Agreed. The pigeonholing introduced via the movie(s) and western releases -- as much as I enjoyed Homecoming -- watered down the semantics of Silent Hill into a strict syntax that makes it easier and easier for people to claim that the same language is being spoken. It's not unlike what happens in From Software clones, "Souls-like" games, or Metroidvania games -- you just look for these markers and then immediately box it up and ship it. Sure, *sometimes* that does work, but in an exception that proves the rule sort of way: Mortal Shell is practically plagiarism of Dark Soul's look and feel, but the actual game couldn't unfold more differently from the thing that inspired it.
In what will perhaps be a weird corollary to the point: I would not be surprised if a new Silent Hill game actually looks *nothing* like "Silent Hill" in terms of visual indicators. It would not surprise me one bit, for instance, to see a trailer for a new game that doesn't include a single cubic foot of fog, or span of chain-link fence. That stuff isn't necessary or sufficient for being "Silent Hill", but it's certainly not unfamiliar to the material, either. For me Silent Hill is a vibe, a place, a thing, a strange look -- an unfamiliar. That's kind of what has made is so missed and for so long, and why nobody really knew what the hell PT was until they knew exactly what it was. And further, why it worked.
Right? I feel like any horror game that tries to be edgy or depressing, or involves shifting from one "world" to another, is automatically labeled as
Silent Hill now. Even stuff you would not expect:
Recently I’ve been thinking about a certain big-budget horror sequel, and the many important differences between it and…
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This past Sunday marked the 17-year anniversary of the release of the very first Silent Hill game onto PlayStation. And even though a couple sad excuses for Silent Hil movies have attempted to recreat
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"
The Last of Us 2 is close to being a next gen
Silent Hill game because... It has a map that you cross stuff off on! And open world segments!"
No, just no.
I have to agree that the later games and the movies really flanderised the series, in terms of watering it down for the general public and repeating the same two stories over and over. It's a shame, because
Silent Hill at its core is about nightmares being manifested into physical reality (Alessa's, James, Heather's, Claudia's, Walter's...). There is so much you can do with that concept alone. A lot of people were surprised when
Silent Hill 2 came out, because they assumed that every game would be about the cult and Alessa with red rust. When
Silent Hill 3 concluded the first game's story, some fans felt vindicated in that. Then
Silent Hill 4 came out, and it was a much more claustrophobic story in another town.
Silent Hill 5 was going to be the darkest story in the series, and would have had a creepy rotting sunlight Otherworld instead of fog.
Really, the surface-level elements (Pyramid Head, guilt, punishment, radical cultists ranting about paradise, sirens, environment transitions, looking for a relative and having a "they're dead and you probably killed them" plot twist, or even fog) are not what
make a
Silent Hill game, and that's what other developers fail to realise when they try to replicate it.
The originals were famous because of their use of deep storytelling, complex characters, puzzles, symbolism, atmosphere, sound design and music, lore and history, psychological horror, appealing to (and reflecting) deeper human fears and anxieties, brilliant art and creature work, gritty Clive Barker-esque environments, surrealism, and for being straight-up terrifying. In a genre of horror that was dominated by more B-movie Hollywood action type of games,
Silent Hill came along and was a more grounded story about an average human being caught in a living nightmare trying to save his daughter and learning more about the twisted nature of the town along the way. It's weird that none of the
Silent Hill clones realise that copying surface-level elements is not the same as replicating the game.
And because of the later games and the movies, I think there is even a portion of fans that don't realise it either. Take a drink every time you hear someone in a comment section suggest a ground-up over the shoulder remake of
Silent Hill 2 on the Resident Evil Engine with more action and "better" (less surreal) voice acting. I facepalm every time and it's one of the only times I hope Konami doesn't listen to the fans, lol.