IMDb RATING
7.8/10
3.3K
YOUR RATING
Henry wakes up trapped in his own apartment. Forced to crawl a mysterious gateway on the wall, he's taken to grisly realities that holds both secrets and answers.Henry wakes up trapped in his own apartment. Forced to crawl a mysterious gateway on the wall, he's taken to grisly realities that holds both secrets and answers.Henry wakes up trapped in his own apartment. Forced to crawl a mysterious gateway on the wall, he's taken to grisly realities that holds both secrets and answers.
- Director
- Writers
- Stars
Robert Belgrade
- Joseph Schreiber
- (voice)
- (uncredited)
Eric Bossick
- Henry Townshend
- (voice)
- (uncredited)
Dennis Falt
- Walter Sullivan
- (voice)
- (uncredited)
Anna Kunnecke
- Eileen Galvin
- (voice)
- (uncredited)
Lisa Ortiz
- Cynthia Velasquez
- (voice)
- (uncredited)
- Director
- Writers
- All cast & crew
- Production, box office & more at IMDbPro
Featured reviews
I'm a huge fan if the Silent Hill series and whilst I fully understand and appreciate why so many fans rate this sequel lower than the others (because it isn't actually based in Silent Hill), I believe it's merits far outweigh their complaints.
Typically with any Silent Hill game it features strange and psychotic creatures, puzzles and battles. The controls are perfectly simple. The story-line is smooth, the characters are intriguing and the voice acting is great. But of course the graphics and the sound effects - just superb! I would not class this as one for novice game-players. It's a notch up in terms of complexity.
Synonymously, the atmosphere is overwhelmingly dark, creepy and VERY unsettling.
There are plenty of scares and frights in this one, and very often you get the feeling the whole game is TOTALLY messing with your head -- Which it is!! Enjoy it with the lights out and the sound turned UP...
Typically with any Silent Hill game it features strange and psychotic creatures, puzzles and battles. The controls are perfectly simple. The story-line is smooth, the characters are intriguing and the voice acting is great. But of course the graphics and the sound effects - just superb! I would not class this as one for novice game-players. It's a notch up in terms of complexity.
Synonymously, the atmosphere is overwhelmingly dark, creepy and VERY unsettling.
There are plenty of scares and frights in this one, and very often you get the feeling the whole game is TOTALLY messing with your head -- Which it is!! Enjoy it with the lights out and the sound turned UP...
Silent Hill 4: The Room is the most unusual entry in a most unusual video game franchise. While earlier installments in the series have focused on stories designed to evoke spine- chilling horror, this fourth chapter in the saga causes much deeper feelings of anxiety and unease. I remember being more traditionally scared playing Silent Hill 2: Restless Dreams, but the underlying, more psychological sensation of existential dread I felt playing this game was something altogether new.
The Silent Hill games have shown a narrative progression by which the nature of the town is expanded upon in each game. In the first two games, your character went to Silent Hill and had his horrific adventure. In the third, Silent Hill itself "came to" the main character of Heather, who merely wanted to have a nice day at the mall. In Silent Hill 4, the town has now invaded your last refuge of security, your home.
You play Henry Townshend, who lives alone in a small apartment in the bustling town of South Ashfield, half a day's drive from Silent Hill. After suffering from inexplicable nightmares, Harry awakens to find that his apartment door has been chained and padlocked shut from the INSIDE. He can't open his windows, and no one, even people standing directly outside his front door, can hear him when he pounds on the door and cries for help.
The game expertly evokes the desperate confusion and lurking fear you would feel if you simply couldn't get out of your house. The strangeness of Henry's situation is underscored by the fact that, tantalizingly, he can see the real world right outside his window, with cars and pedestrians zipping by on a street only fifty yards away. Neighbors in the apartment building opposite his can be seen going about their business (one guy, amusingly, is playing air guitar). The banality of day to day life takes on a whole new meaning when one person is suddenly set apart from it by horrific circumstances he can't understand or control. The next time you're taking a walk down the block, imagine if something terrifyingly Silent Hill-ish was happening to someone in the very house you're walking past, and you're safe outside with no way of knowing. The whole character of the neighborhood will change. That's the kind of thing the Silent Hill series does so well: conveying the deep terror that can result when what is normal and commonplace suddenly and without warning goes all WRONG.
The action begins when Henry discovers that a large hole has emerged in his bathroom wall. As it's the only way out, he must crawl through it, and doing so, finds himself in the decaying, blood-spattered environments of Silent Hill with which the series' fans have become so familiar. But this game offers alarming differences. Some of the creatures that menace you -- like the ghosts that look more like floating paralyzed corpses -- can't be killed, and others -- like the two-headed babies that walk on adult arms -- are so bizarre they beggar imagination. You're also limited in what you can carry, and the only place you can save your game is in your apartment, a safe haven you can return to through holes in walls spread throughout the levels. But even that safe haven isn't safe for long.
In earlier games, the horror, while nightmarish, was still rooted in a sense of realism that, in turn, created realistic horror. You'd walk down dark corridors or misty deserted streets armed with a flashlight and your weapon. But here, the environments are more outrageously surreal, as if you're literally wandering through a bad dream. Spiral staircases seem to float in thin air. A enormous woman's face peers at you from a hospital wall. Living tendrils of no discernible biology dangle upwards from the floor to bar your way. Wheelchairs zoom down corridors by themselves, as if it were a freeway for paraplegic ghosts. It's as if the game designers just decided to let Salvador Dali loose with 3D rendering software and instructions that he was to exercise no restraint at all in coming up with ways to freak people out.
Sometimes it gets a little TOO weird. At times I found myself less frightened by this game than morbidly intrigued; I was actually interested in getting to certain rooms just to see what kind of crazy thing I'd encounter next. In that sense, I'd have to say the earlier games work a little better as pure, edge of your seat, bloodcurdling horror. But Silent Hill 4 still does a bang-up job of generating an entirely different kind of fear, one that doesn't so much leap out at you from the dark as crawl deep into the back of your mind and lurk there.
I leave you with two pieces of advice. One: if you're new to the series, don't start here, start with 2 and 3. Two: don't take the doll.
The Silent Hill games have shown a narrative progression by which the nature of the town is expanded upon in each game. In the first two games, your character went to Silent Hill and had his horrific adventure. In the third, Silent Hill itself "came to" the main character of Heather, who merely wanted to have a nice day at the mall. In Silent Hill 4, the town has now invaded your last refuge of security, your home.
You play Henry Townshend, who lives alone in a small apartment in the bustling town of South Ashfield, half a day's drive from Silent Hill. After suffering from inexplicable nightmares, Harry awakens to find that his apartment door has been chained and padlocked shut from the INSIDE. He can't open his windows, and no one, even people standing directly outside his front door, can hear him when he pounds on the door and cries for help.
The game expertly evokes the desperate confusion and lurking fear you would feel if you simply couldn't get out of your house. The strangeness of Henry's situation is underscored by the fact that, tantalizingly, he can see the real world right outside his window, with cars and pedestrians zipping by on a street only fifty yards away. Neighbors in the apartment building opposite his can be seen going about their business (one guy, amusingly, is playing air guitar). The banality of day to day life takes on a whole new meaning when one person is suddenly set apart from it by horrific circumstances he can't understand or control. The next time you're taking a walk down the block, imagine if something terrifyingly Silent Hill-ish was happening to someone in the very house you're walking past, and you're safe outside with no way of knowing. The whole character of the neighborhood will change. That's the kind of thing the Silent Hill series does so well: conveying the deep terror that can result when what is normal and commonplace suddenly and without warning goes all WRONG.
The action begins when Henry discovers that a large hole has emerged in his bathroom wall. As it's the only way out, he must crawl through it, and doing so, finds himself in the decaying, blood-spattered environments of Silent Hill with which the series' fans have become so familiar. But this game offers alarming differences. Some of the creatures that menace you -- like the ghosts that look more like floating paralyzed corpses -- can't be killed, and others -- like the two-headed babies that walk on adult arms -- are so bizarre they beggar imagination. You're also limited in what you can carry, and the only place you can save your game is in your apartment, a safe haven you can return to through holes in walls spread throughout the levels. But even that safe haven isn't safe for long.
In earlier games, the horror, while nightmarish, was still rooted in a sense of realism that, in turn, created realistic horror. You'd walk down dark corridors or misty deserted streets armed with a flashlight and your weapon. But here, the environments are more outrageously surreal, as if you're literally wandering through a bad dream. Spiral staircases seem to float in thin air. A enormous woman's face peers at you from a hospital wall. Living tendrils of no discernible biology dangle upwards from the floor to bar your way. Wheelchairs zoom down corridors by themselves, as if it were a freeway for paraplegic ghosts. It's as if the game designers just decided to let Salvador Dali loose with 3D rendering software and instructions that he was to exercise no restraint at all in coming up with ways to freak people out.
Sometimes it gets a little TOO weird. At times I found myself less frightened by this game than morbidly intrigued; I was actually interested in getting to certain rooms just to see what kind of crazy thing I'd encounter next. In that sense, I'd have to say the earlier games work a little better as pure, edge of your seat, bloodcurdling horror. But Silent Hill 4 still does a bang-up job of generating an entirely different kind of fear, one that doesn't so much leap out at you from the dark as crawl deep into the back of your mind and lurk there.
I leave you with two pieces of advice. One: if you're new to the series, don't start here, start with 2 and 3. Two: don't take the doll.
Positives:
Negatives:
- Atmosphere
- Story and writing
- Creatures designs
- Psychological elements
- Musical score
Negatives:
- Some of the gameplay
- Some of the characters
Among seeing some of the complaints involved, it truly makes me wonder how people actually look at the Silent Hill series. Most see them as games, simple as that. I somehow have the impression of interactive movies - a glorious story that we have the privilege to unravel ourselves through each installment. So what if the controls, combat and inventory are plunked down a peg? Are you really gonna let that ruin your perspective of a wonderfully styled new story in this respectable series?
First thing I really liked about the story - it's irrelevant. That's right, completely out of wing from the first three. Instead of following through the grand cultist prophecies that Silent Hill 3 so casually topped off, we have the story of an individual that was misled by this cult since a child. That right there is a sign that the Silent Hill stories are maturing; the ability to successfully elaborate on and illustrate a smaller slice of the same pie.
The next thing I enjoyed was the innovation involved. The series has a history of altogether gritty and grotesque imagery, not holding back at the least. Here you have a much slower progression into that messy environment, and rightfully so. This is a more personal story, that of Walter Sullivan, therefore we don't see the cult's signature gooey imagery until they are quite literally consuming the main character's home. Until then, it is a journey through this very personal story in the form of dreamscapes. Though misshapen to say the least, the environments aren't as alive and gritty as most would like it, but that's perhaps because it's all in the perspective of Walter, not the 'paradise' that previous cultists allowed to come alive. Through this droning and down-beat style, the player can truly learn the story of Walter and maybe even come to have sympathy for him.
And perhaps the biggest thing I loved about the story is how the story is told. Previous installments was by adventuring and word of mouth. The Room takes a very abstract story and presents it in an abstract way. Whether by reading the diary entries of a forgotten journalist or reading random scriptures off walls, you have a presentation based more on illustration than verbal storytelling. Not only that, but the pieces don't even come in chronological order, so you are left to stare and think on a certain detail until you find perhaps another five to put together in a sort of order and make sense out of it. This abstract storytelling seems frustrating, but given its relevance to the harsh and melancholy imagery it comes from, it only provides further suspense and motivation to learn more.
Overall, I find this to be a very refreshing title in the series. I don't rate it any higher or lower in comparison to the previous titles, as it's a completely different entity on its own. And even considering the grotesque nature that it shares with its predecessors - it's a beautiful entity, indeed.
First thing I really liked about the story - it's irrelevant. That's right, completely out of wing from the first three. Instead of following through the grand cultist prophecies that Silent Hill 3 so casually topped off, we have the story of an individual that was misled by this cult since a child. That right there is a sign that the Silent Hill stories are maturing; the ability to successfully elaborate on and illustrate a smaller slice of the same pie.
The next thing I enjoyed was the innovation involved. The series has a history of altogether gritty and grotesque imagery, not holding back at the least. Here you have a much slower progression into that messy environment, and rightfully so. This is a more personal story, that of Walter Sullivan, therefore we don't see the cult's signature gooey imagery until they are quite literally consuming the main character's home. Until then, it is a journey through this very personal story in the form of dreamscapes. Though misshapen to say the least, the environments aren't as alive and gritty as most would like it, but that's perhaps because it's all in the perspective of Walter, not the 'paradise' that previous cultists allowed to come alive. Through this droning and down-beat style, the player can truly learn the story of Walter and maybe even come to have sympathy for him.
And perhaps the biggest thing I loved about the story is how the story is told. Previous installments was by adventuring and word of mouth. The Room takes a very abstract story and presents it in an abstract way. Whether by reading the diary entries of a forgotten journalist or reading random scriptures off walls, you have a presentation based more on illustration than verbal storytelling. Not only that, but the pieces don't even come in chronological order, so you are left to stare and think on a certain detail until you find perhaps another five to put together in a sort of order and make sense out of it. This abstract storytelling seems frustrating, but given its relevance to the harsh and melancholy imagery it comes from, it only provides further suspense and motivation to learn more.
Overall, I find this to be a very refreshing title in the series. I don't rate it any higher or lower in comparison to the previous titles, as it's a completely different entity on its own. And even considering the grotesque nature that it shares with its predecessors - it's a beautiful entity, indeed.
10jcjbest
This is the 4th game of the franchaise with number and the last one that deserves the name Silent Hill.
These games have 4 ingredients to be: Epic, Terrifying, Psychological, and Sad.
The 4 titles have this ingredients, but each one stands out with one of these:
Silent Hill 1 - Epic Silent Hill 2 - Sad Silent Hill 3 - Terrifying Silent Hill 4 - Psychological
Silent Hill 1 - Epic Silent Hill 2 - Sad Silent Hill 3 - Terrifying Silent Hill 4 - Psychological
Did you know
- TriviaIf you turn on the radio in the first half of the game, when it still gives you the news, the game's producer, Suguru Murakoshi, is said to have been caught "urinating from atop a utility pole"
- GoofsDuring a death scene early in the game, the numbers carved into the person's chest are all ready in place, but the person is shown attempting to carve them into their own body as they're dying.
- Quotes
Cynthia Velasquez: [flirting with Henry] I'll do a "special favor" for you later...
- ConnectionsFeatured in Jampack Vol. 11 (2004)
- SoundtracksTender Sugar
Music Supervisor: Joe Romersa
Music by Akira Yamaoka
Lyrics by Joe Romersa
Original Lyrics by Hiroyuki Owaku
Vocalist: Mary Elizabeth McGlynn
Details
- Color
- Aspect ratio
- 1.85 : 1
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