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February 17th, 2007, 16:00 GMT · By

Silent Hill Arcade Version is a Bad Apple

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AOU 2007 expo finally unveiled what Silent Hill arcade version is all about. And if you were hoping that an arcade version of the frightening series would be even better tailored concerning graphics, you are in for a surprise. In a game where finding something as small
as a key or a coin is crucial to advancing to the next phase, it's practically impossible to distinguish where exactly an object's edges are, or what is light and what is shadow, in the highly anticipated arcade version of Silent Hill.

Gameplay elements that create the one-of-a-kind atmosphere in the game are the dense fog and pitch black environments, limited visibility in front of the character (the player can't see more than 10 feet in front of him) and a radio that emits loud static and strange noises whenever a monster comes close. This creates a general feeling of anxiety, paranoia and apprehension in the player. Being unable to see enemies, often until it is too late, the player is forced to run and hope they are facing in the correct direction for attack. This is what distinguishes the series from other horror video games.

Surely Team Silent's intentions were to make the arcade version of the game scary and blurry like the series is supposed to be, but if you ask me, they went a little too far this time. Disappointment was written on everyone's faces present at the AOU expo and Silent Hill suddenly got a bad name with the latest title in the series. However, the game hasn't been played yet so we will save some criticism for when we know how it plays as well.

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