The classic Silent Hill horror series continues with Silent Hill 3.

User Rating: 5.5 | Silent Hill 3 PS2
As a teenybopper named Heather, players must explore an accursed town and Heather's strange inexplicable fears. Nightmares and reality combine for a potent mixture of uncertainty with every development in the story. New grotesque monsters, psychologically horrifying scenes, and plenty of gory shooting action -- with pistols and fully automatic weapons -- are in store.

The controls, puzzles, and interface are in desperate need of updating. The story isn't as compelling as the first two games, and the combat is disappointing.

Silent Hill 3, Konami's twisted take on Capcom's long-running Resident Evil franchise, is the weakest entry in the survival horror series to date. Instead of building upon the two previous games, the development team seems all-too content in giving players more blood and guts instead of a new approach to the antiquated controls and puzzles that may very well end up killing the genre. Though billed as "psychological horror" by Konami, Silent Hill 3 has all the subtlety of a bull traipsing through a china shop. The graphics and presentation are first-rate, but many of the more effective scenes have been lifted from several notable horror movies, while others are simply there for shock value.

There must be a secret society among survival horror designers in which they pledge their undying love to the conventions established by Resident Evil. Apparently a game cannot be scary unless players are forced to fumble with the controls, silently cursing the world around them as they slowly orient the lead character so he or she faces the proper direction. Apparently environments are considered a success if they show an exquisite amount of detail yet restrain players to the point where only a few paths are actually available to walk across. Apparently real-world logic can never be used at any time, so forget about using that crowbar to pry open a door (it's a weapon, silly) or simply firing a gun at the lock. No, it wouldn't be right if the character could just walk over that corpse or push away that cardboard box. Instead just bump and grind against it for a few minutes just to make sure you're not missing anything.

Yes, Silent Hill 3 features the same control scheme, style of play, and irritating "find the key to open the locked door" mentality found in nearly every other game in the genre. If nothing else, it makes you appreciate Eternal Darkness even more for doing something different. Expect to slog through many long hallways filled with doors, lockers, and windows, all conveniently locked except for the one you are supposed to go through, and prepare to spend an inordinate amount of time trying to interact with items that are only there for cosmetic purposes. Since the controls are still awkward and the inventory system is basically unchanged, to properly judge Silent Hill 3 would be to evaluate its attempt at delivering a story filled with thrills and chills. After all, one doesn't go into Freddy vs. Jason and expect to be moved by the performances.

Players in Silent Hill 3 control a young blonde who looks suspiciously like Kirsten Dunst -- that is, if she went at least a week without any sleep. She begins the game alone, in an abandoned amusement park, without a clue where she is or how she got there. From that point on, through a series of quick flashbacks and disturbing images, it's up to players to figure out her past, which will lead to some tenuous connections with the first game. Unfortunately, the story line isn't nearly as compelling as the first two games in the series, which made the deficiencies in control, combat, and inventory management much more tolerable. You cared about the characters, felt their pain, and wanted to see the game through to its resolution. In Silent Hill 3, there's not much of a background at all, so players aren't exactly sure what the point of anything is aside from advancing to the next area.

Without a strong narrative to motivate players, Silent Hill ultimately lives and dies by its presentation and sense of what is scary. Fortunately, this is the best-looking game in the series date and the soundtrack is arguably the most compelling in the genre. Many of the requisite sound effects are here -- clanging of metal, scraping sounds, radio static when enemies approach, whispers, and an irritating moaning sound that doesn't seem to come from anywhere specific -- but there are also songs, complete with vocals, that help create a mood even if the story itself fails to inspire. The cut-scenes are beautiful, as is the detail on each character's face. Characters don't need to say much in this game, as their expressions often speak volumes. There is a look of utter exhaustion in the lead character's eyes, a weariness that belies her age and innocence.

There are also several moments in the game that pay homage to an assortment of movies. The enemies themselves are highly reminiscent of the faceless shapes haunting Tim Robbins' character in Jacob's Ladder. While these images are effective in quick cut-scenes, they aren't exactly menacing when viewed up close. Most look like their bodies were wrapped in burlap sacks -- bloody burlap sacks, mind you -- but not exactly the stuff nightmares are made of. Combat is more tedious than fun, though players can now wield more powerful weapons such as the katana blade. Most often players can get by simply running past many of the enemies -- not necessarily out of fear, but in a noble attempt to relieve boredom. Silent Hill 3 does in fact feature a number of startling, violent scenes late in the game that shouldn't be spoiled in a review, but players should be warned that the entire adventure can be finished within a span of 6 to 8 hours. It is a short game that is ultimately a huge disappointment, because it doesn't evolve the series like it should. Given the commercial success of previous games, however, any criticism of Silent Hill is likely to fall on deaf ears.