Alltern8’s Silent Hill: Shattered Memories Review (GREAT 10/10) + follow up by reviewer
Posted By: Whitney December 12th, 2009 | 10:35 amI found this review thanks to google alerts 🙂 Yay for another positive review!
http://www.alltern8.com/library/pc_console_games/silent_hill_shattered_memories_review/l-4476.html
December 8 , 2009
Let me get this out of the way right now: I do not hesitate to say that Silent Hill: Shattered Memories is the most innovative title for the Wii to date, and the best entry in the Silent Hill series. This is saying a lot. I adore Silent Hill; Silent Hill 2 is one of my top 10 favorite games of all time.
Shattered Memories is a full re-imagining of the first Silent Hill title. You play Harry Mason, a writer searching for his lost daughter, Cheryl. His character is now very well defined, with better voice acting and far more depth and history. In fact, the game’s narrative switches back and forth between traditional gameplay and therapy sessions between Harry and his psychologist where you discuss with him interactively, fill out questionnaires and even color pictures. These therapy elements not only build onto Harry as a character, they change the presentation of the story. For example, Harry is asked to color in a picture of a family in front of a house, to reflect his opinions and memories of his family. How you color the picture changes the appearance of his house when you visit it, and changes the clothes on its current tenants. Filling out the psychological profile survey in such a way to indicate lecherousness changes the appearance of female characters, over-sexualizing them. It gets deeper. Evaluation isn’t the end of it. If you spend too much time staring at certain objects, like the remains of violence or sexually-explicit posters, your psychological profile changes. Even the monsters change with your choices.
That’s a layer of the game. The primary game mechanics are fundamentally different than Silent Hill fans are familiar with. Harry cannot fight. He’s a writer. He doesn’t think to pick through trashcans and grab boards to bash in zombie brains. What does he do? He runs. During scenes with monsters, Harry has no choice but to run, to hide under things, to jump across gaps, to knock things down to slow his assailants and to ward them off with lit flares. The gameplay in these segments is very ‘free-running.’ Think Mirror’s Edge or Assassin’s Creed. If you run to an edge, he jumps. If you run into a door, he slams it open. If you find cover, he’ll jump under it. However, Harry Mason is no master of parkour. He’s clumsy. When he’s climbing, monsters will grab his ankles. When he’s trying to push a barricade down in his enemies’ way, he’ll sometimes run into difficulties that you have to work around. When the monsters do finally grab him, you have to save him. You do this by making throwing motions with the Wiimote. If something’s on your back, you heave quickly upward. If something grabs your arm, you yank the arm away.
Harry is helpless, weak, and in over his head. You never once think otherwise. There’s no, “Oh, that sucked. But at least I have a shotgun now,” moment. The closest thing is the feeling you get when you find a flare. However, you know the flare is a very temporary fix. It gives you maybe thirty seconds of respite, but those thirty seconds must be used to gain distance, because when it’s over, nothing can save you.
While the basic ‘non-combat system’ is the biggest deviation from the original game series, it’s not the only major change. Harry has two major tools that get him through most of the game: A flashlight and a cellphone.
The flashlight is controlled with your Wiimote. It casts a very small beam of light that allows decidedly limited visibility. There’s no way around this, it is harsh. If you’re in a scene where you’re running away from threats, limited visibility will get you killed. This is a feature, not a flaw. It causes sheer dread, when you have no idea where to go. Harry’s perceptions are enhanced with this. While the Wii has limited graphics capabilities, the smaller window of perception means that more attention can be paid to a smaller area. The details are beautiful. Every street sign and gas pump was given laborious attention, with little subtleties. Chalkboards have grainy writing.
The cellphone is the other tool, it covers Harry’s map, his notepad, his camera, everything that’d usually take a menu in previous titles. This adds a whole different level of immersion. You can have your GPS active, holding your cellphone up to navigate while you wander. When the game gives you messages, they come in the form of voice messages on the phone, the sounds of which are played through the Wiimote device itself. His camera function serves as notes and other things. If you want to remember some clue to a puzzle you found on a wall, you take a picture of it and cycle through your phone memory later. When you see little anomalies in your vision, take a picture: It might be a ghost with a clue or a little plot depth. Throughout the game, you find plenty of telephone numbers. Some are worthless, but all have responses. For example, when you call the Department of Wildlife, you get a creepy, “We’re out of the office” message.
Doors don’t break the scene for loading. Think about this for a moment. In previous Silent Hill games, you got to take a few second breather any time you opened a door. You knew that if something was chasing you, that you could get to a door and all would be safe. In Shattered Memories, doors are opened manually. All doors, every last one. Either you slam through them, or you grab the handle with a button, pushing the door open with your Wiimote. If you’re being chased by a ton of monsters, your only hope is to slam through doors and hope you don’t have to slow down. Slowing down means that you don’t have the momentum to bust through, and you need to open the door by hand.
Healing items are nonexistent. They’d pull you out of the narrative. You have a limited amount of ‘health’ during nightmare scenes, and that’s it. Monsters don’t bite and tear, they don’t cause gaping wounds. They grab and harry Harry (see what I did there?,) leaving him slowed and fatigued, until eventually they knock him down and end his life with all manner of disturbing actions.
Aesthetically, the game diverts almost entirely. Instead of a burning Silent Hill, Shattered Memories’s Silent Hill is frozen. It’s not a place of punishment, it’s a place where you’re lost, where you’re abandoned. Cheryl is lost out in the cold. In my opinion, this is more symbolic of the game’s message.
What the two game modes leaves you with is a sense of dread, met with the occasional, heart-pounding slasher horror feel. It’s a good contrast that exemplifies the traditional Silent Hill feel with a much more tense action environment. The calmer scenes are full of puzzles and little seek-and-find type things. Almost all the puzzles use the Wiimote’s capabilities, even the littlest ones. A good example comes early in the game, when you see three empty beer cans. You grab them with the Wiimote, lifting and shaking them. One causes a rattling sound, so if you turn it upside-down and shake it, something comes out. Some puzzles use sound, both in the game proper and on the Wiimote.
When I first played Silent Hill on the PS1 so many years ago, it evoked a similar sense. I thought, “This is the ideal horror game on this platform. It takes everything the Playstation can do, and uses those things to creep you out.” Shattered Memories does exactly that. However, the Wii has a lot more to offer. The execution of the Wiimote draws you in to the action, it drops you right in the dead center and makes you feel like you’re Harry, and you’re likely to die. It does what Silent Hill did, only better. Like a Silent Hill squared. Most importantly, I think this game raises the bar for the Wii. It takes advantage of the Wii’s technology, exhibiting what I imagined the Wii would be when I first played it. Konami’s helped the Wii come into its own. Now, let’s see if other design companies follow their example.
For those that have played the original, don’t worry. You will be surprised. You will be shocked. The characters have a lot of similarities, but the story is not the same. The plot flows differently, the world is different and the involvement is almost unrecognizable. While the game is very, very different, the dropping of your gut and the way your heart will race is very much the same.
Silent Hill: Shattered Memories is my favorite new release of 2009. Konami’s offered a handful of lackluster titles in the series (Origins, Homecoming, and The Room, I’m looking at you,) Shattered Memories more than makes up for them. Video games have had a relatively lackluster year, full of boring, unimaginative titles. Konami brought their A-Game. They’ve taken the survival horror concept to a completely new level.
Dear Konami: Thank you for breathing new life into the franchise, saving it from banality.
“David Hill is an award-winning freelance writer and game designer based out of Philadelphia. His work has been featured in a number of games including Vampire the Requiem, EVE Online and Shadowrun. You can find more about him at http://www.machineageproductions.com/”
Later on December 12 David had wrote this on his livejournal:
I wrote this review.
I wrote it before I finished the game. I wish I waited.
Silent Hill: Shattered Memories has the most powerful ending in any video game I’ve ever played. It’s easily the best Silent Hill title, and the best game for the Wii. I’ve not been so astounded with a video game in… Forever.
If you don’t have a Wii, rectify it. I cannot recommend this game enough.”
Posted in Silent Hill: Shattered Memories Tags: Reviews
Hey! Gameinformer has a review for it! (6.25, complaining about controls, and making the Wii version seem like it has PSP graphics.) Article in a second!
Sorry for the weirdness of my scanner, BUT YEAH, THOSE LOOK LIKE PSP SCREENSHOTS.
(I don’t mind if you use the article, just give credit :p)
(Link goes here, waiting for aproval :3)
http://s183.photobucket.com/albums/x26/moonlight_wolf495/Silent%20Hill/?action=view¤t=SHSMgameinformer0001.jpg
Thanks! I was waiting for the magazine to appear in my local stores. I’ll have to check again to see if I can buy myself a copy 🙂 I’ll have to add the scans to the game informer review page!
OH! You already heard it? I didn’t know they did online reviews too! D:
But serriously, the controls arn’t THAT bad, they get a little weird sometimes, but it DOES seem like they used a PSP screenshot. Don’t you agree?
Man the reviews for this game are all over the place. Are these people even playing the same thing?
One reviewer says the controls are perfect, another says they’re atrocious. One raves about the beautiful graphics, another says they’re garbage (even by Wii standards.) It’s a bit odd.
Plaguedguy, “professional” reviewers and the organizations they are employed by are incentively conditioned to rate games higher than they ought to be. Yet another marvel of the monetary system. As for Silent Hill fans, personally, I think many are too weak to acknowledge to themselves what corresponds to the series and manipulate their own judgment with behavioral justifiers like denial and hope.
“Plaguedguy, “professional” reviewers and the organizations they are employed by are incentively conditioned to rate games higher than they ought to be. Yet another marvel of the monetary system”
@ Brandon: Oh for the love of–yes, this is why every game ever made gets high scores no one ever gives a game a high review because they liked it…no it’s ALWAYS about money.
“As for Silent Hill fans, personally, I think many are too weak to acknowledge to themselves what corresponds to the series and manipulate their own judgment with behavioral justifiers like denial and hope.”
What the fuck? That’s a blatant insult to me and others who have enjoyed Silent Hill Shattered Memories. Just because you personally don’t like a game doesn’t mean that another SH fan who does is only delusional.
According to you fans of SHSM can’t possible like it because they enjoyed the plot, characters or gameplay…No–they only like it because they are too weak to have an real opinion wait–no, excuse me, the correct opinion and will like ANYTHING if it’s attached to the series they love.
Not liking this game is fine, it’s your opinion but it doesn’t mean anyone who does is in the wrong, stupid or just another Konami sheep. It goes the other way as well, I don’t think you are any less of a SH fan because you didn’t enjoy this particular game. Elitist SH fans make me sick. Brandon get your head out of your ass.
@Brandon,
I generally prefer that people simply say that they don’t like something rather than throw around accusations of insanity or conspiracy.
It’s quite o-k to dislike or even outright hate something, but please allow for the possibility that people other than yourself can find enjoyment where you do not.
Plaguedguy, “professional” reviewers and the organizations they are employed by are incentively conditioned to rate games accurately but with respect to their target audience so they can maintain the trust of their readership who will continue to spend money on their publication. Yet another marvel of the monetary system.
As for people who can’t seem to respect the opinions of others, personally, I think many are too weak to acknowledge to themselves that they aren’t as smart as they think they are and manipulate their own judgment with behavioral justifiers like unwarranted self-importance and close-minded condescension.
Brandon, what do you have against the monetary system? Without it we wouldn’t have silent hill, video games in general, or other luxury items. The gaming industry seems like one where the people really enjoy it because they love games, and the money is just a side benefit.
As for SHSM, I loved the game, one of the best games I’ve played in a long time. I’ve played a lot of game but I never had a video game (or even a movie) disturb me so much that I couldn’t sleep hours after I finished it, so what if that makes me “weak.”
SH Fan, that was a nice retort. Whitney, Plaguedguy, and SH Fan, unless we want to talk at length on psychology- the study of the human mind- which I am very willing and ready to do, I will stick to analyzing the game and not the players of the game. Truce called. 🙂
Jon, post your E-mail address here if you feel comfortable doing so or ask Whitney for mine so I may answer your question regarding the monetary system. It will be well worth it.
On the above comments, David certainly wasnt paid to produce a top notch review of the game, he submitted this himself.
He is a Pro write for White Wolf Publishing, but has just started submitting articles to the Alltern8 site. This game isnt even out in the UK until Feb, but I now cant wait!
A lot of game sites do just rehash other reviews, we get sent and play every game we review!
Rgds, Andy
PS I too love Google Alerts!
@WolfSiberia: sorry I got distracted >_< but yes the screens used in the article looked a bit rough! not quite as bad as this real PSP shot:
It’s a shame the article didn’t use better screens since the game looks really great in person.
@Jon: The game sure sticks with you I agree with you there. I wasn’t particularly scared while playing…wait that’s not true I was pretty nervous at one point going through a level that’s an actual fear mine! Once you play through multiple times the scope of the disturbing content of the plot really comes forward! I’m not surprised it kept you up 😉
@Brandon: Good plan!
@Andy: Andy the game is wonderful I think you will love it! It’s a shame people in Europe have to wait so long! Thanks for checking in on my site 🙂