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* NintendoHard: Compared to later games in the series, most parts of the Otherworld are extremely hazardous, with the volume of enemies pumped up to ridiculous levels. This is particularly true of the city streets, where darting from building to building is your only viable way to stay uneaten. Decidedly not the case with puzzles, as aside from one tricky [[SongsInTheKeyOfLock music-based riddle]], most are fairly straightforward and simple compared to the hair-pullers later games would feature.
** Part of the reason for this too is the rather unintuitive nature of the health gauge, which shows Harry's portrait and a colored moving line effect behind it. Granted, while you can USUALLY tell if you're in danger of dying as it goes from a slow-moving green (healthy) to a fast-moving deep red (near death), it's not a particularly good indication otherwise of just how damaged Harry is, which can sometimes lead to either wasting supplies when Harry isn't as injured as the player thinks, or he may be even more damaged than the player thinks and dies to another hit simply cause the player couldn't easily gauge his health. Thankfully later games are a bit more intuitive with their health indicators.



** One that is usually overlooked but may be ''even worse'' than the music puzzle is the revolving turnstiles leading to the Otherworld school's boss. The pair of valve wheels on either side determine which direction the gates turn and the degree of rotation, but it's very hard to visually determine and then mentally keep track of which valve directions affect which rotational patterns. This is the kind of puzzle you either solve in 30 seconds through dumb luck or --more likely-- you waste 30 minutes screwing around with before you finally, randomly spin them into the correct place with no idea how you actually did it. Oh, and the puzzle also remembers your moves, so don't think you can just leave the room and reset it. [[note]]It's very much a GuideDangIt, but "two rights on the right, one left on the left" will solve it right away. If you've already started messing with the valves, you can just keep alternating those two steps and you'll eventually open the turnstiles.[[/note]]

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** One that is usually overlooked but may be ''even worse'' than the music puzzle is the revolving turnstiles leading to the Otherworld school's boss. The pair of valve wheels on either side determine which direction the gates turn and the degree of rotation, but it's very hard to visually determine and then mentally keep track of which valve directions affect which rotational patterns. This is the kind of puzzle you either solve in 30 seconds through dumb luck or --more likely-- you waste 30 minutes screwing around with before you finally, randomly spin them into the correct place with no idea how you* NintendoHard: Compared to later games in the series, most parts of the Otherworld are extremely hazardous, with the volume of enemies pumped up to ridiculous levels. This is particularly true of the city streets, where darting from building to building is your only viable way to stay uneaten. Decidedly not the case with puzzles, as aside from one tricky [[SongsInTheKeyOfLock music-based riddle]], most are fairly straightforward and simple compared to the hair-pullers later games would feature.
** Part of the reason for this too is the rather unintuitive nature of the health gauge, which shows Harry's portrait and a colored moving line effect behind it. Granted, while
you can USUALLY tell if you're in danger of dying as it goes from a slow-moving green (healthy) to a fast-moving deep red (near death), it's not a particularly good indication otherwise of just how damaged Harry is, which can sometimes lead to either wasting supplies when Harry isn't as injured as the player thinks, or he may be even more damaged than the player thinks and dies to another hit simply cause the player couldn't easily gauge his health. Thankfully later games are a bit more intuitive with their health indicators. actually did it. Oh, and the puzzle also remembers your moves, so don't think you can just leave the room and reset it. [[note]]It's very much a GuideDangIt, but "two rights on the right, one left on the left" will solve it right away. If you've already started messing with the valves, you can just keep alternating those two steps and you'll eventually open the turnstiles.[[/note]]
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** The [[CreepyCockroach Creepers]] are rather weak, but they're often numerous and will catch up to Harry's position as soon as he enters a room inhabited by them, likely dealing chip damage in the process that may add up if not killed fast.

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** The [[CreepyCockroach Creepers]] are rather weak, but they're often numerous and will catch up to Harry's position as soon as he enters a room inhabited by them, likely dealing chip damage in the process that may add up if not killed fast.
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* DemonicSpiders: In the hub during the first half of the game, the player only deals with slow and generally inaccurate Groaners and Air Screamers, which are pretty easy to handle assuming Harry just stays out of their way. Then comes the second half with the Rompers, those... things... that can ''outrun'' and pinpointly strike Harry down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue Harry through an ''entire area'' due to their superior speed, possibly even leading him into another group of enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a noticable DifficultySpike in the Shopping District, their debut location, and then a massive one in the Resort Area, where even ''more'' of the bastards are skulking around.

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* DemonicSpiders: In the hub during the first half of the game, the player only deals with slow and generally inaccurate Groaners and Air Screamers, which are pretty easy to handle assuming Harry just stays out of their way. Then comes the second half with the Rompers, those... things... that can ''outrun'' and pinpointly strike Harry down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue Harry through an ''entire area'' due to their superior speed, possibly even leading him into another group of enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a noticable noticeable DifficultySpike in the Shopping District, their debut location, and then a massive one in the Resort Area, where even ''more'' of the bastards are skulking around.

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** [[EvilMatriarch Dahlia Gillespie]] is the HighPriestess of the sinister Order's Sect of the Holy Woman. To make her followers more malleable to her apocalyptic goals, Dahlia has the hallucinogenic drug PTV distributed amongst them, uncaring for its dangerous side effects, and has any officials investigating her killed. Intent on summoning the God worshipped by the Order to empower herself in the new world even as it devastates the planet, Dahlia has a series of [[WouldHurtAChild girls]] kidnapped and impregnated by the supernatural being, with each attempt leading to the young children dying. Deciding to attempt the ritual with her own psychic daughter Alessa, [[AbusiveParents Dahlia]]'s violation leads to Alessa nearly burning to death, only kept alive by her powers. When Alessa splits her own soul to allow part of herself a happy life, Dahlia keeps Alessa's physical body in [[AndIMustScream immobile agony]] within Silent Hill's hospital for seven years. Upon Alessa's other half Cheryl Mason being drawn back to the town, Dahlia [[ManipulativeBitch manipulates]] Harrold "Harry" Mason, Cheryl's loving adoptive father, into helping her perform the ritual to usher the Order's God into reality. With no interest in the salvation some Order members desire and cruel beyond measure, Dahlia proves to be far more evil force than any of the monsters lurking within the cursed town.

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** [[EvilMatriarch Dahlia Gillespie]] is the HighPriestess of the sinister Order's [[{{Cult}} Order]]'s Sect of the Holy Woman. To make her followers more malleable to her apocalyptic goals, Dahlia has the hallucinogenic drug PTV distributed amongst them, uncaring for its dangerous side effects, and has any officials investigating her killed. Intent on summoning the God worshipped by the Order to empower herself in the new world even as it devastates the planet, Dahlia has a series of [[WouldHurtAChild girls]] kidnapped and impregnated by the supernatural being, with each attempt leading to the young children dying. Deciding to attempt the ritual with her own psychic daughter Alessa, [[AbusiveParents Dahlia]]'s her own psychic daughter]] Alessa, Dahlia's violation leads to Alessa nearly burning to death, only kept alive by her powers. When Alessa splits her own soul to allow part of herself a happy life, Dahlia keeps Alessa's physical body in [[AndIMustScream immobile agony]] within Silent Hill's hospital for seven years. Upon Alessa's other half Cheryl Mason being drawn back to the town, Dahlia [[ManipulativeBitch manipulates]] Harrold "Harry" Mason, protagonist Harry, Cheryl's loving adoptive father, into helping her perform the ritual to usher the Order's God into reality. With [[NotSoWellIntentionedExtremist no interest in the salvation salvation]] some Order members desire and cruel beyond measure, Dahlia proves to be far more evil force than any of the monsters lurking within the cursed town.

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** [[EvilMatriarch Dahlia Gillespie]] is [[BigBad the head]] of a cult known as the Sect of the Holy Woman. Starting a drug trade, Dahlia sells a hallucinogen made from a local plant named White Claudia to the tourists, killing the anti-drug mayor and the narcotics officer Gucci in the process. Desiring to gain personal power by summoning God, Dahlia kidnaps and attempts to impregnate several [[WouldHurtAChild young girls]] with the God, which leads to their deaths. After finding out that her [[AbusiveParents 7-year-old daughter]] Alessa had vast mental powers, Dahlia decided to perform the impregnation ritual on Alessa. As a result of this, Alessa's soul was split in 2 halves. Dahlia then cast a spell, keeping one half of Alessa [[AndIMustScream alive and in extreme pain]], not allowing her burns to heal. Dahlia's intention was for the other half to subconsciously feel Alessa's pain, and come back to Silent Hill, where the soul would be reunited. Seven years later, Dahlia tricks the first game's protagonist Harry Mason into helping her to complete the ritual.

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** [[EvilMatriarch Dahlia Gillespie]] is [[BigBad the head]] HighPriestess of a cult known as the sinister Order's Sect of the Holy Woman. Starting a drug trade, To make her followers more malleable to her apocalyptic goals, Dahlia sells a hallucinogen made from a local plant named White Claudia to has the tourists, killing the anti-drug mayor hallucinogenic drug PTV distributed amongst them, uncaring for its dangerous side effects, and the narcotics officer Gucci in the process. Desiring to gain personal power by has any officials investigating her killed. Intent on summoning God, the God worshipped by the Order to empower herself in the new world even as it devastates the planet, Dahlia kidnaps and attempts to impregnate several has a series of [[WouldHurtAChild young girls]] kidnapped and impregnated by the supernatural being, with each attempt leading to the God, which leads young children dying. Deciding to their deaths. After finding out that attempt the ritual with her own psychic daughter Alessa, [[AbusiveParents 7-year-old daughter]] Dahlia]]'s violation leads to Alessa had vast mental powers, nearly burning to death, only kept alive by her powers. When Alessa splits her own soul to allow part of herself a happy life, Dahlia decided to perform the impregnation ritual on Alessa. As a result of this, keeps Alessa's soul was split physical body in 2 halves. Dahlia then cast a spell, keeping one half of Alessa [[AndIMustScream alive and in extreme pain]], not allowing her burns to heal. Dahlia's intention was immobile agony]] within Silent Hill's hospital for the other half to subconsciously feel seven years. Upon Alessa's pain, and come other half Cheryl Mason being drawn back to Silent Hill, where the soul would be reunited. Seven years later, town, Dahlia tricks the first game's protagonist Harry Mason [[ManipulativeBitch manipulates]] Harrold "Harry" Mason, Cheryl's loving adoptive father, into helping her to complete perform the ritual.ritual to usher the Order's God into reality. With no interest in the salvation some Order members desire and cruel beyond measure, Dahlia proves to be far more evil force than any of the monsters lurking within the cursed town.
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Not ymmv


* ShipTease: If you get the Good+ Ending, [[spoiler:Cybil replaces Harry's wife in the intro, implying they possibly got together.]]
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** The CameraScrew means that if the camera is positioned properly, the entirety of the final boss fight has you seeing Harry all the time instead of the final boss. There's also the trick of emptying all your ammo before the final boss fight, so it's instantly skipped.

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** The CameraScrew EventObscuringCamera means that if the camera is positioned properly, the entirety of the final boss fight has you seeing Harry all the time instead of the final boss. There's also the trick of emptying all your ammo before the final boss fight, so it's instantly skipped.
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** Harry is an IronWoobie. He's your stereotypical {{Everyman}} forced to [[ToHellAndBack endure literal hell]] in Silent Hill to [[PapaWolf find and rescue his adopted daughter, Cheryl]]. His wife died before the events of the game, so Cheryl is all he has left, and the hope of finding her is what drives him forward. [[spoiler:In the end, his nightmarish journey is [[AllForNothing for naught]], as the Cheryl he knew is lost to him, even as a reincarnated form. Even then, he still grew to love [[VideoGame/SilentHill3 Heather]] as his own. His [[SuddenSequelDeathSyndrome death]] in the third game makes his struggle in the first entry all the more tragic.]]
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* GenreTurningPoint: ''Silent Hill'' marked a shift in the SurvivalHorror genre from the schlocky B-movie monster-blasting action of then-genre leader ''Franchise/ResidentEvil'' towards its brand of sinister, surreal, MindScrew-laden PsychologicalHorror that aimed to unsettle, disturb and genuinely ''horrify'' the player rather than merely [[JumpScare startle them]] or [[{{Squick}} gross them out]]. It's arguably this game we have to thank for not only the rest of its franchise, but ''VideoGame/EternalDarkness, VideoGame/FatalFrame,'' every game ever made by Creator/FrictionalGames and many more.
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They start showing as soon as you cross the drawbridge out of Old Silent Hill.


* DemonicSpiders: In the hub during the first half of the game, the player only deals with slow and generally inaccurate Groaners and Air Screamers, which are pretty easy to handle assuming Harry just stays out of their way. Then comes the second half with the Rompers, those... things... that can ''outrun'' and pinpointly strike Harry down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue Harry through an ''entire area'' due to their superior speed, possibly even leading him into another group of enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a massive DifficultySpike in the Resort Area, their debut location.

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* DemonicSpiders: In the hub during the first half of the game, the player only deals with slow and generally inaccurate Groaners and Air Screamers, which are pretty easy to handle assuming Harry just stays out of their way. Then comes the second half with the Rompers, those... things... that can ''outrun'' and pinpointly strike Harry down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue Harry through an ''entire area'' due to their superior speed, possibly even leading him into another group of enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a massive noticable DifficultySpike in the Shopping District, their debut location, and then a massive one in the Resort Area, their debut location.where even ''more'' of the bastards are skulking around.
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** One that is usually overlooked but may be ''even worse'' than the music puzzle is the revolving turnstiles leading to the Otherworld school's boss. The pair of valve wheels on either side determine which direction the gates turn and the degree of rotation, but it's very hard to visually determine and then mentally keep track of which valve directions affect which rotational patterns. This is the kind of puzzle you either solve in 30 seconds through dumb luck or --more likely-- you waste 30 minutes screwing around with before you finally, randomly spin them into the correct place with no idea how you actually did it.[[note]]It's very much a GuideDangIt, but "two rights on the right, one left on the left" will solve it right away. If you've already started messing with the valves, you can just keep alternating those two steps and you'll eventually open the turnstiles.[[/note]]

to:

** One that is usually overlooked but may be ''even worse'' than the music puzzle is the revolving turnstiles leading to the Otherworld school's boss. The pair of valve wheels on either side determine which direction the gates turn and the degree of rotation, but it's very hard to visually determine and then mentally keep track of which valve directions affect which rotational patterns. This is the kind of puzzle you either solve in 30 seconds through dumb luck or --more likely-- you waste 30 minutes screwing around with before you finally, randomly spin them into the correct place with no idea how you actually did it. Oh, and the puzzle also remembers your moves, so don't think you can just leave the room and reset it. [[note]]It's very much a GuideDangIt, but "two rights on the right, one left on the left" will solve it right away. If you've already started messing with the valves, you can just keep alternating those two steps and you'll eventually open the turnstiles.[[/note]]
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* HarsherInHindsight: It's hard not to get attached to Harry as a character and sympathize with this motive of braving the horrors of Silent Hill to find and rescue his daughter Cheryl, [[spoiler:who isn't even biologically his child]], all of which happened just by him being the RightManInTheWrongPlace. ''VideoGame/SilentHill3'' would expand on that with the mother of all {{Gut Punch}}es by having the circumstances of his story, fueled by the love he had for Cheryl, lead ''directly'' to [[spoiler:Harry's brutal murder 17 years later]].

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Zero Context Example. And if you have to hide it in spoiler tags, it's most certainly not this trope.


** Entering the Otherworld and being assaulted by Grey Children/Claw Fingers. Welcome to Silent Hill.
** [[spoiler:Lisa]]'s transformation.
** The UFO ending. Starting a long string of hilarious joke endings that the series is partially known for.

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** Entering the Otherworld and being assaulted by Grey Children/Claw Fingers. Welcome to Fingers is how most players remember being welcomed into Silent Hill.
** [[spoiler:Lisa]]'s transformation.
**
The UFO ending. Starting ending started a long string of hilarious joke endings that the series is partially known for.
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* DemonicSpiders: In the hub during the first half of the game, the player only deals with slow and generally inaccurate Groaners and Air Screamers, which are pretty easy to handle assuming Harry just stays out of their way. Then come the second half with the Rompers, those... things... that can ''outrun'' and pinpointly strike Harry down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue Harry through an ''entire area'' due to their superior speed, possibly even leading him into another group of enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a massive DifficultySpike in the Resort Area, their debut location.

to:

* DemonicSpiders: In the hub during the first half of the game, the player only deals with slow and generally inaccurate Groaners and Air Screamers, which are pretty easy to handle assuming Harry just stays out of their way. Then come comes the second half with the Rompers, those... things... that can ''outrun'' and pinpointly strike Harry down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue Harry through an ''entire area'' due to their superior speed, possibly even leading him into another group of enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a massive DifficultySpike in the Resort Area, their debut location.
Is there an issue? Send a MessageReason:
None


* DemonicSpiders: Until the introduction of Rompers in the overworld, the player has probably only dealt with the comparatively slower and less accurate Groaners and Air Screamers so far, which are pretty easy to handle assuming Harry just stays out of their way. Then come those... things... that can ''outrun'' and pinpointly strike Harry down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue Harry through an ''entire area'' due to their superior speed, possibly even leading him into another group of enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a massive DifficultySpike in the Resort Area, their debut location.

to:

* DemonicSpiders: Until In the introduction of Rompers in hub during the overworld, first half of the game, the player has probably only dealt deals with the comparatively slower slow and less accurate generally inaccurate Groaners and Air Screamers so far, Screamers, which are pretty easy to handle assuming Harry just stays out of their way. Then come the second half with the Rompers, those... things... that can ''outrun'' and pinpointly strike Harry down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue Harry through an ''entire area'' due to their superior speed, possibly even leading him into another group of enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a massive DifficultySpike in the Resort Area, their debut location.
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** Air Screamers have all the annoyances expected of your typical AirborneMook. Their stronger counterpart, the Night Flutters, are even worse and could be considered outright DemonicSpiders because of their tendency to patrol narrow pathways.

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** Air Screamers have all the annoyances expected of your typical AirborneMook.AirborneMook, with the added bonus of oftentimes [[CowardlyMooks flying off and despawning when they're close to death]] if you can't kill them fast enough. Their stronger counterpart, the Night Flutters, are even worse and could be considered outright DemonicSpiders because of their tendency to patrol narrow pathways.
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* DemonicSpiders: Until the introduction of Rompers in the overworld, you probably have only dealt with the comparatively slower and less accurate Groaners and Air Screamers so far, which are pretty easy to handle assuming you just stay out of their way. Then come those... things... that can ''outrun'' and pinpointly strike you down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue the player through an ''entire area'' due to their superior speed, possibly even leading them into the path of other enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a massive DifficultySpike in the Resort Area, their debut location.

to:

* DemonicSpiders: Until the introduction of Rompers in the overworld, you the player has probably have only dealt with the comparatively slower and less accurate Groaners and Air Screamers so far, which are pretty easy to handle assuming you Harry just stay stays out of their way. Then come those... things... that can ''outrun'' and pinpointly strike you Harry down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue the player Harry through an ''entire area'' due to their superior speed, possibly even leading them him into the path another group of other enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a massive DifficultySpike in the Resort Area, their debut location.
Is there an issue? Send a MessageReason:
None


** One that is usually overlooked but may be ''even worse'' than the music puzzle is the revolving turnstiles leading to the Otherworld school's boss. The pair of valve wheels on either side determine which direction the gates turn and the degree of rotation, but it's very hard to visually determine and then mentally keep track of which valve directions affect which rotational patterns. This is the kind of puzzle you either solve in 30 seconds through dumb luck or --more likely-- you waste 30 minutes screwing around with before you finally, randomly spin them into the correct place with no idea how you actually did it.[[note]]It's very much a GuideDangIt, but "two rights on the right, one left on the left" is the key to solving it quickly. If you've already started messing with the valves, just keep alternating those two steps and you'll eventually open the turnstiles.[[/note]]

to:

** One that is usually overlooked but may be ''even worse'' than the music puzzle is the revolving turnstiles leading to the Otherworld school's boss. The pair of valve wheels on either side determine which direction the gates turn and the degree of rotation, but it's very hard to visually determine and then mentally keep track of which valve directions affect which rotational patterns. This is the kind of puzzle you either solve in 30 seconds through dumb luck or --more likely-- you waste 30 minutes screwing around with before you finally, randomly spin them into the correct place with no idea how you actually did it.[[note]]It's very much a GuideDangIt, but "two rights on the right, one left on the left" is the key to solving will solve it quickly. right away. If you've already started messing with the valves, you can just keep alternating those two steps and you'll eventually open the turnstiles.[[/note]]
Is there an issue? Send a MessageReason:
None


** One that is usually overlooked but may be ''even worse'' than the music puzzle is the revolving turnstiles leading to the Otherworld school's boss. The pair of valve wheels on either side determine which direction the gates turn and the degree of rotation, but it's very hard to visually determine and then mentally keep track of which valve directions affect which rotational patterns. This is the kind of puzzle you either solve in 30 seconds through dumb luck or --more likely-- you waste 30 minutes screwing around with before you finally, randomly spin them into the correct place with no idea how you actually did it.

to:

** One that is usually overlooked but may be ''even worse'' than the music puzzle is the revolving turnstiles leading to the Otherworld school's boss. The pair of valve wheels on either side determine which direction the gates turn and the degree of rotation, but it's very hard to visually determine and then mentally keep track of which valve directions affect which rotational patterns. This is the kind of puzzle you either solve in 30 seconds through dumb luck or --more likely-- you waste 30 minutes screwing around with before you finally, randomly spin them into the correct place with no idea how you actually did it.[[note]]It's very much a GuideDangIt, but "two rights on the right, one left on the left" is the key to solving it quickly. If you've already started messing with the valves, just keep alternating those two steps and you'll eventually open the turnstiles.[[/note]]

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* DemonicSpiders: The Rompers. Until their introduction in the overworld, you probably have only dealt with the comparatively slower and less accurate Groaners and Air Screamers, which are pretty easy to handle assuming you just stay out of their way. Then come those... things... that can ''outrun'' and pinpointly strike you down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue the player through an ''entire area'' due to their superior speed, possibly even leading them into the path of other enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a massive DifficultySpike in the Resort Area, their debut location.

to:

* DemonicSpiders: The Rompers. Until their the introduction of Rompers in the overworld, you probably have only dealt with the comparatively slower and less accurate Groaners and Air Screamers, Screamers so far, which are pretty easy to handle assuming you just stay out of their way. Then come those... things... that can ''outrun'' and pinpointly strike you down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue the player through an ''entire area'' due to their superior speed, possibly even leading them into the path of other enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a massive DifficultySpike in the Resort Area, their debut location.



* ThatOneLevel: The Resort Area is likely the hardest area in the game. The whole area is completely infested with Groaners, Air Screamers, and Rompers who will absolutely not stop chasing you, making actually taking your time to explore a risky prospect unless you want to use up a ton of bullets and health drinks. The first area's not so bad exploration-wise, consisting mainly of wide streets and just a few buildings, but it's dense with packs of monsters and small enough that running from one will drive you into several more. Furthermore, it's home to an important sidequest that's fairly easy to miss while you're running for your life ''and'' essential to getting the Good ending of the game. Furthermore, there's a PointOfNoReturn on the bridge where it transitions into the Otherworld, making it impossible to go back and get anything you missed. It's pretty likely on your first run through the game that you'll end up running across the bridge in a blind panic and completely miss everything in the first area. The second half is a series of narrow docks that are infested with Wormheads and Night Flutters. The docks are so thin that you barely have space to maneuver around enemies, and the tank controls mean you'll likely end up running into invisible walls and left vulnerable to attack. Making it worse, it's very easy to miss the map at the beginning of the level, leaving you to run blind through one of the most labyrinthine parts of the game.

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* ThatOneLevel: ThatOneLevel:
**
The Resort Area is likely the hardest area in the game. The whole area is completely infested with Groaners, Air Screamers, and Rompers who will absolutely not stop chasing you, making actually taking your time to explore a risky prospect unless you want to use up a ton of bullets and health drinks. The first area's not so bad exploration-wise, consisting mainly of wide streets and just a few buildings, but it's dense with packs of monsters and small enough that running from one will drive you into several more. Furthermore, it's home to an important sidequest that's fairly easy to miss while you're running for your life ''and'' essential to getting the Good ending of the game. Furthermore, there's a PointOfNoReturn on the bridge where it transitions into the Otherworld, making it impossible to go back and get anything you missed. It's pretty likely on your first run through the game that you'll end up running across the bridge in a blind panic and completely miss everything in the first area. The second half is a series of narrow docks that are infested with Wormheads and Night Flutters. The docks are so thin that you barely have space to maneuver around enemies, and the tank controls mean you'll likely end up running into invisible walls and left vulnerable to attack. Making it worse, it's very easy to miss the map at the beginning of the level, leaving you to run blind through one of the most labyrinthine parts of the game.
** As expected of your typical DownTheDrain level, the sewers of Silent Hill are overall very unfun to traverse through, no thanks to its confusing layout, low visibility, cramped walkways and the radio interference that deprives you of knowing where your enemies are.
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* DemonicSpiders: The Rompers. Until their introduction in the overworld, you probably have only faced the comparatively slower and less accurate Groaners and Air Screamers, which are not really a big deal assuming you just stay out of their way. Then come those... things... that can ''outrun'' and pinpointly strike you down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue the player through an ''entire area'' due to their superior speed, possibly even leading them into the path of other enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a massive DifficultySpike in the Resort Area, their debut location.

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* DemonicSpiders: The Rompers. Until their introduction in the overworld, you probably have only faced dealt with the comparatively slower and less accurate Groaners and Air Screamers, which are not really a big deal pretty easy to handle assuming you just stay out of their way. Then come those... things... that can ''outrun'' and pinpointly strike you down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue the player through an ''entire area'' due to their superior speed, possibly even leading them into the path of other enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a massive DifficultySpike in the Resort Area, their debut location.
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* DemonicSpiders: The Rompers. Until their introduction in the overworld, you probably have only faced the comparatively slower and less accurate Groaners and Air Screamers, which are not really a big deal assuming you just stay out of their way. Then come those... things... that can ''outrun'' and pinpointly strike you down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue the player through an ''entire area'' due to their superior speed, possibly even leading them into the path of other enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a massive DifficultySpike in the Resort Area, their preferred location.

to:

* DemonicSpiders: The Rompers. Until their introduction in the overworld, you probably have only faced the comparatively slower and less accurate Groaners and Air Screamers, which are not really a big deal assuming you just stay out of their way. Then come those... things... that can ''outrun'' and pinpointly strike you down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue the player through an ''entire area'' due to their superior speed, possibly even leading them into the path of other enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a massive DifficultySpike in the Resort Area, their preferred debut location.
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* DemonicSpiders: The Rompers. Before their introduction in the overworld, you probably have only faced the comparatively slower and less accurate Groaners and Air Screamers, which are not a big danger if you simply avoid them. Then come those... things... that can ''outrun'' and pinpointly strike you down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue the player through an ''entire area'' due to their superior speed, possibly even leading them into the path of other enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a massive DifficultySpike in the Resort Area, their preferred location.

to:

* DemonicSpiders: The Rompers. Before Until their introduction in the overworld, you probably have only faced the comparatively slower and less accurate Groaners and Air Screamers, which are not really a big danger if deal assuming you simply avoid them.just stay out of their way. Then come those... things... that can ''outrun'' and pinpointly strike you down to the floor before the player even starts thinking about pulling up a weapon for self-defense, making it highly impractical to engage them head on. They're also incredibly persistent and can easily pursue the player through an ''entire area'' due to their superior speed, possibly even leading them into the path of other enemies (including ''more'' Rompers). It's no coincidence that the game undergoes a massive DifficultySpike in the Resort Area, their preferred location.
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* SelfImposedChallenge: It's possible to invert the default camera view in the Extra settings. Combining this with the NewGamePlus "Self View" option let's you play pretty much the entire game in pseudo first-person perspective, which is pretty cool in itself but also adds a whole new layer of heightened difficulty and tension by creating far more blind spots in your field of vision, forcing Harry to keep his head on a swivel to look out for danger. It also has a habit of locking the camera onto the enemy nearest to you, which can be outright panic-inducing when you're surrounded by several of them.

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* SelfImposedChallenge: It's possible to invert the default camera view in the Extra settings. Combining this with the NewGamePlus "Self View" option let's lets you play pretty much the entire game in a pseudo first-person perspective, which is pretty cool in itself but itself, and it also adds a whole new layer of heightened difficulty and tension by creating far more blind spots in your field of vision, forcing Harry to keep his head on a swivel to look out for danger. It also has a habit of locking the camera onto the enemy nearest to you, which can be outright panic-inducing when you're surrounded by several of them.
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* SelfImposedChallenge: It's possible to invert the default camera view in the Extra settings. Combining this with the NewGamePlus "Self View" option let's you play pretty much the entire game in pseudo first-person perspective, which is pretty cool in itself but also adds a new dimension of heightened difficulty by creating far more blind spots in your field of vision, forcing Harry to keep his head on a swivel to look out for danger. It also has a habit of locking the camera onto the enemy nearest to you, which can be outright panic-inducing when you're surrounded by several of them.

to:

* SelfImposedChallenge: It's possible to invert the default camera view in the Extra settings. Combining this with the NewGamePlus "Self View" option let's you play pretty much the entire game in pseudo first-person perspective, which is pretty cool in itself but also adds a whole new dimension layer of heightened difficulty and tension by creating far more blind spots in your field of vision, forcing Harry to keep his head on a swivel to look out for danger. It also has a habit of locking the camera onto the enemy nearest to you, which can be outright panic-inducing when you're surrounded by several of them.
Is there an issue? Send a MessageReason:
None


* SelfImposedChallenge: It's possible to invert the default camera view in the Extra settings. Combining this with the NewGamePlus "Self View" option let's you play pretty much the entire game in pseudo first-person perspective, which is pretty cool in itself but also adds a new dimension of heightened difficulty by creating far more blind spots in your field of vision. It also has a habit of forcing the camera to focus downward on the nearest enemy to you, which can be outright panic-inducing if you're surrounded by several of them.

to:

* SelfImposedChallenge: It's possible to invert the default camera view in the Extra settings. Combining this with the NewGamePlus "Self View" option let's you play pretty much the entire game in pseudo first-person perspective, which is pretty cool in itself but also adds a new dimension of heightened difficulty by creating far more blind spots in your field of vision. vision, forcing Harry to keep his head on a swivel to look out for danger. It also has a habit of forcing locking the camera to focus downward on onto the enemy nearest enemy to you, which can be outright panic-inducing if when you're surrounded by several of them.
Is there an issue? Send a MessageReason:
None


* SelfImposedChallenge: It's possible to invert the default camera view in the Extra settings. Combining this with the NewGamePlus "Self View" option let's you play pretty much the entire game in pseudo first-person perspective, which is pretty cool in itself but also makes things a lot tougher by creating far more blind spots in your field of vision. It also has an unfortunate habit of forcing the camera to focus downward on the nearest enemy to you, even if you're surrounded by several of them.

to:

* SelfImposedChallenge: It's possible to invert the default camera view in the Extra settings. Combining this with the NewGamePlus "Self View" option let's you play pretty much the entire game in pseudo first-person perspective, which is pretty cool in itself but also makes things adds a lot tougher new dimension of heightened difficulty by creating far more blind spots in your field of vision. It also has an unfortunate a habit of forcing the camera to focus downward on the nearest enemy to you, even which can be outright panic-inducing if you're surrounded by several of them.
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** One that is usually overlooked but may be ''even worse'' than the music puzzle is the revolving gateway leading to the Otherworld school's boss. The pair of valve wheels on either side determine which direction the gates turn and the degree of rotation, but it's very hard to visually determine and then mentally keep track of which valve directions affect which rotational patterns. This is the kind of puzzle you either solve in 30 seconds through dumb luck or --more likely-- you waste 30 minutes screwing around with before you finally, randomly spin them into the correct place with no idea how you actually did it.

to:

** One that is usually overlooked but may be ''even worse'' than the music puzzle is the revolving gateway turnstiles leading to the Otherworld school's boss. The pair of valve wheels on either side determine which direction the gates turn and the degree of rotation, but it's very hard to visually determine and then mentally keep track of which valve directions affect which rotational patterns. This is the kind of puzzle you either solve in 30 seconds through dumb luck or --more likely-- you waste 30 minutes screwing around with before you finally, randomly spin them into the correct place with no idea how you actually did it.

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