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Matt Keller
08 Jun, 2003

Silent Hill 3 Review

PS2 Review | This review may contain scenes which are violent or may be considered cruel.
Playstation horror fans will remember the release of Silent Hill in 1999, as it was one of, if not the first horror game to build up fear and tension, rather than use sudden shock tactics. Silent Hill 2 signalled the opening of the PS2’s software flood gate – it was one of the first big releases of 2001, and many were to follow in the months to come. Europe has always been the Silent Hill stronghold; the first game performed very well and the second sold over a million. In a surprise move, Konami announced earlier this year that Silent Hill 3 would be released in Europe first, a just reward for our loyalty to the series. Now that the day has come, it is time to go back down to Silent Hill.

A living nightmare

Heather likes to think of herself as an ordinary girl, though she is about to discover that there is more to her life than she can actually remember. Her life is turned upside down when a trip to the shopping mall turns into a nightmare, and consequently begins to lead her down a path which will not only expose her to the occult, religious fanaticists and her own personal hell, but also begin to unravel the mysteries of her past.

The fog binds us all

Heather would appear to be a much stronger character than both Harry and James (from the previous games). While the other two men were middle aged and relatively calm in nature, Heather is young, aggressive and frankly a little bit of a bitch. Her actions and reactions with and towards the other NPCs are simply more interesting to watch. In fact, nearly everything about Silent Hill 3 is more interesting than its predecessors. The third iteration flows much better than the second, getting off to a flying start rather than making you wander around aimlessly for a good hour. Heather starts her quest off in an amusement park, but wakes up from this dream after a sudden shock. There is a constant switch between the real world and seemingly alternate worlds throughout. These transitions get more creepy as you progress through the game, testing your ability to handle fear, though you will get the occasional Resident Evil-esque cheap shock.

Right off the bat, your only method of defending yourself against the hideous beasts inhabiting the game world is a pocket knife. You’ll eventually graduate onto the handy steel pipe, and later on get into the serious weapons such as the shotgun, sub machine gun and katana blade. The combat system has been improved since Silent Hill 2, as it is no longer a case of mindless hacking and slashing. Monsters seem a lot stronger across the board, and it is likely that you will be doing more running than fighting this time around. If running isn’t your forte, you can lure the monsters using some beef jerky, and then bop them across the back of the head with your steel pipe. Various strikes for the melee weapons are still controlled by the amount of pressure you put on the button, though this methodology has been improved.

Puzzles are back in a big way for Silent Hill 3, because a horror game without puzzles is like a car without a battery. Once again, you can select from three difficulty levels for your puzzles (at the same time as you set the normal game difficulty), with Easy simplifying, and sometimes excluding puzzles, while Hard will expose you to all of the puzzles in the game, while ensuring that they test out your ability to think. Puzzles are fairly linear in this outing due to the confined spaces provided by the game, though there are some moments where you will be scratching your head.

Length is probably the most troublesome issue in Silent Hill 3. By correcting the problems in the flow of the gameplay, Konami seem to have made things seem a little bit shorter. In my case, the ending was reached after about 6 hours (though the game’s clock read 3 hours and 32 minutes) on the normal difficulty, so expect somewhere between 6 and 8 hours for your initial playthrough. It’s short, but once again, there are alternate endings to the story which are triggered by doing/not doing certain things during the course of the game. There are also a couple of new weapons and costumes to unlock by achieving certain criteria.

Deck the halls with blood and gore

Silent Hill 3 boasts an amazing overall atmosphere as well as some of the most impressive visuals on the Playstation 2. One moment you’ll find yourself in what appears to be a normal shopping mall, and suddenly everything will change – the walls will be covered in blood and dirt, the lights will have gone out and some of the ugliest creatures you’ve ever seen will be roaming around. Silent Hill 3 displays some of the most stomach churning environments you are likely to see in a game without the display being over the top. Texture work on the environments is on par with Silent Hill 2, with a few new special effects in certain parts of the game. All environments are rendered in real time.

The most notable graphical change is the elimination of the pre-rendered cut scenes. The reason for the lack of FMV is the simple fact that Konami didn’t need to produce any because their real time characters look better than the pre-rendered characters in Silent Hill 2. Facial texturing and animation is second to none – the characters look real and provide a convincing range of emotions. Heather’s in game animation is also very good; in fact I think this is one of the first times we’ve seen a female character in a game who actually runs like a girl. The new monsters are absolutely grotesque, and the returning monsters are as gruesome as ever. Camera control has been enhanced slightly from Silent Hill 2, though there seem to be a couple more static camera moments than in the previous game. Frame rate is consistent across the game and the option to play the game in 60 Hz has also been provided.

The aural experience of Silent Hill 3 is does an excellent job in complimenting the overall visual style and producing a spine tingling atmosphere. The soundtrack succeeds in providing a somewhat creepy atmosphere during the cut scenes, but excels when combined with excellent ambient audio. The hairs on the back of your neck will stand on end when the crashing of metal and inhuman screams are combined with decadent environments. The lyrical work in the intro and credits sequence isn’t particularly good, though. Voice acting is top notch, with each character having a talented actor and an excellent script to work with.

Sleep with the light on

It’s fair to say that Silent Hill 3 is the strongest entry into the series to date. The atmosphere makes the player feel slightly unnerved and a bit scared, but the excellent gameplay compels them to continue playing. It’s almost the classic mix of what a sequel should do - surpass the original in every conceivable way. Silent Hill 3 provides one of the most satisfying audio/visual experiences on the Playstation 2, and manages to back it up with solid gameplay. Don’t let the issue of length concern you as Silent Hill 3 is one of the must play titles in the Playstation 2’s software library.
The Score
Silent Hill 3 provides the right combination of great atmosphere and excellent gameplay than the series has been crying out for. Do yourself a favour and play it as soon as you can. 9
Looking to buy this game right now? PALGN recommends www.Play-Asia.com.

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2 Comments
8 years ago
Good review. The game, of what I've played so far, is absolutey outstanding. For fans of the Resident Evil series and have never played Silent Hill series you'll no doubty love the game.
7 years ago
It's been a long time since I've been here, but I have to leap in on this. To be short, I couldn't disagree with this review more.

Silent Hill 3 is a hideous, poorly conceived mess. Previous entries in this series understood horror and subtlety very well, hinting rather than saying, preferring to leave things unexplained rather than explain them. The mood was the primary driver of the fear, rather than the monsters.

This time, the game can't shut up. It explains things, explains them some more, and then goes back and explains them again. The game's atmosphere is occassionally effective, but there's simply too many damned monsters to make it work. Horror is most effective when there aren't any monsters on screen, when you're anticipating them, wondering where they are. Once you know where a monster is, you can begin whacking at it, and the fear is lost.

The sound is also expertly developed and horribly misused. Previous games deliberately used sound sparingly, preferring to leave the game with little more than whistling noises in the background and occassional erruptions into radio static. This time, the game bombards you with noises, howls, and other spooky sounds, to the point where most people will just begin to ignore it. The name of the game is Silent Hill, guys! It's meant to be quiet, sinister. Instead, this game is noisy.

The graphics are a high point, I admit, and the cut-scenes look gorgeous. But it's not as tightly put together. Monster design is a case in point; in Silent Hill 2, the monsters were thematically tied into the story, and they made the central narrative constantly in your mind. Here, the monsters are designed to look scary, and nothing else. They're mishappen beasts, alright, but without purpose.

There are some high points here. One hideously spooky scene in a confessional booth stands out, in particular, as a frightening bit of conceptual horror. But when the game has been reduced to jump-scares in a haunted house, a HAUNTED HOUSE, for Lovecraft's sake! then you know the series has really taken a bad step.

Avoid this game. It's a really bad entry in an otherwise excellent series, and you'll be happier just pretending it never existed.
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  Pre-order or buy:
    PALGN recommends: www.Play-Asia.com

Australian Release Date:
  Out Now
European Release Date:
  Out Now
Publisher:
  Konami of Europe
Developer:
  Konami Computer Entertainment Tokyo
Players:
  1
Memory Blocks:
  363kb

Extra:
Analog Control
Vibration
60hz

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