Silent Hill 3
It isn’t the first “mature” horror narrative in games and it wasn’t the last. But it’s probably the best, even 13 years later. Often overlooked, as both 1 and 2 contain more jarring and forceful narrative devices, the third Silent Hill is the peak of the series, narratively, while never as overtly shocking as its predecessors. It uses narrative to work out the edges of the mysterious little city of Silent Hill, while intertwining its back-story into the first game’s events with a degree of patience and space unique to games. The narrative, while hugely important, resists the typically modern habit of locking the player into short bursts of guided gameplay. Silent Hill 3’s levels are mazes of locked doors, oppressive enemies and puzzles, nearly all of which feed back into the narrative. Consider the game’s first major puzzle: to advance, one must re-order the works of Shakespeare. Nearly all them contain elements of sacrifice and betrayal from within the family, and none of this is unintentional. The game’s environments, especially the shifted environments, are rich with a gruesome but important psychological meaning. Each level and obstacle within the game feeds back into the game’s narrative elements.
Beyond that, there’s the simple impact of the game’s elements: the steady, ever-building hiss of radio static telling the player, “It’s near you, it’s always near you.” While Resident Evil was, at the end of the day, about surprise, Silent Hill was always about suffocating dread, about removing hope, removing safety from every corner and room in the game. You are never not fragile. Your weapons will always feel flimsy in the arms of Heather. Her swing of an iron bar looks flimsy, because it will always be the flimsy swing of an untrained 20-something young woman. The sound and the areas often feel gray and unwelcoming before transitioning into the vivid, rusted, bloody nightmare worlds the series is most famous for. The sound is already an unsettling mixture of inhuman sighs and static distortion, doubly so when the game flips the switch on its world, and then the real dread settles in. This isn’t horror through shock or cliché, it’s horror through narrative, through mechanics, and, most importantly, through the very design of its world. Silent Hill always puts you in the position of a normal person, never an ex-combatant or a superman, and then subjects that person to a world that defies logic and sanity. It’s often said, though it’s rarely true, that they don’t make them like this anymore. But in Silent Hill 3’s case, it’s absolutely true.
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