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Silent Hill Game Download Free
Silent Hill 4: The Room Free Download PC Game Cracked in Direct Link and Torrent. Silent Hill 4: The Room is a survival horror video game. 8/10 (9 votes) - Download Silent Hill 4: The Room Free. Download Silent Hill 4: The Room, the fourth instalment of this survival horror game saga. With Silent Hill. Silent Hill 4 Game PC Gratis Full Version RIP Download Setup File. Silent Hill 4 Game PC Gratis Full Version Download RIP – Karena di blog saya ini kurang game yang bergenre Horror maka dari itu, saya akan mencoba memberikanya dan memperbanyak game horror kedepanya. Game yang saya share ini benar-benar horror banget gan karena kalian akan.
Silent Hill Games
By Jimmy Goldstein |
Silent Hill Video Game Download
Like it or not, the 'survival-horror' genre has reached, and passed, its zenith some time ago. Say, three or four years ago. Potential players that might have stayed with the genre apparently were lost on Resident Evil: Code Veronica's controls, its evil twin story, or didn't care too much about the 'huge' change from pre-rendered backgrounds to polygonal ones (though many hardcore fans did). And player and critic reactions to Silent Hill 2's claustrophobic fogginess and Silent Hill 3's quick action were all over the charts: Either you loved or hated them.
Personally, I love survival horror games, and I especially love the Silent Hill series. I adore a good scare, and nobody does it better, with that beneath-your-skin sense of freakishness, that subtle eeriness of silence and the unknown, than Konami's Silent Hill team. I love the sense of atmosphere, the surreal sense of wandering around lost in limbo, the logic puzzles, the NPC grotesques, the obscurity of Pyramid Head. And there's perhaps the most freaky instance ever, in Silent Hill 2, of a talk show host speaking over a broken radio directly to the player.
So I've wondered why I've hesitated to play this latest one. After finishing it this weekend, I discovered why. Despite another interesting story (this, of course, is debatable depending on what level of fan you are), and all of the key mark characteristics of the series, Silent Hill 4: The Room is neither brilliant nor terrible. Instead, it falls into that weird ether world of limbo, a game that's good in parts and weak in others, leaving you with a feeling of only mild satisfaction. It's like waking up with a great hunger to a plate of luke-warm eggs.
Making matters worse is a PC port with the blurriest textures we've seen in years and some serious graphical glitches on an GeForce FX 5900-based system at work and at home. Even with the latest official driver set, there seemed to be a big problem with the game successfully rendering the graininess filter. Instead, you got an ugly, transparent overlay. Another rig, this one with a Radeon 9800 Pro, had no such graphical issues, but all three systems suffered from poor audio syncing. This was most notable on the nVidia system, with dialogue often starting several seconds after the characters' mouths started moving. With a game so heavy on story, it puts a damper on things. We should also point out that the game is DVD-only.
Gameplay
While Silent Hill 3 was in development on PS2, Konami Computer Entertainment Tokyo (KCET) was simultaneously working on Silent Hill 4: The Room for the PS2 and Xbox, the first time they've attempted parallel development. (SH4 was released in Japan in July.) This year, gamers will see a few significant changes, with pacing, location, and your relationship with 'the room' itself. There are several interesting, though less significant, alterations in the form of menus, puzzles, and storage.
The Room
The story proves to be the most significant -- yet strangely insignificant -- aspect of this new arrival. Henry Townsend is a pretty average, straight white guy who one days wakes to his apartment room, which is industrially secured by multiple chains and locks from the inside. He cannot get out through the windows, and so he's stuck, left in wonder and confusion. Several days later, a small hole appears in his bathroom. It turns out to be a portal to another dimension, and it's Henry's only way out.
The room, you soon learn, is a safe-house for regaining health and for saving your progress. It's also the biggest new aspect in the architecture of the game. See, Henry is caught up in what basically results in a Silent Hill twilight zone, a plane he must examine and explore in order to escape. The room is where it all begins. As Henry, you'll explore Ashfield, a town a few miles away from Silent Hill, as well as subway, forest, water tower levels, and the apartment itself.
However, you'll always return to the room. It decays as you progress, and since the portals from the other world always lead to the room itself, you find that part of its intrigue is seeing how it transforms, what new things happen in it, and what other new clues there are to find. For instance, you can peek out the front door peep hole and you can yell all you want, but the neighbors, landlord, and your friendly next-door neighbor Eileen cannot see or hear you. You're trapped. You can peek into Eileen's room, too. You will watch everyday details of her life, such as the shaving of armpits, sweeping, getting ready to attend a party, and watching TV.
The room is a growing, organic creature of its own sort that requires your attention to complete the game. It creates a decent amount of claustrophobia, but not the kind that I'd hoped for. And yet, it's almost always fun to see what's going to happen next.
Personally, I love survival horror games, and I especially love the Silent Hill series. I adore a good scare, and nobody does it better, with that beneath-your-skin sense of freakishness, that subtle eeriness of silence and the unknown, than Konami's Silent Hill team. I love the sense of atmosphere, the surreal sense of wandering around lost in limbo, the logic puzzles, the NPC grotesques, the obscurity of Pyramid Head. And there's perhaps the most freaky instance ever, in Silent Hill 2, of a talk show host speaking over a broken radio directly to the player.
So I've wondered why I've hesitated to play this latest one. After finishing it this weekend, I discovered why. Despite another interesting story (this, of course, is debatable depending on what level of fan you are), and all of the key mark characteristics of the series, Silent Hill 4: The Room is neither brilliant nor terrible. Instead, it falls into that weird ether world of limbo, a game that's good in parts and weak in others, leaving you with a feeling of only mild satisfaction. It's like waking up with a great hunger to a plate of luke-warm eggs.
Making matters worse is a PC port with the blurriest textures we've seen in years and some serious graphical glitches on an GeForce FX 5900-based system at work and at home. Even with the latest official driver set, there seemed to be a big problem with the game successfully rendering the graininess filter. Instead, you got an ugly, transparent overlay. Another rig, this one with a Radeon 9800 Pro, had no such graphical issues, but all three systems suffered from poor audio syncing. This was most notable on the nVidia system, with dialogue often starting several seconds after the characters' mouths started moving. With a game so heavy on story, it puts a damper on things. We should also point out that the game is DVD-only.
Gameplay
While Silent Hill 3 was in development on PS2, Konami Computer Entertainment Tokyo (KCET) was simultaneously working on Silent Hill 4: The Room for the PS2 and Xbox, the first time they've attempted parallel development. (SH4 was released in Japan in July.) This year, gamers will see a few significant changes, with pacing, location, and your relationship with 'the room' itself. There are several interesting, though less significant, alterations in the form of menus, puzzles, and storage.
The Room
The story proves to be the most significant -- yet strangely insignificant -- aspect of this new arrival. Henry Townsend is a pretty average, straight white guy who one days wakes to his apartment room, which is industrially secured by multiple chains and locks from the inside. He cannot get out through the windows, and so he's stuck, left in wonder and confusion. Several days later, a small hole appears in his bathroom. It turns out to be a portal to another dimension, and it's Henry's only way out.
The room, you soon learn, is a safe-house for regaining health and for saving your progress. It's also the biggest new aspect in the architecture of the game. See, Henry is caught up in what basically results in a Silent Hill twilight zone, a plane he must examine and explore in order to escape. The room is where it all begins. As Henry, you'll explore Ashfield, a town a few miles away from Silent Hill, as well as subway, forest, water tower levels, and the apartment itself.
However, you'll always return to the room. It decays as you progress, and since the portals from the other world always lead to the room itself, you find that part of its intrigue is seeing how it transforms, what new things happen in it, and what other new clues there are to find. For instance, you can peek out the front door peep hole and you can yell all you want, but the neighbors, landlord, and your friendly next-door neighbor Eileen cannot see or hear you. You're trapped. You can peek into Eileen's room, too. You will watch everyday details of her life, such as the shaving of armpits, sweeping, getting ready to attend a party, and watching TV.
The room is a growing, organic creature of its own sort that requires your attention to complete the game. It creates a decent amount of claustrophobia, but not the kind that I'd hoped for. And yet, it's almost always fun to see what's going to happen next.