Silent Hill (Remake)

"'Every town has its secrets. Some are just darker than others.""A man searches for his missing daughter in a fog-ridden nightmare dimension, coming across his own insecurities as a parent and mental issues as monsters attack him from every corner. A expectant teenager who can barely remember grapples with her fears for her future as she seeks her past amongst the darkness and snow. A police officer hiding a dark secret wrestles with her own sanity as her hideous past comes back to haunted her in a town of dark, gruesome secrets. A doctor with a history with the occult soon faces the consequences of his actions in a rusted, decrepit mirror of our world. A woman beaten down by the world around her struggles to survive against innumerable odds and incomprehensible horrors in a place between reality and hell.""All five of these paths cross together in a trail of blood and mutilation as they aim to snatch their fates and futures from the clutches of angelic and demonic powers that they cannot even begin to understand. Fighting constantly for their own lives and the ones they care for, trapped in a simple, quaint mountain town, twisted by unspeakable horrors into a nightmarish alternate dimension where death is no escape.""Welcome to the madness that is Silent Hill.'""- Release description"Silent Hill, also referred to as Silent Hill Reborn, and known in Japan as Silent Hill Rebirth, is a survival horror game concept by Red-Verse-Writer, a remake of the 1999 survival horror game Silent Hill and the second game to attempt to reboot the series following 2009's Silent Hill: Shattered Memories. The game is set in Silent Hill, a mountain-based town that becomes distorted into a foggy, nightmarish alternate realm by a unknown being, and mainly revolves around Harry Mason, a novel author with a failing memory as he attempts to rescue his adopted daughter Cheryl.

Quick Synopsis
"Main article: Silent Hill (Remake)/Story"Harry Mason is a novel author suffering from memory problems, and goes with his adopted daughter Cheryl to his childhood hometown of Silent Hill in the hopes of helping his complications. However, they find that the town is covered with fog and seemingly abandoned, and they head to a convenience store to try and get supplies, where they encounter a strange creature that attacks them. As Harry and Cheryl attempt to escape in the car, they lose control of it as it steers around the town before crashing into a river. Harry wakes up several hours later, finding the car destroyed and Cheryl missing, forcing him to begin searching the town for her.

During his search for his daughter, Harry gains a infrequent companion in the form of Heather, a mysterious, amnesiac, heavily pregnant teenager who has a vague resemblance to Cheryl. With the duo beginning to believe their paths are somehow connected, they delve deeper in the seemingly endless town and its history, engaging with monsters and learning from the few other sane humans in Silent Hill the town's dark past, gradually uncovering a ancient conspiracy and what they must do to not only save themselves and Cheryl, but maybe even the entire world.

Gameplay
Silent Hill Reborn is set in the isolated mountain town of Silent Hill, which has been converted into a fog-ridden, monster-infested dimension. With few people remaining in the town who have not disappeared or been transformed by the town, they must struggle to survive against odds. Throughout most of the game, the player takes on the role of Harry Mason, a fiction author suffering from issues with his memory as he attempts to find and rescue his young adopted daughter Cheryl. Using combat, exploration, puzzle-solving and item crafting, the player must keep him alive and help him in his search.

The game is played from a third-person over-the-shoulder perspective when outdoors or in larger areas, while in smaller areas the camera shifts into a more traditional third-person camera viewpoint, with the camera changing position for dramatic effect as the player moves. The game has no heads-up display, and instead the player must consult a different inventory screen to check Harry's health, status, inventory and location - unlike in earlier Silent Hill titles, this does not pause the game. The player has a limited inventory space, being able to carry only eight items at the start of the game but being able to increase this by finding certain items. The inventory also contains certain containers which can be used to store certain items related to that container without them taking up space. At any point, the player can use the inventory to view maps or Harry's scrapbook, which do not take up inventory room.

Compared to the original game, Silent Hill Reborn features much heavier environmental exploration around the titular supernatural town. Exploring the player's surroundings is much more rewarded than in previous instalments, and the gameplay is generally much more similar to a open-world game, barring some restrictive dungeon environments. Direct interaction with the environment is often vital for progression, such as pulling down ladders or breaking down a boarded-up door. There is also methods of quicker transportation around town by having Harry use Silent Hill's abandoned subway tunnels as a short-cut to certain parts of the town. There is also a central "hub" in the form of the Café 52 diner, which can be quickly accessed by finding various holes scattered around the town. While in the diner, the game switches to a first-person viewpoint, and the hole in its wall will enable the user to quickly travel to whichever hole they previously used. While in Café 52, Harry's sanity and emotions restore themselves and is safe from enemy attacks. This is also the only location in the game where the player can store items, which can then be reclaimed by returning the diner. The player can also use a radio located in the diner to occasionally acquire more story information, or play minigames on the arcade machines.

Enemies roam around Silent Hill and its areas, attacking Harry if they spot him in the fog. Damage causes Harry's health to deplete, causing his clothes to take on a progressively more torn and bloodied appearance to reflect this. Harry cannot sustain many blows from enemies, and will die quickly if he cannot kill the enemy or escape combat. A portable radio is automatically equipped on the player's person, alerting them to the presence of enemies or plot-relevant locations and items by bursts of static. The game encourages a balance between combat and stealth to survive, with Harry being able to either evade enemies using various tools and strategies, or confront them with a variety of melee weapons, firearms and certain objects that will break after being used a certain number of times but compensate by doing generally more damage than the melee weaponry. Melee damage is determined both by Harry's stamina and the locations of which he strikes enemies, and his inexperience with firearms means that his aim, and therefore the player's targeting of enemies, is often unsteady. Using firearms also results in recoil, and longer guns must be shouldered to be used properly. While using melee weapons, the player can choose to execute light or heavy attacks, mix them into combos, and perform counter-attacks when struck.

In addition to a life meter that can only be seen while in the inventory, the game also keeps track of injuries taken around the body. For examples, a long fall may fracture one of Harry's arms or legs, slowing him down or preventing him from using certain weapons until the injury is properly treated via bandages, splints and painkillers. Until these injuries are fully treated, Harry's performance is significantly impacted and he will not be able to fully recover his health. Harry also has a stamina meter, which is drained while performing actions such as moving, engaging in combat or using certain environmental objects, and must be restored by resting or using certain items. If out of stamina, Harry will be unable to run or attack, and will often alert enemy attention with his loud gasps for breath. Due to the heavy snowfall and cold wind of the town, Harry's body heat must also be maintained to prevent him from taking damage and losing stamina from hyperthermia. He can keep himself warm by entering buildings, wearing certain coats and hats, and using certain items.

As well as having to keep track of health, injuries, temperature and stamina, Harry's sanity and emotional state must also be managed by the player. Sanity will tend to be reduced by staying in dark or distorted areas, and at low sanity, Harry will suffer from auditory and visual hallucinations, as well as a inability to use certain items. His emotional wellbeing will suffer when he is attacked, spends extended periods of time in a single location, looks directly at monsters, witnesses unsettling or cruel events or is forced to perform unjust actions. At lower emotional states, Harry's output and item usage is impacted, and monsters will be able to locate him with greater ease. Sanity and emotions are restored by being in Café 52, being near another human, or by performing a comforting action such as using a photo of himself and Cheryl to motivate Harry in his quest to find her. These two states are also affected via "Executions" - a DOOM-esque mechanic that enables Harry to finish off wounded enemies in an extremely brutal and sadistic manner, temporarily raising his emotional state but lowering his sanity. The Execution performed is also affected by what weapon the player is using, the type of monster, and on what part of their body the player begins the Execution on. Keeping both sanity and emotional state high is vital to properly progress in the game.

While exploring the environment, the player must find items, maps, medicine, ammunition, plot-relevant items such as keys, and clues to progress the story, such as photographs, letters and other items held in Harry's scrapbook. To help in exploration, a red glow will appear around objects that can be collected, and Harry will turn his head towards them. Puzzle elements are also affected by this, and the information the player gains often contain the solution to a problem that would otherwise be unpassable. The player can choose to take a closer look at objects and notes in the inventory, which can reward the player with extra information depending on the item. The player can also select dialogue choices when conversing with the few sane humans left in Silent Hill and utilize or refuse certain moral opportunities at specific points, which can affect the story's outcome and the appearances of some monsters. The environment also features a weather system with varying degrees of rain and snowfall - depending on the weather, enemies can appear in greater or lesser numbers.

Throughout certain parts of the game, Harry receives a companion in the form of Heather, a amnesiac, heavily pregnant teenager who bears a similarity to Cheryl and decides to join him as they believe their paths are in some way connected. While she is accompanying Harry, the player must also maintain her own health and sanity, as well as her own inventory. Heather has her own specific set of weapons and tools that can only be used by her, and is unaffected by the cold or emotional states. Due to her pregnancy, Heather moves slower than Harry, and does less damage in combat. While she will typically automatically follow Harry and help him fight enemies while accompanying him, the player has a limited control over Heather's actions, such as using items and hiding while Harry deals with enemies. She can also hug Harry to improve his body heat and emotional stability, as well as both their sanities.

In addition to controlling Harry, there are certain acts of the game where the player is instead shifted into the role of another characters. Some of these segments revolve around Heather alone, and gives the player complete control over her. Due to her restricted movement and lower agility, these segments tend to be focused around stealth and avoiding enemies over combat, although fighting back is always a option if needed. During her segments, Heather requires constant usage of her unlimited supply of pain medication to continue onwards, requiring the player to use it at intervals to avoid putting her in danger. Aside from Heather, there are also stories featuring Cybil Bennet, a police officer from a town near Silent Hill who is convinced that the entire situation of Silent Hill is falsified using special effects and hallucinogenic drugs; Micheal Kaufmann, a doctor at Silent Hill's Alchemilla Hospital who has been involved with a cultist circle in the town; and Lisa Garland, a nurse with a abusive past who wrestles with her own delusions and memories in the nightmarish town. These segments tend to feature significantly different gameplay styles. Cybil's segments are focused around combat over stealth and exploration, with her being able to perform a combat roll in any direction, use a taser with unlimited power to stun enemies for greater combos, and progressively gaining back sanity and emotional stability by killing enemies. Kaufmann's segments are much more focused on puzzle-solving compared to others, with him having to utilize tools in his inventory to locate items and use his UV flashlight to uncover hidden information - monsters that must be combated or avoided appear rarely, and Kaufmann is less armed with weaponry that the other characters. Lisa's segments tend to be set in dark, cold areas, where she must continuously solve puzzles, explore the environment and use stealth to evade enemies - unlike the other characters, Lisa is weaponless throughout her segments and must run from, avoid, or sneak past enemies, being able to at best temporarily stun the monsters using flares or candles. Once a character's segment is completed, the game's perspective switches back to Harry.

As well as the main story, the game also offers a large total of one hundred and fifty optional side quests around the town. These side quests are tracked in Harry's scrapbook and replace the mandatory fetch quests seen in the classic Silent Hill games. While not needed to progress, these side quests will offer beneficial rewards to Harry, such as more items and upgrades for his equipment. These side quests vary from investigating a murder in a town's alleyway, to rescuing caged birds from monsters, to returning stolen items to the unseen inhabitants of Silent Hill's apartment complex.

Firearms

 * Handgun A:
 * Handgun B:
 * Handgun C:
 * Handgun D:
 * Handgun E:
 * Handgun F:
 * Handgun G:
 * Handgun H:
 * Handgun I:
 * Handgun J:
 * Shotgun A:
 * Shotgun B:
 * Shotgun C:
 * Shotgun D:
 * Shotgun E:
 * Shotgun F:
 * Flare Gun:
 * Hunting Rifle:
 * Sniper Rifle:
 * Assault Rifle:
 * Revolver:
 * Nailgun:
 * Crossbow:
 * Grenade Launcher:

One-Handed

 * Kitchen Knife: The first weapon Harry acquires, found on a table in Café 52. It does quite low damage per swing, but is tied with the Box Cutter, Scalpel, Cleaver, Combat Knife and Sacrificial Dagger for the fastest swing speed. It inflicts Blade damage on enemies.
 * Box Cutter:
 * Scalpel:
 * Cleaver:
 * Combat Knife:
 * Frying Pan:
 * Hatchet:
 * Saw:
 * Hammer:
 * Crowbar:
 * Wrench:
 * Baton:
 * Sacrificial Dagger:

Two-Handed

 * Brass Knuckles:
 * Wooden Plank:
 * Steel Pipe:
 * Fire Axe:
 * Baseball Bat:
 * Shovel:
 * Pickaxe:
 * Hook:
 * Pitchfork:
 * Rake:
 * Sledgehammer:
 * Tire Iron:
 * Spiked Club:
 * Sword of Obedience:

Powered Weapons

 * Chainsaw:
 * Power Drill:
 * Rock Drill:
 * Circular Saw:
 * Flamethrower:

Heather's Weapons

 * Switchblade: Heather's first weapon, which she begins with. It functions similarly to the Box Cutter, but does roughly 50% more damage. It inflicts Blade damage on enemies.
 * Nightstick:
 * Chain:
 * Stun Gun:
 * Great Knife:
 * Double Axe:
 * Naginata:
 * Submachine Gun:

Tools

 * Lighter:
 * Plastic Bottle:
 * Screwdriver and Pliers:
 * Robbie the Rabbit Walkie-Talkie:
 * Camera:
 * Money Box:
 * Ammo Box:
 * First Aid Kit:
 * Gas Can: Used to store 50 Litres of extra Gas.
 * Saint Medallion:
 * Channelling Stone:

Heather's Tools

 * Pendant:
 * Mobile Phone:
 * Kathy the Kitty Walkie-Talkie:
 * Tongs:
 * Forceps:
 * Vitamin Supplements:
 * Rose Quartz:
 * Wine Bottle:
 * Perfume:
 * Blood Bag:
 * Holy Candle:

Healing and Restorative Items

 * Health Drink: Restores 15% of Harry or Heather's general health. It can stack up to 10 Health Drinks in a single inventory space.
 * Burn Medicine: Treats a burn wound Harry or Heather have suffered. It can stack up to 10 Burn Medicines in a single inventory space.
 * Canned Juice:
 * Energy Drink:
 * Beef Jerky:
 * Chocolate Milk:
 * Sterilized Bandage:
 * Splint:
 * Ampoule:

Ammo

 * Bullets: Ammunition for the Handguns and Assault Rifle. It can stack up to 100 Bullets in a single inventory space.
 * Shells: Ammunition for the Shotguns and Hunting Rifle. It can stack up to 40 Shells in a single inventory space.
 * Large Bullets: Ammunition for the Revolver and Sniper Rifle. It can stack up to 50 Large Bullets in a single inventory space.
 * Junk:
 * Grenades: Ammunition for the Grenade Launcher. It can stack up to 20 Grenades in a single inventory space.
 * Gas: Fuel for the Chainsaw, Power Drill, Rock Drill, Circular Saw and Flamethrower. It can stack up to 25 Litres of Gas in a single inventory space.
 * Silver Bullets:

Keys

 * Levin Street Key: The key to the house on Levin Street in Old Silent Hill, found in the doghouse seen after the battle against the Cerberus.
 * Fairytale Keys: Four keys that are needed to unlock the four locks on the backdoor of the Levin Street house.
 * Key of the Rider: A copper key depicting Red Riding Hood, found inside the cookie jar in the eastern cupboard of the manageress's office in Annie's Diner. It unlocks the red lock on the Levin Street house's backdoor.
 * Key of the Snowwoman: A iron key depicting Snow White, found inside the disc drive of the PlayStation found in the Levin Street house's lounge. It unlocks the white lock on the Levin Street house's backdoor.
 * Key of the Beauty: A silver key depicting Beauty and the Beast, found in the mailbox of the house nearest the fallen tree on the north end of Levin Street. It unlocks the black lock on the Levin Street house's backdoor.
 * Key of the Intruder: A golden key depicting Goldilocks and the Three Bears, found on the bedside table in the first bedroom of the Orion Hunting Lodge. It unlocks the yellow lock on the Levin Street house's backdoor.

Artifacts

 * Weapons of the Higher Beings: Fifteen tools that are needed to be placed in specific slots around the fountain in the courtyard of Alchemilla Hospital to unlock the Hospital Parking Lot.
 * Thunderbolt of Zeus: A electric blue lightning-shaped staff with the symbol of the Greek god Zeus engraved into it. It is found in the safe in Dr. Kaufmann's office in Alchemilla Hospital, and must be placed in the slot attached to the top of the fountain.
 * Sword of Hera: A grey sword with the symbol of the Greek goddess Hera engraved into it. It is found on the table in the gynaecologist's office in Alchemilla Hospital, and must be placed in the slot to the left of the slot where the Thunderbolt of Zeus must be placed.
 * Trident of Poseidon: A navy trident with the symbol of the Greek god Poseidon engraved into it. It is found in the water birth pool in Alchemilla Hospital, and must be placed into the slot pointing the furthest east.
 * Demeter:
 * Aphrodite:
 * Bow of Athena: A silver bow with the symbol of the Greek goddess Athena engraved into it. It is found in a display case at the Orion Hunting Lodge, and must be placed in the slot to the left of the slot where the Staff of Hermes must be placed.
 * Apollo:
 * Artemis:
 * Ares:
 * Hephaestus:
 * Staff of Hermes: A white staff with the symbol of the Greek god Hermes engraved into it. It is found in the boot of the totalled car that has crashed into the fallen tree on the north end of Levin Street, and must be placed into the slot pointing the furthest north.
 * Wand of Dionysus: A purple wand with the symbol of the Greek god Dionysus engraved into it. It is found behind two beer bottles in the general store in Old Silent Hill, and must be placed into the slot on the right of the slot where the Thunderbolt of Zeus must be placed.
 * Hades:
 * Persephone:
 * Hestia:

Permanent Upgrades

 * Serum: Fully heals Harry or Heather and permanently extends their maximum health by 10%.
 * Steroids: Permanently increases Harry or Heather's speed and melee damage by 20%.
 * Stabilizer: Permanently increases Harry or Heather's ranged damage by 10%.
 * Backpack: Permanently expands Harry or Heather's inventory by a extra four spaces.

Mementos
Abandoned objects that are in some manner related to the history of one of the characters. They serve no immediate function, but collecting them all affects the ending. Each playable character has 25 Mementos, leading up to a total of 150 Mementos.

Harry's Mementos

 * Ace's Medallion: A golden necklace with a pendant of a Ace of Spades made of ruby with the words "THE FIRE OF HOPE" engraved into the back of the pendant, found in the fireplace in the lounge of Orion Hunting Lodge.
 * Adam: The left half of a locket with a photo of Harry Mason inside and the words "YOU REMEMBER, DON'T YOU?" engraved above it, found in the bedside drawer in Alessa Gillespie's isolated personal room in Alchemilla Hospital.
 * All-Seeing One:
 * Diamond Heart: A diamond wedding ring with the words "YOU SHALL NEVER FIND THE HAPPINESS" engraved into its side, found in a cardboard box that must be found by spotting it on the roof of Annie's Bar using the coin-operated binoculars.
 * Drunk Dad:
 * Eve: The right half of a locket with a photo of Dahlia Gillespie inside and the words "YOU ARE MINE FOREVER" engraved above it, found in the gold safe hidden behind the painting of the chapel in Dahlia's room in the Gillespie house.
 * Frozen Waters:
 * Jack's Necklace:
 * Judge of Fate: An action figure of the Silent Hill series' pseudo-mascot, Pyramid Head, found in the children's room in 502 Lamb Street in Old Silent Hill, on a windowsill with a note attached saying "JUDGE JURY AND EXECUTIONER".
 * King's Charm:
 * Moonchild:
 * Queen's Proof:

Heather's Mementos

 * Arcana Deck: A complete set of tarot cards, found in the Little Girl's Bedroom in the Chapel under the bed, in a cardboard box that must be found by using the Portable Radio, with a band wrapped around it saying "DON'T YOU REMEMBER HER?".
 * Birth of Death: A wire coat hangar stained with dried blood and a note attached that reads "DON'T YOU WANT TO MAKE IT HAPPEN?", found under the table in Dr. Cristobel Gillespie's office on the second floor of Alchemilla Hospital.
 * Last Resort: A blood-splattered hunting knife, found in the cupboard in the fifth bedroom at the Orion Hunting Lodge, with the words "DON'T YOU THINK YOU'VE CAUSED ENOUGH SUFFERING?" engraved into the blade.

Cybil's Mementos

 * Hidden Fire: A opened box of Hemingway cigarettes containing half the cigarettes expected in one box and a single pistol bullet, with "MAY YOU SUFFER FOR YOUR ACTIONS" written on the box, found in the glove compartment of Cybil's police car.

Michael's Mementos

 * Beacon to the Past: A detailed snow globe with figures of a man, a woman and a young girl standing in front of a stylized chapel with the words "THIS IS YOUR FAULT", found in the cupboard on the bottom floor of the Lighthouse Clinic.
 * Frigid Jewel: A sapphire ring coated in unmeltable frost and with the messages "YOUR HEART" and "COLDER THAN ICE" written into the snow covering it, found in the freezer located in Kaufmann's office in Alchemilla Hospital.

Trivia

 * The game is rated M in the United States for Intense Violence, Strong Blood and Gore, Usage of Drugs, Tobacco and Alcohol, Sexual Content, Strong Language, Sexual Violence and Mature Humor; PEGI 18+ in the UK and Europe for Violence, Horror, Bad Language, Sex and Drugs; and CERO Z in Japan for Love, Sexual Content, Violence, Horror, Drinking/Smoking, Crime, Drugs and Language.