Make your own Silent Hill - A Look at The Medium and Visage

PsychedelicDiamond

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Dear Escapist friends,

like many people I hold the Silent Hill series, or the better parts thereof, in high regard. And like many people who do I've made peace with the fact that it most likely died with Hideo Kojima's and Guillermo Del Toro's brilliantly executed short vignette P.T., originally intended as teaser for for a full length game that got cancelled very shortly after P.T.s release in the aftermath of Kojima's messy divorce with his long time publisher Konami. If there is anything to be said though, it's that the video game industry abhors a vaccuum and various developers have tried to pick up the mantle of Silent Hill's unique blend of psychological and occultist horror. Two examples thereof came out very recently, and I've played both of them in the last two weeks so let's compare and contrast them.

Up first is

The Medium


The Medium is the most recent work of Polish developer Bloober Team, mainly known for first person horror games like Layers of Fear, itself in a sense a Gothic Horror themed expansion on P.T., Observer or the officially licensed Blair Witch game. The Medium is a third person game that couldn't be more orthodox in its presentation, invoking the cinematic fixed camera angles of Playstation 2 era Survival Horror. Medium does little to hide its reverence for the Silent Hill series, the score is composed by the always excellent Akira Yamaoka, composer for the series up to and including 2009's Shattered Memories, vocal tracks were recorded by Mary Elizabeth McGlynn, for whom the same applies, there is fog, a lake, decrepit buildings and the idea of two different realities layered on top of each other.

Protagonist of Medium is young adult Marianne, a psychic orphan girl in 90s Poland who can interact and communicate with the spirit world. Which is, very explicitly, not the afterlife, rather a transitional realm for spirits who can't move on. Marianne grew up with her recently deceased foster father, an undertaker, and gets a call from a mysterious man named Thomas telling her to come to an abandoned People's Republic era ressort. As far as horror premises go, Medium does paint by numbers. Of course Thomas is initially nowhere to be seen at the Niwa Hotel, of course Marianne has to explore the forsaken structure and solve various puzzles, many of them playing off of the games "two realities" mechanics to uncover its secrets and, of course, learn more about her own past. The plot of Medium doesn't really resemble either approach to the Silent Hill series, neither SH1 and SH3 exploration of lovecraftian occultism, nor SH2 and SH: SMs freudian character studies. It's story, about the adventures of a psychic in a haunted hotel, invoke a lesser 90s horror movie more than anything else and the game is constantly about two plot beats away from turning into a superhero origin story. The gameplay, fixed camera angles aside, resembles that of a modern linear third person action adventure (Think Plague Tale) more than it does the 90s and early 00s horror classic its visual presentation is trying to invoke. Instead of compact Silent Hill or Resident Evil style dungeons to be explored, the level design of Medium is mostly linear and doesn't allow for much in the way of exploration. It doesn't have the characteristic clunky combat system of early Survival Horror games (Not that I was missing it, to be fair), confrontations with hostile creatures consist of simplistic stealth sequences and simplistic chase scenes.

Medium's defining feature, in presentation at least, is its split reality premise. See, you got the regular reality of 90s Poland, which is arguably already horrific enough, and the spirit realm, a nightmarish otherworld visually based on the painting of Polish artist Zdzisław Beksiński, bleak, sepia toned impressions of death and decay. Ocassionally, the game utilizes a split screen mechanic to depict Marianne moving through both of these worlds at once. This sounds like it could be used for some creative puzzles, but it rarely ever is.


One can hardly accuse The Medium of looking bad or lacking in atmosphere, though I'd also have to lie if I told you that I found it very scary. There was one pretty well executed jumpscare, early on, but, you know, it's one of those game that very clearly indicate whether there is any actual danger present and or whether you're save to explore. The few encounters with hostile demons that Marianne has are fairly short, scripted sequences that just kinda come and go. The Pyramid Head/Nemesis character of The Medium is a demon named The Maw, voiced by Troy Baker doing his hammiest Tim Curry impression, whose design is about as generic as you can get for a demon and who seems awfully whiny for a creature I'm meant to be scared by.

The core of Medium's gameplay is probably puzzle solving and it's... well, it isn't the worst I've ever seen but it mainly consists of your typical "insert Object A into Slot B" puzzles. You know, go to a place, find out some item is missing, look around to find the item, use the item in that place and then move on. Marianne has the ability to astral project, in other words, send her self in the spirit realm to places her self in the real world can't reach to, usually, retrieve some thing or another, sometimes you can switch between regular world and Otherworld using mirrors, Silent Hill Origins style but even then that only adds a few more steps to a very simple puzzle structure.

See, I strongly believe a game with weak gameplay can be redeemed by strong presentation and strong writing. As a matter of fact, the Silent Hill series serves as one of the best examples for that. The Medium has decent enough presentation for sure, I don't think that, even at its best, it can hold a candle to the creature and environmental designs of something like Silent Hill 2 or 3, but the contrast between the dilapidated ruins of very distinctly socialist architecture and the surreal Beksinskian spirit world if, if nothing else, pretty neat. When it comes to the actual content it fails to come up with anything especially impressive. Annemarie is a likeable enough character, albeit one that seems to talk a lot more like a modern day American milennial than a 90s European Gen-Xer. But her Journey through the Niwa ressort and the grounds surrounding it never really blew my mind. There's a lot to be found out, aber her history, about the buildings history, about relatives believed to be dead turning up alive, about relatives believed to be alive turning up dead, about people communing with the spirit world and dooming themselves over it, government coverups, abusive parental figures... Medium sure goes out of its way to cram in a lot of major and minor plot points, but I'm hard pressed to think of a single one that isn't a cliché of some sort.

Medium does make an attempt to capture some of the Silent Hill games more psychological elements. There are a number of brief intermissions where you get to take control of a different psychic, who has the ability to enter the mind of people he touches, which leads to a pair of excursions into the inner worlds of two minor villains. Eventually, I suppose this is a spoiler, it does turn out that the demons that had been attacking Marianna are manifestations of the lingering mental trauma of various people who had lived on the hotel grounds. It does treat these characters with a decent amount of empathy but most of them, most egregeously a ruthless government agent, are by themselves pretty clichè characters and the overly literal way their inner lifes are explored doesn't exactly help.

As a game, The Medium is okay. It's a not especially scary horror game with simple puzzles, simple action setpieces, pretty good visual direction and a serviceable if uninventive ghost story at the center of it. An inofficial sucessor to Silent Hill, though, it isn't, Akira Yamaoka's moody score nonwithstanding. It's just too predictable, to literal, too lacking in the clever abstractions and ambiguities that used to elevate the writing and presentation of the Silent Hill series. My stay at the Niwa was not an unpleasant, but a pretty forgettable one. Let's move on to the other game.

 

PsychedelicDiamond

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Visage


Visage is another game that's not shy about its Silent Hill influences. It's most obvious inspirations being P.T. and Silent Hill 4: The Room. You play the restless spirit of a man who murdered his family. This sounds like a spoiler, but it's the note the game starts off on. The very first scene makes clear that Visage isn't pulling any punches. In first person perspective we can see protagonist Dwayne shooting his wife, his children and, in the end, himself, the three of them bound and gagged, tied to a chair. Seconds later we wake up, unable to leave our house.

Visage is a game of four chapters, three of them focusing on the previous inhabitants of the house, the last of them focussing on Dwayne himself. You can play the first three in any order but you will have to play chapter 4 last. All of them have their own tragic backstory. The first chapter deals with a young girl posessed by a demon, in a storyline that takes more than a little inspiration from various Japanese horror movies. The second one with a woman afflicted by dementia. The last one with crippling paranoia. Throughout these stories, the house becomes almost a character itself, shifting and changing, rooms reverting to past forms of themselves. The game doesn't entirely commit to being set in a single house, occasionally pathways open up to various places from the respective spirits past, Silent Hill 4 style, the third one especially being set mainly in a hospital.

Visage is a game that doesn't play around. While it's, in its heart, a first person walking simulator, there is a survival element in there. The closest thing to a health bar you have is a sanity meter. There's a number of things that will lower it, the most important one is being in the dark for too long. The game trains you to associate light with safety, darkness with danger. You can turn on a lot of the lights in the house, but some of them will eventually burn out and you'll have to replace them. Pills you can find around the house can get your sanity back up. Lighters can be used to keep your sanity in dark rooms. All things considered, the game is fairly generous when it comes to providing these ressources but if you spend too much time aimlessly wandering around, they will eventually threaten to run out. And if you're playing without a guide, chances are you will be wandering around aimlessly for quite some time.

Visage is heavy on puzzles and not afraid to challenge the player with them. Solutions are hard to figure out, items are well hidden. In all fairness, it does have its share of straight forward Object A, Slot B puzzles too, but just as many that will leave you scratching your head for quite a while. Especially chapters 2 and 4 can be quite excruciating in that regard. In the end, though, what really elevates Visage is being genuinely quite scary. The way it requires managing your ressources provides an almost constant underlying tension that leaves you vulnerable to its scipted scares and disorientations. Visage does a good job never showing its hand. Rarely ever does it telegraph its scares and it never becomes predictable.

Visage doesn't have combat either, though there are some ways to get yourself killed. The spirits of the house can spawn in a number of places to chase you down, and if you don't expect them, they will catch you. I suppose this is where Visage one glaring weakness lies: The design of these spirits isn't anything to write home about. Chapter 1, which has a creepy ghost girl and the actually well designed demon posessing her stands out positively but chapter 2 and 4 have respectively just some old lady and some guy on crutches. I don't really see why the couldn't have gotten a bit more creative with these designs, I don't think there's anything saying that ghosts need to maintain the appearance of what they looked like when they died.



Visage's greatest strength might be the way it maintains its almost photorealistic artstyle, even as the environments it depicts become more and more surreal. I think this is where it captures the spirit of the Silent Hill quite well. One of the more underappreciated features of that series has always been its usage of normal, everyday locations that it would lend a horror twist to. Schools. Hospitals. Amusement Parks. Apartment Blocks. It was a similar approach Del Toro and Kojima took, with a man being trapped in a looping hallway of his own home. Visage expands this philosophy to an entire house. Now, of course, Kojima and Del Toro came at this premise from the perspective of a pair of middle aged, Gen X horror movie geeks who took inspiration from the best of them. Visage hardly ever manages to come up with an image as viscerally disturbing as P.T.s malformed talking fetus in a sink, itself a tip of the hat to monstrous infant in David Lynch's Eraserhead. Which isn't to say, though, that it doesn't have its own share of disturbing imagery. Eyes and umbilical chords, and the team at Sad Square came up with more than a few interesting things to do with time tested horror props like mirrors and locked doors.

As a psychological horror game Visage fares considerably better than The Medium. Not that the inner demons it addresses are especially novel for the horror genre. Mental illness, paranoia, alcoholism, hidden resentment towards the own family... there's actually quite a bit of The Shining in Visage. What it deserves credit for is coming up with genuinely creative visuals to explore these topics. Exploring the house feels like walking through a labyrinth constructed from its current and former owners past sins and its only appropriate that it would end with confronting the protagonists own. Enough is left ambiguous to allow for differing interpretations of what exactly has happened to these people.

As a horror game, Visage is quite excellent. And as an homage to Silent Hill it gets things right where it counts. Visage is very open about its ambition to pay tribute to that series, at point maybe a bit overbearingly so. In front of the living room is the shelf from PT. A not especially hard to find Easter Egg leads you toward a recreation of the apartment that served as the hub area for Silent Hill 4. And a section in the second chapter has you explore a small part of a foggy town and the game stops just short of spelling out to you that, yes, this game is meant to be set in Silent Hill. It doesn't have the best narrative, feeling more like four loosely connected short stories than anything as personal as the plot of Silent Hill 2 or Shattered Memories, but nevertheless it presents an expertly crafted tour through a haunted house that manages to tell its stories in some very creative, not to mention very creepy, ways. It's also a game with a very decent amount of content, for an indie horror game, I'd wager even getting through it quickly and without getting stuck on puzzles too long, it will very likely take you a good ten hours to finish.

I've probably made it pretty clear: I vastly prefer Visage over The Medium. I didn't have a bad time with either, but it's clear which one is the one that's actually gonna stick with me. In terms of atmosphere, puzzles, overall scariness and general creativity, Visage just strikes me clearly as the stronger game of the two. The Medium may pay some tribute to the mechanics, and definitely the soundtrack, of the Silent Hill series but Visage makes a surprisingly succesful attempt at capturing the spirit of it, without directly imitating it.
 
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XsjadoBlayde

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Recently gave a watch to someone playing Visage to get an impression of what it was like, and it was impressive enough that I had to stop watching so to not spoil any eerie surprises for the inevitable purchase. Very strong intro for a horror stating its tone too. Am happy to hear it's pleasing others.

Medium is exclusive to microsoft, oh well. Observer redux will have to do, with Rutger Hauer's sultry cadence tickling my sensitive bear ears.
 

hanselthecaretaker

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Let's all just hope there is an actual new Silent Hill game in the works from Sony/Konami.
 

PsychedelicDiamond

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Let's all just hope there is an actual new Silent Hill game in the works from Sony/Konami.
I'd love nothing more than for Kojima to pick up the project again, but I find it very unlikely. Anything else? Eh. Maybe if Konami gets the old team back together. And even then, SH3 and 4 already showed a rapid decline in quality.
 

hanselthecaretaker

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It took me three separate tries over the course of about a decade, but it eventually clicked and I ultimately finished it with the true ending, by the skin of my teeth. I highly regard it overall, even considering its flaws.


I'd love nothing more than for Kojima to pick up the project again, but I find it very unlikely. Anything else? Eh. Maybe if Konami gets the old team back together. And even then, SH3 and 4 already showed a rapid decline in quality.
Well,

'Silent Hill' Composer Akira Yamaoka Teases Next Project Coming This Summer in Now-Deleted Interview - Bloody Disgusting (bloody-disgusting.com)
 

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And even then, SH3 and 4 already showed a rapid decline in quality.
SH3 is still a great game, and I did not see much decline in quality in that title. I like SH2, but it can get overrated by a lot of people. 4 on the other hand you cannot get me to play even if you threatened me.

Evil Within 2 is my favorite SH and RE style game of the 8th generation.
 

Worgen

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Whatever, just wash your hands.
Let's all just hope there is an actual new Silent Hill game in the works from Sony/Konami.
There are plenty of 'not Silent Hill' Silent Hill games out there too.

Like Lost in Vivo.

Soundless Mound which is a Doom 2 mod.

Unloved which is also a Doom mod. Just don't play it on a higher difficulty since it starts having huge enemy hordes that ruin the atmosphere.

And others which names escape me right now.
 

EvilRoy

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I finished watching an LP of Medium recently and I was honestly blown away by the reviews of the game I read afterwards. It absolutely looks good, environments are solid and the monster designs are well realized if a little derivative feeling, but while I didn't expect the reviews to be horrible I can't believe how GOOD the are. Somebody at PC Gamer called this one of the best third person horror games they've ever played. Okay they were hedging pretty hard there by adding "one of" and "third person" there, but still.

I'm extremely chickenshit when it comes to any sort of horror, but I wasn't the least bit moved by this one. It never seems to build tension of any kind, just sort of points you in a straight line, gives you a push, and presumes you will eventually stumble into a set piece that will spook you a bit. But unless the visuals of a Lovecraftian monstrosity alone are enough to spook you, I can't see why this game would legitimately frighten a person. Even the stealth sections are kind of wussy, because they're just an instant game over if you fail, and clearly extremely scripted.
 

PsychedelicDiamond

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4 had its issues, certainly, but it was an interesting take. One of these days I need to finish it.
4 had aspects I'd defend, I actually prefer the story over that of 3 and I like the idea of the apartment as a hub area you return to. But escort sections, reused levels and unkillable enemies just make it unenjoyable for me.

SH3 is still a great game, and I did not see much decline in quality in that title. I like SH2, but it can get overrated by a lot of people. 4 on the other hand you cannot get me to play even if you threatened me.

Evil Within 2 is my favorite SH and RE style game of the 8th generation.
SH3 is fine but the cracks were starting to show. The plot was a retread of SH1. And it's not about bringing back the occultist elements, mind you, it's doing it down to the point of even imitating specific character dynamics. And the pacing's just off. Between the mall and the office building all you do is run through different varieties of samey underground corridors. You only get to Silent Hill halfway through. And despite being a sequel to SH1 you don't even get to revisist any of its locations, instead you mainly revisit areas from SH1, except for the Amusement Park.

It's not outright bad by any means, it has some of the best level design, artdesign and monster design in the series and Heather is a really likeable protagonist. But I think it's a step down from the two previous games.

I should play the Evil Within games some time. I actually own them and I've started the first one but I think I got stuck and grew a bit frustrated.
 

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H3 is fine but the cracks were starting to show. The plot was a retread of SH1. And it's not about bringing back the occultist elements, mind you, it's doing it down to the point of even imitating specific character dynamics. And the pacing's just off. Between the mall and the office building all you do is run through different varieties of samey underground corridors. You only get to Silent Hill halfway through. And despite being a sequel to SH1 you don't even get to revisist any of its locations, instead you mainly revisit areas from SH1, except for the Amusement Park.
Even though some of that it's true, it did not bother me much. SH4 might have a more unique scenario, but The Room was not even originally supposed to be a SH game. They later slapped the label on after the fact. Also, the gameplay I found too frustrating and I have no patience to bother picking it up. The cracks were already showing in SH4, and not SH3 for me. Say you will about 3, but least I cared about what was going on. 4 (I tried but the bad gameplay was not even worth it) and after could not care much, and almost every game after 4 was just trying to copy SH2 and it's twists verbatim. 3 had subtly. Last I checked, you're not in the majority the town of Silent Hill in 4 neither, and most the game takes place in a town outside of Silent Hill. I don't have problem, but this nothing unique to just 3.

I do recommend you give EW another shot. Play on Easy mode if you have to. Then immediately go towards 2. You will notice a huge jump in quality.
 
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