Review: Silent Hill: Shattered Memories

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People may be thinking oh god its on the wii this is gonna suck. But it looks like this could work very well

You also have to rember there are always gonna be people who will bitch and moan about anything they aren't used think of this as a new series think of homecoming, origins, and shaterrd memories all a new series i thought of them that way and i thought homecoming and origins were good who cares if the combat is a little shaky its different from just standing there with a pole spaming the hit button hoping what your hiting won't hit back now you can dodge things.And now in shatterd memories there taking a game and making it more real you shake monsters off as your trying to climb a fence you get a questionare to determine the story what else do you need

I really enjoyed this game personally, the exploration, the nightmare, the puzzles. I admit one of the chase scenes had me throwing my controller around, but the puzzles and having fun with all the game mechanics they added easily overshadowed that brief frustration. I liked the idea of the monsters and ending changing based on the psych profile that got taken I only wish it affected the gameplay (and the monsters) in a more significant manner. My biggest complaint would be length, I really wished it was longer, and unless you really get into it and unlocking all the endings, I would suggest renting it first.

And as an aside to all the it being a Silent Hill, I really wish they had relabeled it. The main part of the ending (which is the one consistent factor between all the endings except for the secret one) pretty much pulled it out of the Silent Hill mythos and into alternate reality territory. Why not make it a unique game separate from Silent Hill? That's pretty much what it was, I realize it might have been for marketing purposes, but look at Devil May Cry, it did really well without the Resident Evil name.

But, when I replay it I'll just pretend it's simply called 'Shattered Memories'.

I'd venture to say that SH:SM has practically no license to place itself under the Silent Hill banner, but then I realize: there's a method to its shameless use of existing characters. from the beginning, you're familiar with Harry, his daughter Cheryl, and various other faces throughout, and in your mind you keep expecting things to play out like they did in the original Silent Hill. you need Harry Mason to travel the town, find his missing daughter (but not before going through absolute hell and wondering what's going on with that radio,) and finally escape relatively unharmed; this puts you, the player, in the exact same mindset as the Harry Mason you play throughout the game, and makes every revelation viscerally unsettling as things slowly deviate from the story you're comfortable with.

of course, it could just be chalked up to a cash-in on an established and popular name, but considering what it actually accomplished this time around, I'd propose that their reasons were more artistic than utilitarian. it's one of the few time I've been impressed by some narrative technique in a video game.

I wish you didn't say that the therapy seemingly takes place after the events of the story... It kind if spoils the ending.

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