Cubed Issue #1, January 2016 | Page 24

BLOOD, GORE AND KEYPAD DOORS SILENT HILL HOMECOMING AND THE STRANGE NEAR-DEATH OF SURVIVAL HORROR 22 NICK BROWN H orror, as a genre and as an emotion, is a complicated beast. What frightens one person will fail to make another feel anything. It could even make them laugh. Like many genres, Horror genre has become increasingly complicated in its forms and definitions. Is a work part of the meaninglessness-confirming Cosmic Horror group? Or the blood-soaked, chainsaw-bearing Splatter Horror? What about the dark shadows and long halls of Gothic Horror? Or the experiments and test tubes of Sci-Fi Horror? But we’re here for one beast, the most famous of them all, and arguably the first to appear in video games: Survival Horror. Survival Horror is about desperation. It is about someone being placed in impossible, deadly circumstances. It is about humanity outmatched and outgunned. You cannot fight the monster under your bed, there are few if any weapons to bring to bear against it. This particular brand of horror died down for a few years in favour of its long-standing rival, Action Horror. The release of games like Amnesia: The Dark Descent and Slender: The Arrival (yeah, survival horror has a thing for colons) helped to change that, but not before plenty of bland, violent “horror” games were released. Survival Horror is now popular, and, more importantly, profitable. But why am I telling you about this, instead of Silent Hil? Well, context. You need to know the environment this game was made in, if you want to understand how this thing came to be and why it went so badly wrong. Silent Hill is, along with Resident Evil, one of the series most commonly credited with the creation of modern video game horror. It wasn’t the first – that award probably goes to Alone in the Dark – but it was certainly one of the series to put the genre really into the mainstream. Silent Hill 2 and its sequel show up on not just “Top Horror Games” lists, but Top Games period. But this game wasn’t made by the people who created those games. Konami, in its infinite wisdom, decided to dissolve that group and have them work instead as app developers. Instead, they gave development rights to Double Helix, a new studio with nothing to do with the first four instalments. It should be indicative of what was to come that Double Helix’s most notable creations afterwards were Killer Instinct and the Green Lantern game. In case you’ve come in the wrong door, Silent Hill is an evil, haunted town that acts as a sort of proving ground for people – usually sinners – to overcome. It draws people to it and uses their past traumas and regrets against them, conjuring symbolic monsters and