for the most part this is Silent Hill as you would remember it. Provided you started with the PS1/PS2 entries that is. The latter of the two additions mentioned has to do with the setting. In Origins we witness the birth of iconic hellscape as it becomes the demonic ghost town we know it as from the previous games. It's a novel idea and fits in well. The way it's used to give you access to new areas at regular intervals made exploration and puzzle-solving more fun than ever for me.

Where Origins notably stumbles is in its storytelling (the plot holes in this thing...). The more personal side of Travis Grady's trek through hell is pretty well done. The actual origin story itself doesn't really tell us anything new and there are noticeable gaps that make it feel unfinished in a few areas. Grady's motivations for exploring the town are called into question very early on, characters act irrationally, and none of it is helped by the bad voice acting.

The game doesn't have much of a unique identity either. It wants so badly to be Silent Hill 2. Several enemies were straight up borrowed from it and the ones that aren't are still psycho-sexualized. There's even an incredibly unsubtle Pyramid Head rip-off. There is some other symbolism going on in the form of repressed rage, but for the most part it's about Grady's sex life (or lack thereof) and it's a little too familiar in some ways. I mean, there's an enemy that straight up straddles you for crying out loud.

So Origins has some weaknesses with storytelling and originality. It needed better writing and more defining attributes of its own. Yet, from a gameplay standpoint it's solid enough for me to consider it a welcome addition to the Silent Hill canon. There are some great puzzles and you get to explore some new locales never before seen in a SH game. Despite the jump to handheld, this entry in the series is still worth playing for fans and horror junkies alike.

7/10


This game was mighty mid. Not that great, not that bad either. You could definitely tell this was meant to be played on PSP, and honestly for a PSP game its probably a lot better than PS2. 5/10

A definite step down from its predecessors, but still honestly a fun time.

Eu gostei muito do jogo, ele é divertido, a música é boa, te deixa realmente com medo, o protagonista Travis é um personagem divertido, que você o vê mudando com o tempo. Enfim, a história é divertida, jogabilidade boa, eu gostei.

A little derivative, has interesting bits throughout.