The Silent Hill series, which has been in a slump for many years, is finally making a comeback. Current state of PlayStation Revealed Latest Trailer And with Bloober Team's remake Silent Hill 2 now having an announced release date of October 8, 2024, and Silent Hill Transmission releasing plenty of gameplay footage and behind-the-scenes material from the upcoming Return to Silent Hill film, the future of the venerable horror franchise is more intriguing than ever. But today, we're taking a look back at one of the most seminal entries in the Silent Hill series: Christophe Gans' 2006 film, Silent Hill.
It seemed fair at the time Another Example One of the reasons video games always make bad movies is because Silent Hill has stood the test of time. Newly discovered Thanks It was criticized by critics and fans. Return to Silent Hill Along the way, we'll examine not only why the film fared better than its reputation deserves, but also how it set the stage for the renaissance in video game adaptations that we're currently experiencing.
A dark and lonely place
Ever since the release of the first feature-length live-action video game movie, Super Mario Bros., in 1993, game movies have been considered a wasteland in terms of quality and commercial success. Previously discussed IGN writes that looking at the numbers dents that mythology, but it's true that before Silent Hill was released, very few video game movies had received positive reviews: Paul W.S. Anderson's first Mortal Kombat movie in 1995 was goofy and fun, and people who grew up watching those movies will have an attachment to the first theatrically released Pokémon movie and Pokémon 2000, but by and large, the world into which Silent Hill was released was essentially devoid of goodwill towards video game movies.
That bad press extended to Silent Hill, which was panned by critics. It barely doubled The film grossed less than half its budget. The film made enough money at the box office and from home video to support a sequel, Silent Hill: Revelation, in 2012, but Even worse Silent Hill was a modest success that didn't leave much of an impression on audiences in 2006. Instead, Silent Hill's biggest rival, Resident Evil, ripped it off in both video games and theaters. The Resident Evil film series was mostly panned and may have been hated by game fans for its inaccuracies in story and characters, but the six films in the series led by Milla Jovovich were, overall, Over $1 billion In terms of worldwide revenue.
But influence is a strange thing, and it doesn't always follow the most visible path. While the Resident Evil films found success by straying too far from the source material in pursuit of a '90s action-to-video feel, essentially becoming a franchise separate from the original games, 2006's Silent Hill is particularly interesting because it was the first video game movie to take its source material fully seriously from an artistic standpoint. Gans' earnest, unabashed enthusiasm for the games permeates every aspect of the filmmaking, and his perspective would influence modern video game adaptations on film in many ways.
Silent Hill Movie: Silent Heaven
Even before the opening logo is complete, it's clear that Silent Hill will be faithful to the games. The film's score is made up of mostly unchanged music tracks composed by Akira Yamaoka for the first four games, with the title theme from the first game playing as the film begins. Yamaoka Brought to the shooting site He served as a consultant to the director on the film. Many of the setting's monster designs and visual elements are lifted directly from the original. The screenplay makes some slight changes to characters to maintain thematic consistency, but the story is a relatively straightforward adaptation of the first game's plot, in which parents enter the town of Silent Hill to search for their missing daughter, only to uncover the town's history and the tragic aftereffects of a cult linked to it.
That's not to say that blind adherence to the game's imagery is some kind of magic bullet that will make a movie better (see 2021's Resident Evil: Welcome to Raccoon City for a bad example), but it does speak to the mindset Gans is approaching this project with. Making of documentary Gans said of the film that playing the first game was an experience of “absolute terror” and that it was “conceptualized in a very mature way.” He took the material at face value and thought there was a reason it appealed to audiences in its original form: because it was compelling in its own right. Gans did not believe that Silent Hill needed to be “fixed” by adapting it to a new medium, a mindset that had been common for many years when making film adaptations of “less well-known” art forms like video games and comics.
In fact, a look at the timeline of films from the mid-2000s reveals that Silent Hill was not only a precursor to the 2006 video game film adaptations, but also existed in parallel with a similar shift that was happening in comic book movies. Sam Raimi's Spider-Man trilogy was released between 2002 and 2007, while the MCU began with Iron Man in 2008. These two franchises in particular were pioneers of comic book movies that were no longer shy about their source material. While it may have taken longer for video game film adaptations to catch up, Silent Hill foresaw the cultural shift that would lead to recent success stories such as films like Detective Pikachu and The Super Mario Bros. Movie, and TV shows like The Last of Us and Fallout. From directly involving key creators in the game development in the filmmaking process to faithfully incorporating visual and musical cues from the source material, Silent Hill set the standard for how the aforementioned films and shows would connect with audiences around the world.
Fear and depression
Yet the most important aspect of Silent Hill that the film retains is the spirit of the game. Though the film is a fantastical representation of violence and terror, it also captures perhaps the game's most elusive quality: its melancholy. The game isn't just about running from monsters or finding your way through the darkness; it's a philosophical and emotional journey through the protagonist's anxiety and misery. The nightmarish aspects of Silent Hill not only frighten the audience, but also contrast with the characters' sadness at never being able to return, literally and figuratively, to the world they inhabited before they came to town.
This idea is perfectly expressed in the film's stunning third act, where a dark Alessa (Jodelle Ferland) uses barbed wire to massacre the townsfolk who ordered her self-immolation, then allows Rose (Radha Mitchell) and Sharon to “leave.” The two return home, but are clearly still trapped in the Silent Hill dimension. Their world is filled with mist and drained of life, as they no longer exist in the same dimension as Christopher (Sean Bean), their husband and father, who has been searching for them throughout the film. The sudden escalation to hyper-violence, followed by a smooth descent into the haunting shadows of the lives the protagonists once lived, is not only a melancholic and atmospheric tone to end the film on, but also a poignant reflection of the conflicting emotions the game instills in its players.
Silent Hill's greatest strength is that it found a new way to express the themes and motifs of the games in the form of a film. The filmmakers saw the film as a sibling, not a successor or improvement over the original. That mindset has been carried over to the creators and studios who make films and shows based on the games. result talk for themselves. It's unclear where the video game film boom will go from here, but Gans' return to direct Return to Silent Hill at this point is particularly notable. Given the circumstances, he may not have received the recognition he deserved back in 2006, but his forward-thinking approach to adapting Silent Hill helped create the template for the movies and shows we enjoy today — and it's a testament to the care he took with his film that it stands out as a much better production than most of its contemporaries.
Carlos Morales writes stories, articles, and essays about Mass Effect. His interests include twitter.