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Silent Hill 2

 
Games: Silent Hill 2

Game Description

Silent Hill. Its very name conjures up a sense of mystery, and within some, a sense of dread. But not for everyone. For some people, Silent Hill is a place of happy memories, maybe the last pleasant memories that they've ever had. James Sutherland's wife was such a person. She seemed drawn to Silent Hill and always wanted to return. She didn't have a chance after she became ill and died. And yet, maybe she does have that chance, because now, three years after her death, James Sutherland has received a letter from his late wife, urging him to come meet her. In Silent Hill.

Story wise, Silent Hill 2 is only a loose sequel to the 1999's critically praised survival horror game. The infamous town in question is the setting for both games, but other than that, only the thinnest of plotlines connect the two games. Silent Hill 2 features an all-new protagonist and cast of characters, and the plot is strikingly different from the first. The nature of the game, with its survival horror basis wrapped in fog-drenched mystery, remains similar.

In the game, you control James, who has come to town to find out why his dead wife beckoned him to Silent Hill. James tells himself the letter is not real, but he's still compelled to visit the town, perhaps by forces he cannot comprehend. Along the way, he'll meet other characters that have come to town for their own personal reasons. There's Angela, a young moody woman who's searching for her parents; Maria, a mysterious woman who looks very much like James' late wife; Laura, a snotty little girl who seems to try and impede James' progress at every turn; and Eddie, a large, stupid man whose fear seems to be hiding something deeper.

Although the plot weaves around these characters and eventually reveals their inner natures and motivations, this isn't a soap opera -- there are also plenty of monsters to do battle with, and a greater darkness to uncover. To fight these gruesome beings, some of which are making a return appearance and some that are brand new, James will have to locate different weapons and ammunition, such as the handgun, shot gun, and rifle. And there will also be plenty of puzzles to solve that require a player's wits as well as their ability to discover and combine various items hidden around the town.

While Silent Hill 2 retains the multiple endings of the first game, these different endings are more focused on the plot, and how you achieve them is more tied in to how you actually play the game. There are four different actual endings and an additional secret one that won't be spoiled here. Each of these endings is unique and provides more of the story to this dark town. Also included to encourage players to keep going through the game are multiple difficulty levels for both fighting and puzzle solving. In addition to this, players who play through the game enough times will be able to discover new hidden objects, as well as special weapons such as the chain saw, which severs enemies completely in half.
~ Jon Thompson, All Game Guide

Review: Overall

The original Silent Hill was the first game to challenge Capcom's Resident Evil series in terms of showing off what a survival horror game could be. Konami did its best to bring some real horror to the genre, mixing up gruesome monsters and a heavy dash of the occult to create something that felt quite different. Silent Hill 2 suffers a bit from being too close to its predecessor in terms of gameplay, but it does manage to scare up enough dread to be a worthy game for fans of the genre.

The atmosphere of Silent Hill 2 is not quite as thick as it was the first time around. The world shifting used in Silent Hill is scaled back here, and only happens a couple of times. Even then, the change isn't quite so significant and disturbing as the first time around. Some might argue this more subtle approach might be preferable to the "corpses hanging in cages" motif of the previous game.

The overall sense of urgency and fear has also been greatly reduced thanks to the game's lower difficulty. There's always plenty of health and ammo scattered about, and there's no equivalent to the skinless men from the first game who would pursue you with such veracity that you couldn't help but be fearful. Most of the creatures you discover are easily dispatched with a few bullets, and you'll never run low enough on ammunition to worry about shooting them instead of fleeing.

Even the puzzles are relatively simple to solve, although there are a few clever tricks up the title's sleeve. Mostly, however, the game falls back on the "scavenger hunt" feel that survival horror so often relies on. Despite their simplicity, many of the puzzles are at least interesting in their overall design, and the game's quick pace actually becomes a positive as you play through it more than once.

Combat is a bit of a drag, with no real skill involved other than pressing the attack button over and over. It is usually more advantageous to run away from common enemies and save your ammo for the big guys. The bosses are little more than eerie set pieces, since most can be easily beaten with a barrage of gunfire.

Graphics are a mixed bag. The volumetric fog effect looks amazing from a technical point of view, but often it feels like too much by drowning out all of the surroundings. And the graininess of the visuals, done to increase the coarse tone of the game, seems to hinder the visuals more than it helps. The overall design, however, much like the first Silent Hill, is quite well done and detailed, with an impressive. There are everyday objects scattered about to give the town a real sense of having been lived in, and then abandoned at a moment's notice.

The sound of Silent Hill 2 is excellent, with ambient noises and wicked screams that will send chills up your spine. While the sounds are often kept to a minimum, and you'll often find yourself playing in silence, those noises and music tracks that are present only serve to enhance the dread that permeates the game.

Even though it might not be quite as intense and certainly emanates an entirely different mood, Silent Hill 2 is worth the ride due to a compelling storyline that is easier to follow than the first, with a more direct narrative and defined endings. There will still be plenty to guess and decide for yourself within the plotline, but the game gives you enough to chew into. In addition, big fans of the first game will be pleased to find that there's a lot more to learn about the sleepy little town of Silent Hill and its twisted history. It will take a handful times through the game to gather all of the information that it has to offer.

Silent Hill 2 feels a bit rushed, and although it might not live up to the dizzying horror of the first game, it packs enough of its own punch to make it a worthy sequel. Fans of that first game or anyone who's looking for a good scare on the PS2 should give it a try.
~ Jon Thompson, All Game Guide

Review: Enjoyment

You've played this game before, maybe many times, done the same things and fought in the same awkward way, but with Silent Hill 2, the world is frightening enough and the storyline compelling enough to let you enjoy the experience.
~ Jon Thompson, All Game Guide

Review: Graphics

While some might suggest that the graphics are sluggish and bland, the detail within the game is quite outstanding. While the fog does tend to pile on a bit thick, the mood conjured up by the visuals is perfectly suited for this dark and sinister world.
~ Jon Thompson, All Game Guide

Review: Sound

It doesn't seem quite as revolutionary as the first Silent Hill, and some of the nasty and eerie sounds feel a bit forced and contrived at many points. But still, for raw fear value, the sounds do enhance the tense gameplay.
~ Jon Thompson, All Game Guide

Review: Replay Value

The game has multiple endings, each unique and each shedding further layers away from the mysteries of {*Silent Hill} while adding new strangeness to the series. Multiple difficulty levels in puzzles and health only serve to help that feeling out.
~ Jon Thompson, All Game Guide

Review: Documentation

The full-color manual is designed with the same raw darkness as the game.
~ Jon Thompson, All Game Guide

Production Credits

Company 1: Konami Computer Entertainment Tokyo; Director: Masashi Isuboyama; Art Director: Masahiro Ito; Scenario Writer: Hiroyuki Owaku; Drama Director: Suguru Murakoshi; Sound Director: Akira Yamaoka; Graphic Engine Program: Norihito Hatakeda; Character Program: Yuki Mizuochi; Collision Program: Yukinori Ojima; Converter Program: Kazumasa Ogiso; Drama Program: Hiroyuki Owaku; System Program: Kazutoshi Sugai; Monster Program: Hideyuki Fujii; Shadow Program: Hayato Fukushima; Camera Programmer: Satoshi Kikuchi; Effect Program: Hidehisa Harada; Sub Program: Taku Otani, Naoto Ohashi, Hiromichi Ito; Tool Program: Makoto Hiura; Sound Program: AKI; Monster Designer and Modeling: Masahiro Ito; Character Modeling: Shingo Yuri, Sachiko Sugawara, Minako Asano; Town Design and Modeling: Masashi Tsuboyama, Atsushi Ono, Motomi Minowa, Mayuko Yano, Hitomi Namatame, Jun Inoue, Hiroto Yamaguchi, Yuko Ito, Takayuki Ando, Jun Suzuki; Room Design and Modeling: Takamitsu Nemoto, Yasunori Kanetake, Yumiko Fujishima, Masako Murakata, Takayuki Fujiki, Runa Sugiyama, Noriyoshi Sato, Hieko Ogura, Kyohei Yamaguchi, Tomohisa Koike, Takeshi Miura, Hiroshi Koyama; Character Motion: Yuichi Kobayashi, Shigeru Kobayashi, Nakazawa Kazuhide; Drama Animation: Suguru Murakoshi, Atsushi Sakamoto, Atsuya Tanaka, Ray Matsumura, Shiro Kanemori; Still Picture: Takashi Ito, Tomoko Morohoshi; Item Design and Modeling: Eiichi Ito, Tomoko Furukawa; Logo And Package Design: Daisuke Nakayama; CGI Movie Editor: Morio Kishida; Publicity: Taro Miyake, Osamu Shigeta, Kanako Nakahara, Noboru Sakaue; English Supervisor: Jeremy Blaustein; Translator: Jeremy Blaustein, Kaz Nirasawa; Casting Coordinator: Haruhiko Inaba; Motion And Voice Actor: Guy Cihi, Monica Horgan, Donna Burke, David Schaufele, Jakey Breckenridge, Dominic Allen, Dennis Falt; Motion Capture Studio: Sakuratei; Voice Recording Studio: Omnibus Japan; Music And Sound Effects: Akira Yamaoka; Character Design: Sato Sato, Kazuhiko Ninomiya, Mychael Miller, Yukito Kurita, Lucas Aceituno; Technical Support: Munehisa Konami; Producer: Akihiro Imamura, Ken Ogasawara; Executive Producer: Gozo Kitao; Company 2: Konami Corporation (Tokyo); International Manager : Kaz Nirasawa; Translator: Kaz Nirasawa; Company 3: Konami Of America, Inc.; Producer: Ken Ogasawara; Product Manager: Jason Enos; Associate Product Manager: Wilson Cheng; EVP Sales Marketing Operations: Dick Wnuk; VP Marketing: Chris Garske; Director Of Marketing: Rick Naylor; Senior Manager Creative Services: Monique Catley; Production Coordinator Creative Services: Lee Allison Verdeckberg; Director Of Public Relations: Chris Kramer; Senior Public Relations Specialist: David Chen; Director Of Marketing Communications: Cherrie McKinnon; Marketing Communications Coordinator: Candace McDonald; Web Coordinator: Satoko Hozumi; Silent Hill 2 Website: Media Revolution; Customer Services: Jamal Carter, Mark Gonzalez; QA Manager: Michael Klug; Tester: Ian Rosenfield, Ian Marsden; QA Liason: Kengo Kishimoto; Packaging And Manual Design: Department - X; Additional Packaging Design: Sato Works USA
~ Keith Adams, All Game Guide
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Wikipedia: Silent Hill 2
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Silent Hill 2
North American cover art
Developer(s) Konami
Team Silent
Creature Labs (PC)
Publisher(s) Konami
Designer(s) Masashi Tsuboyama
Composer(s) Akira Yamaoka
Series Silent Hill
Platform(s) PlayStation 2, Xbox, Microsoft Windows
Release date(s) PlayStation 2
NA September 24, 2001
JPN September 27, 2001
EU November 23, 2001
Xbox
NA December 20, 2001
JPN February 22, 2002
EU October 14, 2002
Microsoft Windows
NA December 2, 2002
EU February 28, 2003
Genre(s) Survival horror
Psychological horror
Mode(s) Single-player
Rating(s) ESRB: M
BBFC: 15
Media CD, DVD
System requirements Pentium 700 MHz processor, 64 MB RAM, DirectX 8.1, 8 MB DirectX-compatible 3D accelerator, DirectX-compatible sound card, 1.8 GB HDD space[1]
Input methods Gamepad
Keyboard and Mouse

Silent Hill 2 is the second installment in the Silent Hill survival horror series. The game was released in late 2001 on the Sony PlayStation 2 and was ported to the Microsoft Xbox later that year and PC the following year.

While the game is staged in the series' namesake town, it is not a direct sequel to the events and characters of the first Silent Hill game, and is staged at an undetermined date between it and the third game.[2] This entry takes insight into a new character, James Sunderland, who enters the town after receiving a letter written by his late wife Mary, saying she is waiting for him in their "special place" in Silent Hill.

The game received favorable reviews and was a commercial success.

Contents

Gameplay

James, set to attack, encounters a Lying Figure in the foggy streets of Silent Hill.

The game is shown from a third person perspective, with various camera angles for different areas of the map in contrast to simply always having the player view the game from behind the back of the playable character. The main screen does not feature a heads-up display, so exact information on ammunition and health can only be checked by pausing to view the item menu screen; however, limited information on James' health is conveyed in-game through increasingly frequent controller vibrations as his health becomes lower. There is also no mini-map, and consequently, maps have to be checked through a separate function. Maps must be collected throughout the game like other items, and can only be read if there is sufficient light or when the flashlight James finds is working. James will update relevant maps to reflect locked doors and obstructions, and during the labyrinth will actually draw a new map himself while the level is being navigated if the flashlight is on. James will also write down the content of all documents in a notebook for future reference. This gives the player a very simple view of the way the map is used.

Much of gameplay consists of navigating the town, with less focus on killing enemies and more on finding keys or other items to bypass doors or other obstructions. Occasionally puzzles will be presented, often with riddles left for the player to interpret. The difficulty levels of the enemies and the puzzles are determined independently, giving players the option of having weak enemies while being faced with extremely cryptic riddles or vice-versa.

There are two control types for the game. The default control is called 3D mode. In 3D mode, James will move in the direction he is facing when the player tilts the analog stick upwards. For instance, if James was facing the bottom of the TV screen, and the player tilted up on the analog stick, James would walk towards the bottom of the screen. The second control type is called 2D mode. In 2D mode James will walk in the direction the player tilts the analog stick.

Like the original game, James keeps a radio with him which alerts him to the presence of creatures by emitting static, allowing him to detect hostiles even through the thick fog. The sound of the static will change slightly depending on how many creatures are approaching and how far away they are. There are a total of six weapons available, three melee weapons and three firearms, with another two unlocked during replays. Nearly all the enemies use short-range attacks.

Plot

James in the opening cutscene.

The game follows James Sunderland, who arrives in Silent Hill after receiving a mysterious letter from his wife, Mary, who died from an illness three years ago;[3] the letter beckons him to their "special place", although James can only assume its meaning.[4] As James explores Silent Hill, he encounters others searching the town. Angela, whom he meets at the beginning of the game, has also just arrived to look for her mother,[5] but in later encounters, seems to be depressed and suicidal; the slow-witted Eddie, meanwhile, seems defensive, and later tends to linger around areas with corpses, though he denies having anything to do with their deaths.[6] Looking for their "special place," James decides to search Rosewater Park,[7] where he meets Maria, a woman who strongly resembles Mary, but with a more provocative outfit and personality.[8] She claims that she has never met or seen Mary and, as she is scared, James allows her to follow him. James also briefly encounters a young girl named Laura, who seems to have no knowledge of the dangers of the town, including the monsters.[9]

James meets Maria at Rosewater Park.

While looking for Laura inside a hospital, James and Maria are ambushed by a fearsome monster called "Pyramid Head", and Maria is killed by the monster just as James slips between the closing doors of an elevator;[10] James nonetheless resumes his task of finding Mary, and chooses to search the old Lakeview Hotel, where he and Mary spent their vacation.[11] While en route, James inexplicably finds Maria alive, unharmed and locked in a prison cell.[12] She greets him with a lascivious pose, claims ignorance to their previous encounter, and discusses elements of James and Mary's past that only Mary would know.[13] Reaching the prison cell, he finds her dead once more with injuries that hint she was beaten to death.

Traveling deeper into the underground catacomb, James saves Angela from a monster whom she calls "daddy"; she confesses that her father used to molest her,[14] whilst a newspaper article that James finds implies that Angela stabbed her father to death. Further on, James confronts a gun-wielding and insane Eddie, who admits to maiming a bully and killing his dog before fleeing to Silent Hill;[15] James kills him in self-defense when he attacks. Mary's letter reverts to a blank piece of paper, calling into question whether or not James actually received it, or if the letter was all in his mind.

At the Lakeview Hotel, James locates an old home-made videotape, which depicts him smothering and killing his dying wife with a pillow,[16] much to the horror of Laura, who was friends with Mary in her time at hospital. At this point in the game, the letter from Mary vanishes entirely from the envelope. In another room, a final meeting with Angela sees her giving up on life, and disappearing into the flames of a burning staircase to presumably commit suicide, unable to cope with her guilt any longer.[17] The two Pyramid Heads reappear, along with Maria who has been resurrected once more; as she is killed again by being stabbed with the spear, James finally realizes that the Pyramid Heads were created because he needed someone to punish him. The envelope from Mary finally disappears. Accepting this, he defeats them, and makes his way to the rooftop, finally reaching what seems to be Mary. Depending on the choices made by the player throughout the game, this may be either Maria disguised as Mary[18] or Mary herself.[19] After the player defeats the final boss, one of several endings play, depending on the player's actions.

Silent Hill 2 does not have a canonical ending, and official statements from Konami have kept the canonicity of the ending ambiguous,[20][21] although the fourth installment of the series alludes to the idea that James disappeared when he went to Silent Hill. In the Leave, In Water, and Rebirth endings, the woman in the room is Maria once again, dressed as Mary in an attempt to trick James. James rebuffs her, however, and she transforms into a monster. After he defeats it, the Leave ending sees James have one last meeting with Mary, read Mary's full letter, as well as he and Laura leaving the town through the graveyard, while the In Water sees James drive into Toluca Lake, killing himself in despair; Rebirth, available only during a replay game, will also end with James killing Maria, but the final scene shows him in a boat with Mary's body, planning to revive her using special occult objects the player collects during the game.[22] In contrast, the Maria ending sees Mary as the woman on the rooftop, who has not forgiven James for killing her. After her transformation into the final boss and her defeat, James dismisses her as being just another hallucination. He then discovers Maria, inexplicably resurrected again, and leaves town with her.[23] Maria starts noticeably coughing, implying she has the same illness Mary had suffered from, and the events that drove James to murder may repeat themselves.[24] There are also two "joke" endings available on replay games. The first called Dog ends with James discovering, beyond a normally locked door, a Shiba Inu which has apparently been controlling all the events of the game from a vision mixer, and the second, UFO, is a continuation of the UFO ending of the first game, in which James is abducted by a group of aliens with the help of the first game's protagonist, Harry Mason, who was abducted on the first game's UFO ending.

Born From a Wish

The Born From a Wish scenario is a brief side-story scenario in the special editions and re-releases of the game. In this gaiden story, the player takes control of Maria shortly before James arrives in town, before they meet at Toluca Lake. After waking up in the Heaven's Night club with a gun, and having contemplated suicide, she resolves to go out and find someone. Her wandering eventually brings her to the seemingly deserted Baldwin mansion, where she hears the voice of seemingly agoraphobic owner, Ernest Baldwin. At first Maria is relieved to have found another living human, but Ernest refuses to let Maria into the room where he is and will only talk to her through the closed door. After completing a few small tasks for him, including passing him a birthday card from his daughter Amy, Ernest warns Maria about James, whom he described as a "bad man"; Maria resolves to open the door to Ernest's room, and finds it empty. Leaving, she again contemplates her gun, as well as suicide. After pointing the gun at her head, she abruptly tosses it over a nearby wall and, after whispering James' name, walks into the fog — to Rosewater Park, to await his arrival.

Development

Influences and design

The atmosphere of the game is for the most part similar to the first game, including the abandoned and/or decomposing look of the town and the persistent fog obscuring the streets, but it has been given a more psychological twist. One example of this is James' letter from Mary, which progressively disappears during the game, hinting, as Konami later confirmed, that the letter was not real and merely another part of James' hallucinations.[9] The implication is that, as James slowly began to understand what he did, the illusions of the town begin to disappear. This could also be the explanation for the transformation of the hotel, as when James enters it is mostly intact, but after he sees the videotape he finds it reverts to its true form of a mostly burned-out structure.[25] Other acknowledged attempts to induce a psychological influence on the game include placing Mary's dress in the room where James discovers the flashlight and modelling at least one dead body in the town after James.[26]

The monsters in the game, as well as being more humanoid in design than their counterparts in the preceding game, are acknowledged to have been, for the most part, designed as a reflection of James' own subconscious.[27] At least two creatures, the "Mannequin" and "Bubblehead nurse" are acknowledged to have been created with sexual suggestion in mind, a reflection of James' desires and likely sexual deprivation during Mary's illness.[26][27] Pyramid Head is acknowledged to have been based on the executioners of the town's fictional history and is intended to be a punisher for James.[27] Two exceptions to this theme are the "Abstract Daddy", a reflection of the subconscious and memories of Angela, and the "creepers", which are also seen in the first game.[27]

Silent Hill 2 also incorporates some references to real life events. The creators have said that the name "Mary" came from Mary Ann Nichols and Mary Jane Kelly, Jack the Ripper's first and last victims respectively.[9] Other observers have claimed that Maria's outfit was copied from Christina Aguilera's appearance at the 1999 Teen Choice Awards.[28] Eddie Dombrokski's name was taken from actor Eddie Murphy back during the beginning phases of production when Eddie was originally designed with a pleasantly optimistic personality.[9] The name of Angela Orosco was derived from Angela Bennett, the protagonist of the film The Net, and Laura's from the novel No Language But a Cry by author Richard D'Ambrosio.[9] There are also indications that the layout of Silent Hill has been based on the town of San Bruno, California to a certain extent.[29]

Releases

Silent Hill 2 was first released for PlayStation 2 in late 2001. The original European edition also included a second disc: a "Making-of" DVD video featuring trailers, an artwork gallery and a documentary on the title's development.[30]

The Xbox port was released late in the same year as the PS2 version, on December 20, and the PC version in December of the following year.[31][32] Each region had a different subtitle; the Xbox port was subtitled Saigo no Uta (最期の詩?, lit. "Poem of the Last Moment") in Japan, Restless Dreams in North America, and Inner Fears in Europe.[33][34] The ports also contained additional material. James' scenario was given a sixth ending and an additional sub-scenario titled "Born from a Wish" was included. This mini-game is shown from the perspective of Maria, which explains her background before she met James in the main game.

This revised version of the game was ported back to the PS2 and PC and billed as a director's cut under both the "Greatest Hits" and "Platinum" labels depending on location.[33][35]

The PC version of Silent Hill 2 was released in December 2002, ported by Creature Labs and published by Konami.[36] The PC edition is equivalent to the Xbox port, including the Maria scenario and the extra ending. The port generally received worse reviews due to its controls, which were keyboard only, mouse support limited to menu and map navigation, although the game had support for a USB controller. Other added features included the ability to save anywhere, quicksave and quickload, and a movie menu to view trailers for Silent Hill 2 and Silent Hill 3, as well as any ingame movie once seen by the player.[37]

Reception

Reaction to the game was generally favorable. Rating aggregation site Game Rankings gives Silent Hill 2 an average rating of 86% for the original PS2 version[38] while giving the expanded Restless Dreams version 82% on Xbox[39] and 90% on PS2.[40] MetaCritic gave the original PS2 version an average rating of 89%,[41] and an average of 84% for the expanded Xbox version.[42] GameSpot UK gave the PS2 and Xbox versions ratings of 7.7[43] and 7.9[44] out of 10 respectively. A review by IGN for the original PS2 version praised it as "a damn scary game, entirely worth every last cent."[45]

The PC ports typically were given lower ratings than the other consoles. The original PC port holds a rating of 72% on Game Rankings[46] while the expanded version holds a rating of 6.2[47] at GameSpot, with the score lowered by the categories of "Gameplay" and "Tilt" (the latter category being an abbreviation of "Reviewer's Tilt" and apparently directed at other criteria including the plot.)[48] A 2003 review on GameSpy claimed that some of the problems with the PC port came from the difficulty in controlling the character, especially when some of the more unusual camera angles were used.[49] A similar point was made by another IGN reviewer in December 2002, suggesting that "Keyboard play is possible, but not advised."[50]

By the end of October 2001, Konami had announced that over a million copies of Silent Hill had been sold.[51] Since then, Silent Hill 2 has also been re-released as a Greatest Hits game.[52]

In 2006, G4TV's X-Play declared Silent Hill 2 to be the number 1 of the "Scariest Games of All Time".[53]

Other media

Music

Silent Hill 2 Original Soundtracks

Silent Hill 2 Original Soundtracks was released in Japan on October 3, 2001 by Konami Music Entertainment, Inc. The album contains musical tracks from the game, composed by Akira Yamaoka.

Games

Silent Hill 3 contains several references to the previous game, unlocked if a memory card with a Silent Hill 2 save is being used. In one of these scenes, Heather (the protagonist) discovers something lodged in a toilet, similar to James' discovery. While James can reach in and fish it out, Heather ultimately refuses, turns to the camera, and wonders what sort of person would actually do that.[54] The same save data will also create a poster with Maria on it in the Heaven's Night bar that Heather will notice if she enters it. Another reference is when Heather examines the mail box at her apartment building and says there are no letters from a dead wife (similar to James' incident). The last one is on the rooftop of Brookhaven Hospital. Examining the rear fence prompts Heather to say it is secure and won't fall over, whereas in Silent Hill 2, James is flung at the fence by Pyramid Head and it falls over, James falling over the edge with it. The UFO ending for Silent Hill 3 also features James with Harry Mason (the protagonist of Silent Hill) after his abduction following the Silent Hill 2 UFO ending.

Silent Hill 4: The Room makes multiple allusions to Silent Hill 2. Walter Sullivan was originally mentioned in a newspaper clipping James finds in the apartment complex, and one of the rituals the character carries out involves the usage of the items required for the "Rebirth" ending. Also, a tombstone in the labyrinth area of Silent Hill 2 features the name 'Walter Sullivan'. The character Frank Sunderland is also strongly suggested to be James' father; when studying a picture of Toluca Lake that Frank gave him, Henry, the protagonist, mentions that Frank's son and daughter-in-law went to Silent Hill and disappeared. This could allude to James' fate at the end of Silent Hill 2.

Pyramid Head is featured in Silent Hill: The Arcade, as well as in Konami's New International Track & Field.[55][56] He also appears in Silent Hill Homecoming as a non-combative character, renamed Bogeyman.

Films

The film adaptation of the first game features, among the creatures in the town, a modified version of Pyramid Head. In this appearance, his helmet has been redesigned with one less point than the original game version, and he has been manifested from the perspectives of the film's characters rather than that of James, as he does not appear in the film.[57]

It has been confirmed that a "Silent Hill 2" is being planned but it is unknown if it will be a continuation of the first film, an adaptation of the corresponding game, or a new unrelated story.[58]

References

  1. ^ "Silent Hill 2". GameSpy. http://pc.gamespy.com/pc/silent-hill-2/. Retrieved August 5, 2007. 
  2. ^ Book of Lost Memories (per Translated Memories translation). Konami, 2003. Pg 8-9, "Alessa's History".
  3. ^ James: I got a letter. The name on the envelope said "Mary". My wife's name... It's ridiculous, couldn't possibly be true... That's what I keep telling myself... A dead person can't write a letter. Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  4. ^ Mary Sunderland's letter: Well, I'm alone there now... In our "special place"... Waiting for you... Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  5. ^ Angela Orosco: I'm looking for my mama... I mean, my mother. It's been so long since I've seen her. I thought my father and brother were here, but I can't find them either... Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  6. ^ James: Eddie, who's that dead guy in the kitchen? Eddie: I didn't do it. I swear I didn't kill anybody. Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  7. ^ James: Our ‘special place’... What could she mean? This whole town was our special place. Does she mean the park on the lake? We spent the whole day there. Just the two of us, staring at the water. Could Mary really be there? Is she really alive... waiting for me? Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  8. ^ James: Mary? No... you're not. Maria: Do I look like your girlfriend? James: No... my late wife. I can't believe it... You could be her twin. Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  9. ^ a b c d e Book of Lost Memories (per Translated Memories translation). Konami, 2003. Pg 46-47, "Silent Hill 2 Character Commentary".
  10. ^ James: Maria's dead. I couldn't protect her. Once again, I couldn’t do anything to help. Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  11. ^ James: Well, there’s the hotel, too, I guess. The one on the lake... I wonder if it's still there. Maria: The Lakeview Hotel? Yeah, it's still there. So, the hotel was your "special place", huh? I'll bet it was. Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  12. ^ James: You’re alive! Maria...! I thought that thing killed you...! Are you hurt bad? Maria: Not at all, silly. James: ...Maria? That thing... it stabbed you. There was blood everywhere. Maria: Stabbed me? What do you mean? Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  13. ^ Maria: See? I’m real. Don’t you want to touch me? James: I don’t know.... Maria: Come and get me. I can’t do anything through these bars. Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  14. ^ Angela Orosco: So what do you want then? Oh I see, you’re trying to be nice to me, right? I know what you’re up to. It’s always the same. You’re only after one thing. James: No, that’s not true at all. Angela Orosco: You don’t have to lie. Go ahead and say it. Or you could just force me. Beat me up like he always did. Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  15. ^ Eddie: Do you know what it does to you, James? When you’re hated, picked on, spit on, just cause of the way you look. After you’ve been laughed at your whole friggin’ life. That’s why I ran away after I killed the dog. Ran away like a scared little girl. [...] Then “He” came after me, I shot him too. Right in the leg. He cried more than the dog! He’s gonna have a hard time playing football on what’s left of that knee. Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  16. ^ James: Mary’s gone. She’s dead. Laura: Liar! That’s a lie! James: No, that’s not true... Laura: She... she died ‘cause she was sick? James: No. I killed her. Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  17. ^ Angela Orosco: James. Give me back that knife. James: No... I, I won’t. Angela Orosco: Saving it for yourself? Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  18. ^ James: Mary! Maria: When will you ever stop making that mistake! Mary’s dead. You killed her. Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  19. ^ Mary: Don’t make excuses, James. I know I was a burden on you. You must have hated me. That’s why you got rid of me. James: It’s true... I may have had some of those feelings. It was a long three years... I was... tired. Mary: And that’s why you needed this “Maria” person? James, do you really think I could ever forgive you for what you did? Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  20. ^ Book of Lost Memories (per Translated Memories translation). Konami, 2003. Pg 50-51, "Silent Hill 2 Ending Analysis".
  21. ^ "E3 2001: Silent Hill 2 Interview'". IGN. 2001-05-17. http://uk.ps2.ign.com/articles/094/094863p1.html. Retrieved 2007-01-21. 
  22. ^ James: Mary. You look so peaceful. Forgive me for waking you. But without you, I just can’t go on. I can’t live without you, Mary. This town, Silent Hill.... The Old Gods haven’t left this place.... And they still grant power to those who venerate them.... Power to defy even death.... Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  23. ^ Maria: You killed Mary again? James: That wasn’t Mary. Mary’s gone. That was just something I... Maria? Maria. Maria: What, James? James: I want you... I want you with me... Maria: Are you sure? James: C’mon. Let’s get out of here. Maria: What about Mary? James: It’s okay, I have you. Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  24. ^ James: You’d better do something about that cough... Konami (Team Silent). Silent Hill 2. (Konami). PlayStation 2. (2001-09-21)
  25. ^ Book of Lost Memories (per Translated Memories translation). Konami, 2003. Pg 4-5, "Silent Hill Area Map"
  26. ^ a b Silent Hill 2 making of DVD. 2001
  27. ^ a b c d Book of Lost Memories (per Translated Memories translation). Konami, 2003. Pg 48-49, "Silent Hill 2 Creature Commentary".
  28. ^ "Silent Hill 2's Christina Aguilera Copying Shame". UK Resistance. 2005-06-18. http://www.ukresistance.co.uk/2005/06/silent-hill-2s-christina-aguilera.html. Retrieved 2006-12-28. 
  29. ^ "Silent Hill: Too Close to Home?". IGN. 2001-05-11. http://uk.ps2.ign.com/articles/094/094441p1.html. Retrieved 2007-02-09. 
  30. ^ "Silent Hill 2 special edition in Europe". PS2Fantasy. 2001-11-06. http://www.ps2fantasy.com/news/200111/1005043586.php. Retrieved 2007-01-23. 
  31. ^ Silent Hill 2 (pc:2002) - Metacritic.com. Retrieved on 2006-12-31
  32. ^ Silent Hill 2: Restless Dreams. Gamespot UK. Retrieved on 2006-12-31
  33. ^ a b Silent Hill 2: Greatest Hits - IGN.com
  34. ^ Reed, Kristin. Review - Silent Hill 2: Inner Fears. Eurogamer, 2002-10-2.
  35. ^ uk.Playstation.com - News and Features - "Silent Hill 2: Director's Cut offers cheap chills". 2003-1-14.
  36. ^ Video Games from developer Creature Labs Ltd. - Yahoo! Video Games
  37. ^ Silent Hill 2: Inner Fears Review
  38. ^ Silent Hill 2 - PS2. GameRankings.com. Retrieved on 2007-1-20.
  39. ^ Silent Hill 2: Restless Dreams - XBOX. GameRankings.com. Retrieved on 2007-1-20.
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  41. ^ Silent Hill 2 - PS2. Metacritic.com. Retrieved on 2007-2-7
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  43. ^ Playstation 2 - Silent Hill 2 - Reviews. Uk.gamespot.com. Retrieved on 2007-1-21.
  44. ^ Xbox - Silent Hill 2: Restless Dreams - Reviews. Uk.gamespot.com. Retrieved on 2007-1-21.
  45. ^ Perry, Doug. Silent Hill 2. IGN, 2001-9-25. Retrieved on 2007-1-26
  46. ^ Silent Hill 2 - PC. GameRankings.com. Retrieved on 2007-1-20.
  47. ^ PC - Silent Hill 2: Director's Cut - Reviews. Uk.gamespot.com. Retrieved on 2007-1-21.
  48. ^ Gamespot's Rating System. Retrieved on 2007-1-25.
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  51. ^ "Silent Hill 2 Cracks Million Mark". IGN, 2001-10-31. Retrieved on 2007-1-23.
  52. ^ PlayStation 2 Greatest Hits. PlayStation.com. Retrieved on 2007-1-21.
  53. ^ "Press Release - G4’s X-Play Reveals “The Scariest Games of All Time” in Halloween Special Paying Homage to Saw Trilogy". G4TV. 2006-10-09. http://www.g4tv.com/g4/press/150/G4S_XPLAY_REVEALS_THE_SCARIEST_GAMES_OF_ALL_TIME_IN_HALLOWEEN_SPECIAL_PAYING_HOMAGE_TO_SAW_TRILOGY.html. Retrieved 2008-03-25. 
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  55. ^ Epperson, Justin. Previews: Silent Hill: Arcade. 1UP.com, 2007-02-17. Retrieved on 2007-08-22.
  56. ^ LGC07: New Track & Field on DS celebrates 25 years of competition. Pro Game News, 2007-08-22. Retrieved on 2007-08-22.
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