This is a great article, Shamus, but the insanely hardcore Silent Hill fan that I am I have to comment on a few things, if you'll permit.
Shamus Young said:
The longer we go on, the more it feels like the first one might have been an accidental masterpiece and the creators never understood why it worked in the first place.
That's because the "creators" aren't making the games anymore. The original developers of Silent Hill 1 through Silent Hill 4 was "Team Silent", and they were disbanded by Konami after the fourth game and the series was moved from Japan to western developers like Double Helix and Climax with only a scant few of the original team offering any contributions. You said as much with over a half-dozen developers, but that's the end and beginning of why the "magic" is gone. There ARE no creators left, and it was very much a product created by a unique team (they were outcasts from other Konami divisions) with a unique vision (they openly said they created the first with no intentions of making it accessible or profitable).
Silent Hill 3 and 4 remains very much beloved by the fanbase, especially SH3 though SH4's issues are due to level layout and not story, atmosphere, or creative spark. SH4 is actually one of the best stories in the series and fans know it.
That's the equivalent of making 10 Star Wars movies that all end with blowing up a different Death Star.
... Well, HALF the Star Wars movies end with a pilot blowing up a giant space base... and, yeah, it didn't get better than the first time.
Silent Hill was originally corrupted by a cult that was trying to bring about paradise on earth. Fine. That's serviceable enough as origin stories go. But most of the post-Silent Hill 2 games want to talk about, explain, or add to the cult story. It's like making all Superman stories flashbacks to Krypton. Who cares?
I do, but not in the way you might imagine.
The cult is important, but not essential, if that makes sense. Their presence is neither a positive or a negative, just another shadow of dark on a dark town. For the record, the cult did NOT create Silent Hill as we know it; Silent Hill birthed the cult. According to the lore and notes in the games, there was freaky stuff LONG before SH1 and Origins, long before even the cult in fact. The whole town used to be a "sacred place", and it warped over time (decades? centuries? millennium?) into an otherworldly slice of hell on earth. The movies got it so very, very wrong. Silent Hill isn't abandoned. It's not a ghost town. It has hundreds of inhabitants going about their day, living their lives... but like an onion, that's just the surface, the one most people see... and most of our "heroes" see the more rotten core as they peel back those layers.
The cult is just one layer. When used effectively, they can ADD to the mystery rather than spoil it. With the right touch, they can be an asset instead of a narrative crutch.
"Monsters? They look like MONSTERS to you?" That one line utterly turns the whole series on its head and plants an unshakable seed of doubt and confusion in your mind that never, ever, EVER goes away... THAT'S what the cult can do if they, like the monsters of the town, are used as tools to shape the insanity of the player's world.
I just want developers to wrap their heads around this idea and stop trying to scare me by making the game harder.
You sound just like my boyfriend, who posted something similar on Kotaku. A "game over" screen sucks you out of the game, rather than immersing you in it. It's a fine line between making players think they're going to die and actually killing them. The more you can keep them in the game world, the better.
You can do whatever you like with the combat. Just remember that it's not supposed to be "fun" to fight the monsters. Make sure the player doesn't feel strong, and that they spend most of their time anticipating fights instead of having them.
Seriously, you and my boyfriend should talk. You're practically of one mind on all of these things. Awesome fluid combat works for an action game, but not for a middle-aged father, a troubled artist, a grieving sales clerk, a frightened teenage girl, or any other "normal" person. Leave the military action to Resident Evil's heroes; but Silent Hill's characters aren't heroes; they're just broken people struggling to survive.
So it is completely insane to take this pristine interface and throw gaudy flashing colored Sony or Microsoft-branded icons over it. Please stop doing that.
Preach it. Dead Space 1 did this very well. I practically threw up when Dead Space 3 was brandishing "buy resources from Xbox Marketplace" messages in the game. Silent Hill kept the screen clean... and then Origin did QTEs and Downpour did Mass Effect morality buttons...
I'm willing to bet this will end up being another one of those "pretty good, but still nothing like Silent Hill 2" games.
Of course not, because there is only one Silent Hill 2. Even when they released the HD version, it STILL wasn't "THE" Silent Hill 2, with too many small changes and tweaks made by others that failed to understand what made the original great.
I once claimed that if video games were an art museum, Silent Hill 2 would be its Mona Lisa. It's mysterious, elegant, but also strange and not entirely accessible. It's a game that makes more sense on repeated playthroughs, laced with meaning in every monster, puzzle, and street corner. The "meat" of the game is not the gameplay, per se, it's in the world-crafting and character building... and it does that by creating enough to let your mind wander and form its own conclusions without spelling it out. It's subtle, dark, and shockingly adult, but it does all of this in such an insanely mature way that every other "Mature" game out there blushes in shame by pretending to be "M for Mature".
We have Silent Hill 2. We don't need another. We need a "Silent Hill 5". A game that takes the framework of Silent Hill 1-4 and doesn't discard it but build FROM it. People talk about SH2 more than SH1, NOT because SH2 is inherently superior or introduces anything new, but because it took every single element of SH1 and polished it (for the record, I prefer SH1... the final scene with Lisa suckerpunched me so hard I never really recovered and I still get quiet when I reflect on it).
SH2 wasn't even the most scary entry in the series, but it was easily the most balanced. It was an interactive exploration of a man's psychosis, depression, and coping with loss, stage by stage, and it was oddly beautiful. The game doesn't end with a screamer (like Dead Space), it ends with reflection, loss, and making an actual statement about the human condition in the confines of the horror genre. That's freakin' ART.
The creators stated their goals was to make the original game "like timeless literature" instead of following conventions. They succeeded. We need a team with the same approach.
Nothing is going to "surpass" Silent Hill 2... but we could use a few more games to stand alongside it.