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Having to stop and figure out the controls at every screen is monotonous, and it makes the game feel clunky.
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I spent the first 15 minutes just trying to figure out how to move. In "Silent Hill," the controls change with every screen because they are tied to the direction of the character and the area. Some games give you the option to change the configuration, but you get the idea. In most games, up means forward, down means backward, and left and right mean, well, left and right. I felt increasing dread with each obstacle I hit not because the monsters were frightening, but because I was worried about running out of ammo and health drinks before the next boss. This means backtracking, and every step spent outside increases your chances of encountering monsters that you can't afford to fight. But Silent Hill makes exploration difficult: Certain roads or paths are blocked, but you won't find that out until you are up to the barricades. Sometimes you can fight hand-to-hand, but running is another option and you'll need to do a lot of it to cover the map and reach your destination. You don't have enough ammunition to fight every enemy, so you need to plan your strategy. Toss in a high-pitched radio frequency that warns you when enemies are near, and you have an uncomfortable - but effective - experience. This is a scary idea, and seeing the buildings, roads and vegetation change adds to the disturbing factor. Winged demons, monstrous dogs and zombie-like people wander the town depending on its state, so it's never truly safe. It's a place that shifts from foggy and quaint to dark and industrial with little warning. This survival horror title is set in the small town of Silent Hill.
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