![]() ![]() The Nightmare sequences are ultimately the game’s biggest flaw. You can throw enemies off if you’re grabbed, flares will keep them at bay, hiding in or under things will throw them off your trail and knocking over cabinets and lockers will impede them, but you can’t directly harm or stop them until the world thaws again – it can get pretty intense trying to reach the end of the Nightmares with creepies on your heel. The phone feels very well integrated and is an indispensable tool for Harry.Ĭlimax’s decision to nix combat seemed questionable at first but ultimately proved to be a very wise choice for creating suspense when the world ices over and the static amplifies, you don’t have the sense of empowerment that fighting gives, which causes you to feel more vulnerable and tense when enemies start running at you. You can draw on the GPS screen to plot a route, which comes in handy when exploring outside of the dangerous ice world (also known as the Nightmare sequences). Based on all this, by the end of the game you’re treated to one of five alternate endings and given a (surprisingly close) psychological evaluation.Ī significant addition to the Silent Hill formula is Harry’s cell phone, used to make and receive calls (you can dial any number found in the game with actual, albeit mostly brief, results), receive messages that advance the plot, take photos and access a GPS map. Periodically you’ll find yourself back with the psychologist, who will test you through moral dilemmas and image interpretation. Similarly, enemy appearance will alter but not cause any behavioural changes. It sounds like a small change, but it does impact your perception of the supporting cast’s motives and can lead to mistrust and tension when someone appears. While your answers won’t significantly change how the story plays out, they do have a noticeable change on the world around you: for instance, police officer Cybil will look slightly different and be either receptive and helpful or untrusting and hostile depending on your answers. ![]() The much-publicised psychological test in the beginning of the game is personal and probing, wanting to know things like whether you make friends easily, need a drink to relax or even if you’ve ever been unfaithful to a partner. Shattered Memories tries to get into your head in a way no other game really has since Silicon Knight’s Eternal Darkness on GameCube. We’d love to go into more detail but it would be a great disservice to those who plan on setting foot in Silent Hill. Even if you know the original story inside-out by now, Shattered Memories goes down a different path so series vets won’t feel like they’re retreading old ground. It’s intriguing and Climax does a good job of baiting you with details so you’ll want to continue on just a smidgen more. The story touches on themes of regret, loss and sexuality through direct gameplay as well as through phone messages and images found in the world. ![]()
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