Silent Hill (video Game) - Adaptations

Adaptations

A radically altered version of Silent Hill was released for the Game Boy Advance. Titled Play Novel: Silent Hill and released only in Japan in 2001, it is a gamebook-style visual novel. It contains a retelling of Silent Hill's story through text-based gameplay, with the player occasionally confronted with questions concerning what direction to take the character, as well as the puzzles, which are a major part of Silent Hill's gameplay. After completing the game once, the player has the option of playing as Cybil in a second scenario, with a third made available for download once the second scenario has been completed. When the game was exhibited, Western critics were unimpressed, and criticized the lack of any soundtrack as severely detracting from the "horror" factor of the game.

A film adaptation, also titled Silent Hill, was released on April 21, 2006. The film, directed by Christophe Gans, was based largely but loosely on the game, incorporating elements from Silent Hill 2, 3, and 4. Gans replaced Harry Mason with a female main protagonist, Rose Da Silva, because he felt Harry had many qualities typically perceived as feminine. When designing the film's visual elements, Gans was influenced by fellow directors Michael Mann, David Lynch, and David Cronenberg. The film's soundtrack includes music composed by Yamaoka. Although critical reaction was mostly negative, the film was a financial success and was praised by fans, especially for its visuals.

A "reimagining" of Silent Hill, titled Silent Hill: Shattered Memories, was developed by Climax Studios and published by Konami Digital Entertainment. The game was released on December 8, 2009, for the Wii and on January 19, 2010, for the PlayStation 2 and the PlayStation Portable, to mostly positive reviews. Although it retains the premise of a man's search for his missing daughter, Shattered Memories branches off into a different plot with altered characters. It features psychological profiling which alters various in-game elements depending on the player's response to questions in therapy, lacks the combat of Silent Hill, and introduces only two dimensions.

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