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Silent Hill 4: The Room

Silent Hill 4:  The Room

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From: Konami
Category: Video Games

List Price: $29.99
Buy Used: $19.05
You Save: $10.94 (36%)



New (10) Used (13) Collectible (2) from $19.05

Avg. Customer Rating: 3.5 out of 5 stars 87 reviews
Sales Rank: 4975

Platform: Playstation2
ESRB: Mature
Media: Video Game
Autographed: No
Memorabilia: No
Number Of Items: 1
Batteries Included: No
Age: 17 - 20 years
Operating System: Playstation 2
Shipping Weight (lbs): 0.5
Dimensions (in): 7.5 x 5.3 x 0.6

MPN: 20082
Model: 83717200826
UPC: 083717200826
EAN: 0083717200826
ASIN: B0001Y7404

Release Date: June 15, 2006
Availability: Usually ships in 1-2 business days
Shipping: Expedited shipping available
Condition: This is in good playing conditon. NO instructions booklet. Very fast shipping.

Features:
  • Face giant mutant wasps and dogs as you navigate through horrific, alien dimensions
  • Terrifying and more powerful new zombies that can walk through walls and float through the air
  • A cast of mysterious new characters -- some of whom will try to block your way
  • Stranger creatures are waiting for you, as you unravel a horrible story

Accessories:

  • PlayStation: The Official Magazine (1-year)
  • Electronic Gaming Monthly
  • Play
  • Tips & Tricks Magazine

Similar Items:

  • Silent Hill 3
  • Silent Hill 2
  • Silent Hill Origins
  • Silent Hill
  • Silent Hill 4: The Room Official Strategy Guide (Signature)

Editorial Reviews:

Product Description
Silent Hill 4: The Room offers a new cast and story, full of dark mysteries and horrendous new creatures. Henry Townshend is trapped in a cursedapartment. Mysterious portals have appeared in them, leading him to disturbing alternate worlds. This game is a terrifying experience that fans and newcomers will never forget.


Customer Reviews:   Read 82 more reviews...

4 out of 5 stars Still a Good Game...   November 14, 2008
Many Silent Hill fans feel that the series ended after SH3, and after playing Silent Hill 4: The Room, I can sort of see their point. The first three made a very nice trilogy (as is often the case, the second one was best), and any additions to the franchise seem beside the point. SH4 does its own thing, mutates certain aspects of the classic Silent Hill gameplay, and doesn't even visit the town of Silent Hill. My expectations were low. And yet, I enjoyed the game considerably and actually had fun with the aspects of gameplay that others complained about. Go figure.

Our hero this time around is Henry Townshend, a reclusive twentysomething who's just moved into Room 302 of the South Ashfield Heights apartment complex. His life is just peachy, until he wakes up one morning to discover that the door has been chained shut and no one outside the apartment can hear him. Then the nightmares start. Then, five days later, a hole suddenly appears in Henry's bathroom wall. With nothing to lose, he climbs inside and begins a nightmarish adventure through a series of twisted realities. Ah, but along the way, he encounters holes which lead back to Room 302. This is the game's most dramatic gimmick: players must return again and again to the apartment to heal, save the game, store items, and even solve puzzles. Gameplay switches to first-person in Room 302, third-person everywhere else. It's true that this back-and-forthing gets tedious, but it helps with the game's atmosphere: after fighting monsters and ghosts for awhile, it's nice to return to the safe cocoon of home. And it makes it all the more freaky and distressing when Room 302 starts to.....change.

Gradually, a plot takes shape -- a good plot, actually, involving a series of murders and a sinister figure named Walter Sullivan. What's the connection between Sullivan, Room 302, and the Silent Hill cult? The answer is pretty twisted. In the process of learning the truth, Henry moves through several environments that are, unfortunately, kind of uninspired (except for a nifty waterlogged prison). As in any SH game, he finds various helpful items and weapons, and the game actually ups the combat by adding a health meter and the ability to deliver more powerful attacks. Also, Henry has a limited inventory (a la Resident Evil) and must store extra items in his apartment. I enjoyed this because it added an element of strategy: which items should be equipped when? Others may hate it; such is life.

It's a solid game overall, though far from perfect. Henry is a pretty boring protagonist, utterly lacking the intrigue of earlier SH heroes. The game cops out by having you revisit previous areas for most of the second half, and also ends the tradition of isolation by saddling you with a female sidekick. And, of course, there are the ghosts, a persistent and infuriating type of foe that follows you everywhere, harms you just by being nearby, and can only be neutralized through a complicated process involving various "special" items that clog up your inventory. Luckily, the other creatures are pretty freaky and owe much to the minimalist designs of SH2. The music and sound are good as ever, and the game uses lots of blurry and grainy effects to enhance the sense of unreality and dread. After the rather overblown SH3, it's nice to see a return to subtle, cerebral horrors. Yes, the gameplay is tedious at times, but the atmosphere is dead-on in most respects. And as I like these games for their atmosphere, I was satisfied.

I must warn readers: the altered gameplay aspects that I liked may have other people tearing their hair out. However, once you accept that this is a different kind of Silent Hill game, you'll realize that at heart, it's just as rich and unsettling as previous games. I would say that it's worth your time.



3 out of 5 stars Stuck in the middle(or in this case the Room)   September 22, 2008
After a few playthroughs I'm still not sure if I like The Room or not. The gameplay is comparitively good for a horror game unless you count the camera hiccups, but what survival horror game doesn't have those? What really annoyed me are the monsters called Victim ghosts. No matter how much you hack, whack, zap or shoot them they always get back up again. Now the idea itself is good but the problem for me was that there are areas where you have three or four of them chasing you at one time which forces you to run and in turn (for me at least) making you miss some important items or weapons. The only way to get rid of them is to use a special item called a Sword of Obedience. There are only 5 throughout the game and the last one is useless because in the final area( where it is) there are only one or two ghosts. Otherwise the monsters are inventive although they don't represent any sort of psychotrauma like SH2 or Origins. Also the second half of the game can get tedious as you have a companion that is much slower than you and sometimes you are required to run from an invincible enemy. But on the flip side the puzzles are interesting(and in one case amusing) and the files are downright creepy and disheartening for your character. And about the storyline/endings; by the time you find out why exactly all this is happening you get a sense of "Seriously?...." And there is no joke ending which is a series staple. So all in all The Room is a decent game, as long as you don't expect too much.


2 out of 5 stars Average at best   May 17, 2008
 1 out of 1 found this review helpful

I ordered this game back in April when I was still looking forward to playing it as it was the only game in the Silent Hill series I hadn't gotten around to exploring yet, but when it arrived I found it to be rather disappointing and haven't really played it since.
I want to start with the first thing that really got to me, which was just how underwhelming the protagonist is. While Harry was searching for his daughter, James his dead wife, and Heather for answers after being trapped in Silent Hill, so-and-so simply finds himself trapped in his apartment. I say so-and-so because I can't even recall his name. Sure I could spend a couple seconds looking it up but honestly I couldn't care less since he seems to possess the emotional depth of flatware set and doesn't truly deserve to be called anything other than one dimensional.
Sure it's a bit 'creepy' I suppose, since the door is chained shut from the inside and none of the windows will open either, but I just didn't feel like he was giving it his all. Perhaps I would have been a bit happier to see a brief cinematic of him attempting to break the glass with a chair or something, but his internal dialog itself is so drab and awful that it made me adamantly believe that he himself was more apathetic to the current situation than I was.
The rest of the cast consists of a random person that dies about ten minutes into the actual game, some antagonist named Walter, and a neighbor girl who can be stalked and scrutinized via your door's peep-hole along with a small hole in the wall. My hypothesis would be that these are the only relevant characters within the game since previous Silent Hill tiles had a similarly small cast that worked rather well, but then again this title seems to be bent on systematically destroying the things that made the series great in the first place. I really don't know since I only made it past the first area, and quite frankly didn't give enough of a s*** to find out.
The gameplay itself remains semi-intact, the same run/aim/shoot setup, but now you have the ability to switch weapons on the fly and hold down the fire button with melee weapons for a charged attack. Not that any of this matters what so ever since 70% of the enemies I encountered were ghosts who could not be killed anyway. It isn't all ghosts and such though since I stomped on some leopard things that seemed almost like they were phoned in, and some humanoids lashed at me from the walls of an escalator; but that's about it. The really sad part is that the ghosts don't really even attack you, they just drain your health by being within a certain distance of you while exerting an aura that seems to say "I'm killing you, but I'm not really into it".
While this can induce sequences of panic if you like to take acid while playing your games, it usually just results in sequences of "meh" as you run through the level to escape them. The whole thing really dampers the entire 'exploration' aspect of the game, since chances are you'll spend more time just running from them instead of using a special item that keeps them stationary (yes, I am aware that said item exists, but it only lasts until you leave the room, and there aren't many anyway) in order to take in the rather poor level design in all its grandeur.
Where the Silent Hill of old had very a atmospheric aspect that seemed to isolate you from the rest of the world, this b****rd son takes an alternate route by placing you in a world you can't interact with directly. Although the idea is that this would have the same effect, I felt more like I was playing as Howard Hughes and began to harbor the notion that my character simply didn't enjoy social interaction, opting instead to barricade himself within his own home in the hopes of escaping the world around him.
No matter how many ways I tried to slice it to convince myself I was having fun, I wasn't. I really didn't enjoy running from ghosts, wandering aimlessly around a subway work area, or listening to my characters contrived little thoughts. There was absolutely nothing I found to be engrossing in this title and how it manages to get such good reviews ruins my mind. You could try to come off deep and say this is a "psychological horror" title, and maybe I just don't "get it" but I'm willing to risk the 'unhelpful' votes and call it out on the piece of rubbish that it is.
It seems that every time a title arises that breaks free of the constraints previously placed on a genre by other titles and distinguishes itself from the rest of the tripe, said title must then become a series and be whored out for all it's worth. I'm glad that that the Silent Hill series gave us two and three but this is the kind of sequel that makes me wish to God that there was a law against producing more than three titles in a given series.
If you want to swing a steel pipe at the same enemy, while running around a bland world for four or five hours, intermittently taking breaks to return to your place to save and replenish health; go for it. More power to you. You've obviously been tempered in raw sewage and won't be phased by it. On the other hand if you want something with substance that delivers on the chills spend your scratch on number two instead, or check out the Fatal Frame trilogy.



2 out of 5 stars ABC: Apathetic, Boring and Cantankerous   May 14, 2008
When you get a series like Silent Hill, your expectations for it are going to be pretty high. But every now and then a famous developing team with a famous series decides to change things around to attract new players and also to mature the series into something different rather than remake the same game. The only problem is that game developers causing a game to mature will often lend themselves to immaturity in lieu of innovation and by handing out a game to new fans, their own expectations for the game to deliver any semblance of emotional value said series was responsible for will have died out. All of this lies in the case of Silent Hill '4' The Room, quite possibly the worst fourth game in ANY series ever conceived next to Resident Evil 4 and quite possibly the worst Silent Hill game ever made featuring the dumbest subtitle ever to support the main one (The Room?? That doesn't sound ominous at all, it sounds boring... and it is).

The Room has taken a lot of different steps in order to make itself stand out from Silent Hill games, almost to the point where if you compared the two it would be hard to tell they're related. The Room doesn't depend on thick fog or thicker darkness to establish fear, rather it depends on one claustrophobic room pitched in a very dull First Person Perspective that encounters goofy low-budget haunted house noises whenever you approach something evil and doesn't inspire any feeling of being trapped despite that sense being pivotal to the plot as well as very large, bright and wide open alternate areas that are visited through a hole in the wall.

The enemies especially show little semblance to a Silent Hill game as you fight zombie dogs that scream like monkies and cats whenever they get hurt, two headed zombies that make low budget ape noises and tall female zombies in torn mini-skirts and bras wielding sticks who burp every time you hit them... yes, burp.

You even run into ghosts who, like most video game ghosts, are the cheapest, overly powered, silliest enemies you'll ever encounter in a game. Every time you get close to them, they hurt you. You can't fight them effectively without getting hurt in return even when you do wear special gift store items to guard yourself from them, but here's the biggest downer: they're everywhere. They're like Nemesis on that regard in that they follow you everywhere you go. Some of them aren't even that scary. The one that's set on fire just looks like a guy in black make-up with fake fire around him that causes more slow-down than a DreamCast racing game and one of the ghosts is a huge Ju-On/Ringu rip-off. Even weirder is that they all want to kill you for reasons the game never establishes; they have no goals, they have no purpose... they're dead people, why are they here?! And why do they all make only one noise when they chase you?

You'll notice right away that Team Silent just dug through a low budget sound effects library to deliver the game's atmosphere, some of the noises you've heard so many times in previous games they're common place. It's not a good sign when the first noise you hear is a scream you've heard in Super Nintendo and 989 Studios games. But enough technical faults, lets get to the aesthetics.

Silent Hill has always had a good idea of what a protagonist in a horror game should be like, but apparently they ditched that too by replacing the usually charismatic, occasionally emotional, but well spoken and always empathetic protagonist with a dull, mumbling, unimaginative, stoic, idiotic, anti-climactic... thing. Okay, maybe I'm making a big deal about this, but I'm not kidding when I say that the main character in this game would've been more poignant and effective if they had replaced him with a piece of card board or a brick or a tree stump. This man is DEVOID of human emotions. For what reason I don't know. The manual describes him as a boring dude, he ACTS like a boring dude and he never EVER gets interesting. Of course I can't blame all this on the hero, apparently all the other NPCs tend to be just as one dimensional, but at least some of them were more interesting than the hero and actually had a personality! I personally have never wanted to see a grown man being constantly showered with acetic acid, but if it's the main character of Silent Hill 4 we're talking about, then tell me where the ticket booth is!

Well apparently the plot isn't about him or the other characters, no-no, it's about someone else. Silent Hill loved the concept of 'sympathy for the devil,' but Silent Hill 4 tries something so alien, so different and unique that it's practically ineffective. Don't you hate it in horror media where the writers think it would be really scary if serial killers were winging, emo, religious, long haired super men whose motivation for killing is so crystal clear and perfectly explained that the character doesn't even feel insane? Well, expect that in Silent Hill 4 because the antagonist is all of that and is anything but scary, especially when you consider his origins are dependent solely on continuity errors, faulty factual assumptions and memos that treat its audience like an idiot. Much like the protagonist, the antagonist is also a formless, emotionless, cold lump of clay which makes sense for a killer I guess, but does so little to boost empathy for that character despite the fact that the game treats him like a tragic victim of society. Personally, any antagonist that hounds you throughout levels wielding two pistols who can't actually be killed permanently is the kind of character I'd rather watch get processed through a pastrami slicer.

It's actually hard to get into how bad the game play is in this game without spoiling the events in the story and considering the game takes place in an entire day the events are so constant and hurried that it's practically hard to absorb (or even believe) any of it, but the game design needs elucidation for those who don't know of the lurking horror that is The Room's game play.

In order to progress in the game, you have to shift between reality and the trade mark 'Other World' by going into a hole in your bathroom. While this feature is unique and creepy the first time around, being overly exposed to the feature on a minutely basis breaks the atmosphere considering how many times you literally have to go back and forth between reality and the Other-verse.

Some of the back-tracking adds to this as well seeing how you will have to use different elements in your apartment that you apparently can't find in the Other World despite the fact that I'm pretty sure you could clean a filth encrusted toy key by, you know, wiping the dirt off.

The Otherworld is literally broken up into distinguishable levels that are all separated by different sections that ultimately break the desire for exploration; in the first two games, you could literally explore an entire town while following the linear story line, but The Room practically locks you in a cage and sends you down a conveyor belt.

Much like Resident Evil 4, Silent Hill 4 depends on the 'innovation' of having the players play the role of alpha male for that arbitrary reason that players love the idea of the brutish, dark-haired, inhuman main character scoring with a hot, foxy young woman in a mini-skirt who couldn't protect herself with a tooth pick, but thankfully unlike Resident Evil 4, the female in Silent Hill 4 can actually protect herself after being severely injured (dayumn) and is so motherly and intelligent that she ends up being the best character in the game! All of this kind of wears off however when you consider the emotional connection between an emotional woman and a living, breathing piece of petrified crap and the fact that you have to save her by keeping her from fighting, thus helping you. At least in this case you can't blame her for running slower than you seeing how she has a sprained ankle.

You will also have the option of saving this person from a lingering danger over their head. While looking after her was a seemingly mindless chore, I felt naturally inclined to do so because with the escort-mission aside she was the only character in the game I didn't genuinely feel like jumping into the screen and incinerating them with a flamethrower out of unbridled rage, so saving her was a must for me. However, in order to do this you have to use items that take upwards to half a minute to heal her and considering that she just gets more affected a minute later and if you let her fight even once past the third revisitation you're going to be spending a lot of time healing her which means sitting around scratching your nose waiting for nothing to happen.

Even saving your game gets to be obnoxious because you only have one save point and at later points in the game said save point will be guarded by things that can hurt you and even kill you if your not careful.

But you know what the worst aspect about this game is? The endings. All of them. Each and every one of them are devoid of a climax, emotion, dread, accomplishment... even sense and logic.I've played games where your only ending is repeating the entire game over again for no reason, I've played games where all you get is a text saying 'Congratulations, you won' and I've played games where the only ending is a still image where the credits scroll up... and those... ALL of those endings were art compared to the endings of Silent Hill 4 The Room.

Ultimately I found this game to possess the dreadful ABC of gaming that it was so Apathetic, Boring and Cantankerous that I couldn't logically find myself playing it out of fear or interest without wanting to turn it off and play one of the many Resident Evil Clones from the 1990's even if they weren't that good and a game that I end up playing only so I can protect the jiggly young woman in the mini-skirt and hope the hero ends up dying in the process isn't a game dedicated to being scary or involving.

Silent Hill 4 the Room was not a fun or scary experience for me and was about as insulting to my patience as it was to my intelligence, but if you like blatant Ringu knock-offs, boring, brown haired, emotionless heroes and more plot line movie rip-offs for the sake of originality in a horror game then dig right in. Personally, I think there's enough of this trite in horror movies today, so why bother?



1 out of 5 stars another overrated Silent Hill game   April 28, 2008
 0 out of 1 found this review helpful

Though I admit the premise is intriguing, and the atmosphere is spooky as hell, there is very little real substance to the game, and I'm not sure why I continue to play these Silent Hill titles. Lots of walking around whacking these creatures with a plank of wood... That's not my idea of fun gaming, and I find it disappointing that in some ways Silent Hill has set the standard for survival horror lower than it should be. They all pale in comparison to other games in the genre like Fatal Frame, Resident Evil, and Clocktower.

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