
|
|
|
NB: There are no jokes about that Tommy Wiseau movie. Next year will be the tenth anniversary of Silent Hill 2 and while it’s definitely a cause for celebration, it’s sadly been an albatross to the franchise since then. None have had to deal with that bird more so than Silent Hill 4: The Room. You’ve probably heard by fans that it “wasn’t in the spirit of Silent Hill”, but you have to question what that means sometimes. “In spirit...” can be narrow-mindedly the same as “playing it safe”. In fairness, The Room was critically derided for some bad design issues on release; a retread of locations in the second half, an inventory where space negates size and backtracking fetch quests. Though truth be told, if Silent Hill 2 or Deadly Premonition can be lauded for their themes despite the flaws, why hasn’t The Room been treated with similar respect? Unconcerned with the usual survival horror tropes, the developers for The Room seemed far more interested in commenting on mundane trappings and it’s progression into voyeurism, whilst existentially questioning what the difference is between ‘houses’ and ‘homes’. Horror films and videogames are usually about the invasion of personal sanctuary, yet with The Room, it’s a story about wanting to get out. A home ceases to be one when it’s deemed just a living space; a literal prison. In the opening sequences, you’re confronted with chains on the front door. While portrayed as a visual set-up, it’s also a reinforcement of the narrative themes. Eventually, when you leave Room 302 for Otherworld, you’ll always find bigger enclosure waiting for you. Room 302 is lifeless, mundane and plain; nothing particularly important and yet elevated to being special by the antagonist, to the point where he labels it as a person (“Mother”). It’s a dead place, even before you start exorcising spirits. Theoretically, maybe the developers were trying to point the domestic nihilism that’s prevalent to anyone when they first move in. Except with added ghosts. Then, of course, there’s the discovery of a hole in the bathroom that leads to twisted, colourful versions of the outside world. It’s such a wonderfully rich idea that’s somewhat unexpected of a videogame. Even in these worlds, you’re not really required to do much other than witness several murders. As Henry Townshend, you’re the final victim in a serial killer’s ritual and all you can do is watch, learn and figure a way out. So, The Room is heavily dependent on voyeurism. More so than your usual shutterbug videogame, like Dead Rising. Throughout the story, you helplessly watch tenants in the hallway, have a restricted view of the street and eventually use a crack in the wall to catches glimpses of Henry’s neighbour, Eileen Galvin. It’s unsurprising that you visit a panopticon prison tower and the apartment building, South Ashfield Heights, shares a similar design aesthetic. As a player, you become interested in seeing what the other tenants do after each completed trip; yet they’re usually acting normal, against your horror preconceptions. Take away the imprisonment factor and it’s still fascinating to watch virtual people act out everyday tasks. Voyeurism is a part of human nature and The Room plays up to that idea at every turn, making sure to involve you at every turn. Fans decry Henry Townshend as a blank protagonist and that’s the point. He’s solely required, like the player, to acquire knowledge of the situation by watching events unfold. For it to work, the majority of the narrative is played out in a first person perspective. Technically, that’s not really Henry obsessively spying on Eileen, that’s you. It’s a compelling way of becoming close to a supporting character and intimately putting the player into Henry’s predicament. Akira Yamaoka has gone on record as saying that cast were weak, but it’s hard to agree with him when you help Eileen and learn more about the antagonist, Walter Sullivan. Walter is deranged enough to believe that Room 302, the room he was abandoned in as a child, is actually his mother. It might seem intentionally post-modern for the sake of the plot, but there’s a sense that it comes from a nihilistic way of thinking; how we label objects and give them emotional weight. There’s a provocative parallel at work too that makes it a horror story for both the protagonist and antagonist; one wants out of the trappings of a lonely apartment and the other wants in because he’s afraid of the real world, respectively. There’s so much more to discuss about The Room and even after all these years, a replay can still highlight new insight, e.g. literally going down into a killer’s mind, the secret room, the web of relationships between the tenants, etc. It’s also a perfect companion to Silent Hill 2, aside from the direct connections. Scratch the vague metaphorical surfaces and both videogames are really about the trappings of domestic life. It’s just a shame (that old chestnut) we, as gamers or critics, sometimes pick and choose what survives derision based on peer comparison or design choices. Personally, there’s a firm belief that there will never be another game like Silent Hill 4: The Room. It’s thoroughly unique, and while we shouldn’t whitewash the flaws or demand “some goddamn respect” like John Malkovich in In The Line of Fire, we should always remember why it hasn’t been emulated since.
|
|
|
|
Post a comment! You can also post a photo below:
|
Comment with FacebookClick connect and comment instantly! |
Comment with Dtoid
New? SIGN UP - it takes 5 seconds |
Comments policy
Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?
Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

Follow
RSS
Contact
That's kinda reassuring, considering I have heard a lot of bad stuff about it.
When I play a Silent Hill game, the basic feature I'm looking for is to get a scare out of it. In Silent Hill games that scariness usually comes from the atmosphere. In that respect, I got the full effect out of Silent Hill 4. There were two scenes in The Room that scared me more than any other Silent Hill game.
One was that I peeped through that hole in the wall so many times that I was used to the image of the next room. I noticed there was a bunny in the corner, and I knew - I just knew they were going to have that bunny do something scary. I just couldn't prepare myself for when I looked through the peep hole for the 100th time and the bunny was looking straight at me.
The second was in the hospital checking out the different rooms. I believe they randomize them, so you don't necessarily know which room is the correct one to search in. Your love interest just got lost somewhere, and you start searching around for her. I remember frantically searching, when I started hearing her voice. She was moaning sort of like she was just barely alive. So I was afraid to see what they had done to her, imagining her flesh pinned up and dissected on some sort of hospital bed. They engineered this one room so that you are right next to the scary thing before the camera shifts to see it. And so I walked in, the camera shifted, and there was her face. Her face was large enough to cover the whole wall and it was all wired up and stitched up. One of her eyes was staring at me and the other was twitching. She was still making weird noises and I ran my character right back out of the room and took a deep breath. Whoa. Didn't expect that.
@Wry Guy: I think the hate mostly comes from the fact that A) it wasn't originally a Silent Hill game and B) the second half is a complete retread through all the previous locations, only with new puzzles and a companion.
@Occams: I can't stand SH3. It rubbed me up the wrong way from start to finish. Though in its defence, Douglas taking Heather to Silent Hill is probably one of my favourite moments in the series.
@Dixon: Tell me about it. I had these Halloween ideas planned and they went in the bin when the site was in Beta!
@Neon: Yeah, while I don't like the whole retread of locations, I do love how they change things by adding Eileen - the way it forces you retink new paths and the horrible feeling you get when you have to leave her behind. I don't think any of that would have worked if it wasn't for the vouyerism involved. I actually loved the ghosts though. The way they oozed out of the walls and how they close in on you.
@Gareth: Dude, PS2's are like £1.50 nowadays! Okay, not that cheap, but they're worth re-investing in.
@Kraid: It's not the best gameplay wise, but I think it's in the top three for the best story. Just be prepared for a lot of dull backtracking on your first go.
@Fame: Yeah, I didn't really mention how creepy The Room is. I completely lost it when Room 302 starts becoming possessed. Once I head the fan fall from the ceiling, it was pretty tough going after that. The ghosts and the twins monster scared the hell out of me too.
Also, did you notice that the bunny is pointing at you too? The same way Walter points at Eileen from Richard's room before she's attacked. That was a nice creepy touch.
@Law: eBay is your friend! SH3 is basically more action orientated. That's not to say it isn't scary. Once you meet the schreechers, you'll need new pants. The Room just forces you to run at every opportunity and when it doesn't, it forces you to fight multiple enemies in one go. They're both tough sequels in their own way.
@Ali: I got to say, gamers can be ridiculously narrow-minded sometimes. For all the talk of mainstream acceptence, the moment something deviates from the formula, it's shunned. It's ridiculous really. Cuh, kids today...huh?
Talking about gameplay, objectively, the games have always been flawed, when it comes to gameplay mechanics, controls and design. But that is why Team Silent games where so unique: even the strong atmosphere, abundant darkness and the familiar fog are just the surface.
Each game from one to four is designed to be a unique artistical concept with a deep philosophical and psychological approach, and that is why narratively these four games are so different and have no real equal or competition.
Silent Hill: The Room is outstanding, unique, disturbing: all that a Silent Hill should be, and not because it has plot twists, nurses or fog, it is because narratively and artistically it goes where no other game has gone before, all of that while being utterly disturbing and scary.
RIP Team Silent
And of course to dig it back up from my garden.
The way you could pull of that "psychological" part is total immersion into the character and the world. Yes, they got it down pat in the first person sequences - I mean, even simply walking around the apartment is an experience and a half. Immersion requires you to quite literally stop and look around - a requirement that I find lacking when I am outside Room 302. I know you've got the swords and stuff but as a result, you spend more time thinking what ghost should you stick your last sword onto or how to storm a room grabbing everything you need inside with the least harassment from the ghost.
You know what would be a suitable gameplay overhaul without actually losing the famed "spirit of Silent Hill" for The Room? For me, it would be playing the majority of the game (if not the whole thing) in first-person view and, if possible, inside that room THE ENTIRE GAME. Yes, no more ampoule hoarding or sexy beams or watching funny nurses burp down the stairs - instead you would spend the whole time trapped in that God-forsaken room seeing all those weird things happening and probably doing something about them (it would take more than just lighting exorcist candles around the room for the entire game, though!).
@Golden: I find it weird when people say Silent Hill 2 is scary. I think it's one of the least frightening of the series, bar the prison and underground tunnels. The rest is just...well, melancholic.
@Lewness: I think that's why I liked the ghosts. Rather than you getting comfortable, you're being pushed into a panic. It's nice contrast to Room 302, where you can take your time and feel safe until the hauntings start up. The flip side to that is that you don't really take in the locations or notice how the game requires you to do very little in these worlds.
I do agree that the Otherworld sections are weak though. I think they could have handled it better in the second half, but I liked how you had to care for Eileen along the way. Plus, I'm pretty sure that the burping nurses were the devs' way of just killing off the cliches they created.
@Geeky: I think it came out at a time when survival horror was on its way out and The Room was a bit schizophrenic (forward thinking but backwards gameplay). Personally, I think Homecoming is the easily nadir of the series. Thank God that Climax came along with Shattered Memories when they did.
Of course, this may have been amplified by the fact that Henry's apartment was virtually identical to the apartment I was living in at the time... Now that's some creepy shit. I kept expecting a wall of screaming fetuses behind the bookshelf