It's impossible not to compare this to Resident Evil. This game shines on a narrative level: the plot is more robust and interesting and the environment design leans substantially less heavily on existing horror tropes and ends up legitimately unsettling as a result. The mechanics, on the other hand, are much less revelatory and end up decidedly obnoxious in boss fights that turn the tank controls from an artistic decision to a pure impediment.

The biggest innovation relative to the survival horror progenitor is the wide open city overworld shrouded in the series's iconic fog. This turns the whole dynamic of the game's resource management on its head. No longer do foes exist exclusively on a room-by-room basis, where figuring out how to successfully route around an enemy is as valid a solution as killing it. Silent Hill presents a version of the dungeon crawler's core question: will you take the risk of exploration in exchange for the rewards you may find?

Broadly speaking, if you're decent at the game, killing the foes you encounter in the overworld so you can explore it thoroughly will give you more resources than you spend. On the other hand, if you (like me) try to play this like Resident Evil and conserve your healing items and ammunition by carefully avoiding combat while making your way directly to your next objective, you'll miss not just useful items but a deeper understanding of the plot and indeed the possibility of a good ending.

Silent Hill thus ends up being a very different kind of survival horror. You're certainly still hoarding resources, but you're not running scared in the same way. The game throws frightening beasts at you but it also asks that you learn to face down and overcome them. In doing so, it dilutes the fear somewhat, and I think that's a bit of a shame.

Reviewed on Oct 31, 2022


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