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Silent Hill, as is the case with the most striking of Japanese horror, is
obsessed with victims. Though the worldwide genre is inherently fixated upon
themes of penetration and submission, the East fosters a particular fetish for
the trials and experiences of the abused. The Room – the series’ curious fourth
instalment – depicts a grand and grisly intersection of such suffering; in good
ways and bad, it extends a fair share of the pain onto its audience as well.
Ironically, series composer-turned-producer Akira Yamaoka reveals Westerners
David Lynch and Stephen King as his inspirations; a key game location even
name-checks them both. Originally conceived as an entirely different franchise,
this game is a definite departure, tenuously linked to the Silent Hill mythos
yet anxious to go elsewhere. The Room isn’t simply the claustrophobic prison of
its main character – it’s a detached cell wherein the genre can confront,
explore and reinvent itself.
This is a brave and dangerous endeavour; will the result claim exciting
territory on the outskirts of survival horror, or will it lose itself en route?
Henry Townsend has been trapped in his apartment for five days, cursed by dreams
that portray a corroded, distorted echo of the world immediately around him.
Bloodied notes are slid beneath his door – a previous tenant’s chronicle of
gruesome murders, seemingly the work of a supposedly dead killer. A dark hole is
opening across his bathroom wall; if he climbs inside, another cryptic nightmare
will suck him in. This is a great concept – a golden opportunity to create a
disjointed, dreamlike melting pot of drama, character and, above all,
intelligent horror.
For half of The Room’s eight or so hours, the ship is more or less on course.
There are some disappointingly obvious environments but enough strokes of morbid
flair to do the series proud. Above all, the story is both confident and
capable, casting its themes and inspirations far and wide. Is Henry a natural
voyeur or simply a man desperate for outside intervention? Is The Room a genuine
supernatural prison or the corrupt construct of a crazed mind? As the nefarious
motives and actions of the other residents become known, who are the victims and
who the aggressors? Can such a distinction even be applied?
This is but a taste of The Room’s dense narrative, and by the halfway point
every loose strand of it is compelling. Were he in control, David Lynch would
happily take this opportunity to further confound the audience; he’d tangle and
reshape those strands until a nightmarish collage emerged – one that even he
would find hard to decipher. At this critical juncture, however, The Room loses
its nerve and sinks into something far less interesting - a thinly veiled
retread of its first half.
At no level of difficulty can the puzzles in The Room be described as
thought-provoking; similarly, none of its enemies present much challenge. Given
that the game features the widest range of weapons in the series, there are only
three that actually warrant use, and only one of those is essential. The game’s
episodic nature makes it easy to identify where the second half begins – it
literally revisits all of the previously ‘completed’ locations in turn. While
there’s nothing specifically wrong with this, the escalation of challenge and
event as the game progresses is somewhat artificial. Initial efforts to cut out
backtracking and repetition are discarded, much of the remaining four hours
involving the avoidance of nuisance enemies, the negotiating of awkward
geography and pixel-searching for obscure items.
The new inventory system is efficient in the short term, but makes the long-term
management of objects a royal pain in the backside. Pick up too many items, for
example, and you’ll have to return to your apartment via a ‘hole’ to store them.
With a full inventory you can’t even identify an item let alone take it with
you; dropping something else for convenience isn’t an option either. Ammo clips
remain separate and further consume inventory space; any Resident Evil fan will
testify to the virtues of aggregating identical clips into a single slot – why
it doesn’t happen here is a mystery.
Interestingly, the game operates in first-person while in the apartment and in
customary third-person the rest of the time. As a device by which to immerse the
player in the claustrophobia and malevolence of this one location, the
experiment is a complete success. It attempts very little with the new
viewpoint, but this simplicity only adds to the effect.
Series stalwarts and Pyramid Head fans will certainly question the fact that the
game has only one recurring boss. Not to say that games such as Clock Tower and
Resident Evil Nemesis haven’t worked wonders with the concept, but then they
didn’t feature a boss as ordinary and unimaginatively used as the one here.
It occurs that every time The Room takes a step towards its goal it falls two
steps back. Combat, for instance, is better for having a power meter and evasive
moves but is increasingly crippled by lazy collision detection and an easily
distracted target lock. The game’s lacklustre second half is awash with
unforeseen inadequacies that extend far beyond its flailing imagination and
painfully linear puzzles. Without revealing too much, there is a ‘twist’ applied
halfway in that curses the game with some truly infuriating moments (let’s just
say that Ico does it better…). There are four separate endings that each offer a
substantially different plot resolution; to see them all, however, demands
bottomless enthusiasm and the patience of a saint.
For a series in which story is frequently prioritised over game, the fact that
The Room can be so frustrating marks an intermittent breakdown of both. There
is, however, much to praise elsewhere. Graphically, it’s astounding; even the
forthcoming Xbox version will be hard pushed to match the crisp and detailed
visuals provided here. Before they become repetitive, the game’s cast of
creatures are typically intriguing and unnerving; better still, the human
character models are some of the best ever seen. The trademark Silent Hill
‘noise’ filter has been improved, the camera being violently scratched,
desaturated and displaced to reflect key events. All in all, this series can
still push the envelope, even on an off-day. Yamaoka’s audio work is typically
impressive, Silent Hill remaining the only game series that can induce real fear
through sound alone. Mixing violent animal voices with blood-curdling industrial
noise, the soundtrack is, as it always has been, bloody terrifying.
If it seems unfair to criticise Yamaoka and his team for essentially ‘playing it
safe’, consider the raison d’etre of the Silent Hill franchise. Consider that,
as a vehicle for the macabre creative talents of Masahiro Ito, Takayoshi Sato
and, of course, Yamaoka’s own abrasive soundscapes, the series is driven by the
ability to compel, shock and disturb. Familiarity is its most lethal adversary,
and by the final act of The Room that adversary has truly grasped its hands
around the throat.
Ultimately, The Room comes across as a game afraid of its own potential; not
only afraid, in fact, but petrified. For what it achieves the game pays a heavy
cost in bad calls, misjudgements and, above all, an uncharacteristically blunt
edge. It opens with a vivid desire to brave an uncharted domain but on the brink
it falls to its knees, fearful of turning a corner where the outcome is unknown
– in a sense, it’s the final victim of its own tale.
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