Silent Hill: Origins

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Silent Hill: Origins

PAL region box art
Developer(s) Climax Studios
Publisher(s) Konami Digital Entertainment
Director(s) Mark Simmons
Producer(s) William Oertel
Designer(s) Sam Barlow
Writer(s) Sam Barlow
Composer(s) Akira Yamaoka
Series Silent Hill
Platform(s) PlayStation Portable, PlayStation 2
Release date(s) PlayStation Portable
  • NA November 6, 2007
  • EU November 16, 2007
  • AUS November 29, 2007
PlayStation 2
  • NA March 4, 2008
  • EU May 16, 2008
  • AUS May 23, 2008
Genre(s) Survival horror
Mode(s) Single-player
Distribution Optical disc

Silent Hill: Origins, known as Silent Hill Zero in Japan, is a survival horror video game for the PlayStation Portable developed by Climax Studios and published by Konami Digital Entertainment in November 2007. A port for the PlayStation 2 was released in March 2008. The fifth installment in the Silent Hill series, Origins is a prequel to the first game. Set in the series' eponymous fictitious American town, Origins follows trucker Travis Grady as he searches for information about a girl whom he rescued from a fire. Along the way, he unlocks his repressed childhood memories.

Origins' PSP release was generally well received, with reviewers complimenting gameplay mechanics and good graphics, while most complaints concerned the length of the game and overly-strict adherence to the series' formula by Climax. The PS2 port received slightly lower aggregate scores, owing to lower-than-average quality graphics, and some camera and control issues.

Gameplay

The objective of Silent Hill: Origins is to guide player character Travis Grady, as he searches the monster-filled town of Silent Hill for information about a girl he rescues from a burning house.[2] The game uses a third-person perspective with alternating camera angles; the player can press a button to pan it behind Travis.[3] Following the gameplay formula of previous Silent Hill games, Origins primarily revolves around combat, exploration, and puzzle-solving.[3] He carries a flashlight and indicates the direction of a nearby usable item,[4] while his portable radio alerts the player to the presence of nearby monsters by emitting static.[5] Through the use of mirrors found throughout the town, he can enter and exit the "OtherWorld",[3][6] a dilapidated version of the town obscured by darkness. Often, actions performed in one dimension will affect the other.[5] Completion of the game results in unlocking special items or alternative outfits for Travis, depending on various accomplishments.[3]

For combat, in addition to his fists, Travis finds a range of weapons throughout the town: firearms, breakable melee weapons, and one use items usable in close combat. A new feature allows the player to quickly switch his equipped weapon with the use of the D-pad. Origins also introduces the "grapple" system, a quick time event during which a monster grabs Travis, and certain button combinations are presented to the player to execute, in order for him to escape.If the player performs a successful grapple, he or she can avoid damage to him. To check the status of his "health", the player must open the inventory, since the game does not feature a heads-up display. However, when his health is critical, the edges of the screen throb red and his heartbeat is heard.[7]

Plot

Silent Hill: Origins is a prequel to the first Silent Hill installment, and takes place several years before the events of the first game.[3][6] Driving past the town of Silent Hill as a shortcut, trucker Travis Grady swerves the vehicle to avoid hitting a girl in the road.[8] Concerned about her, he follows her into the town and losing track of her, stumbles upon a burning house.[9] He rescues a young charred girl from the fire, and loses consciousness outside the house. He regains consciousness in the town, and resolves to learn if the girl survived.[10] Travelling through various locations in the monster-filled town—including the Other World—he encounters physician Michael Kaufmann, who denies treating any new patients recently;[11] licensed practical nurse Lisa Garland, who tells him that the girl, Alessa Gillespie, died;[12] and Alessa's mother, Dahlia Gillespie, who was present at the scene of the fire.[13]

Along the way, Travis gradually collects pieces of an unknown object, and periodically encounters an unburned Alessa, who does not answer any of his questions.[14] He also unlocks his repressed childhood memories:[15] his mother had been committed to a local mental institution after attempting to kill him, and his father had killed himself, unable to live with his wife's insanity.[16][17] After collecting all of the pieces, Travis assembles them to form the Flauros, a device which increases Alessa's power and frees her from Dahlia's spell.[18] Dahlia reveals that the town's cult plans to use Alessa to give birth to a god, before leaving to take part in the ritual.[19] Travis heads to the cult's ritual grounds, and sees members of the cult, including Kaufmann, surrounding Alessa's burned body. Kaufmann incapacitates Travis, who is transported into a dream-like state to fight a monster; he defeats it, and seals it with the Flauros.[20]

Three endings are available. The "Good" ending sees the Flauros manifest a baby that contains half of Alessa's soul and Travis's return to his truck as Alessa carries the baby out of town. Through the radio, the player hears that Harry Mason, protagonist of the first game, and his wife find and adopt the baby, naming her Cheryl. Dahlia and Kaufmann plan to cast a spell to draw the other half of Alessa's soul back to the town.[21] The "Bad" endings sees Travis awaken in a room tied to a table, and injected with a substance. He has a series of visions, in which he killed a woman he mistook for his mother, his father, and a hotel receptionist. His form is briefly replaced by a monster resembling the Butcher. Travis is left on the table.[22] The joke ending sees Travis leave with an extraterrestrial and a dog via an UFO.[23]

Development

Screenshot from the original gameplay preview. The creature pictured was also later scrapped after the project went to UK Climax.

Prior to the release of the first film adaptation of the series, there was speculation that Konami was planning to release a remake of the first game in the series[24][25] with Rose Da Silva in place of the original game's player character, Harry Mason. This speculation was fueled by an interview with the film's director, Christophe Gans, and a leaked list of Konami release dates which included a Silent Hill: Original Sin for the PSP.[24] Origins producer William Oretel later confirmed that the idea of a remake of the first game had been considered by Konami, but rejected.[26][27]

Origins was first announced at Electronic Entertainment Expo 2006; the press release detailed basic plot and gameplay information, and also announced that the game would not be produced by Konami's Team Silent, who had developed all the previous installments, but by Climax Studios instead.[28] The game's storyline was written by Sam Barlow [29] who consulted Team Silent to keep the title a canonical entry in the series,[30] while the soundtrack was composed by Akira Yamaoka.[26][28] The first previews of the game featured a radical departure from the usual gameplay format, with the inclusion of a Resident Evil 4-style camera angle.[31][32] Travis was to have access to six weapons, three of which were melee weapons and three of which were firearms.[31][32] There were also plans to introduce a laser sight for Travis' pistol and a new "Barricade" system which would allow the player to block access to areas from monsters with improvized objects.[31][33] At the time, the game was expected to be released in late 2006.[34]

In October 2006, Climax's United States-based team working on Origins was sacked, with rumors circulating that the game production was becoming a disaster through mismanagement and "unrealistic deadlines", and that the final version of the game was expected to have only "three to four hours of gameplay."[35][36] Production of the game was subsequently moved to another studio in the United Kingdom, in order to ensure the final product would be "a tighter, more focused game that will provide fans with the experience they want... a Silent Hill experience"; the release date was also pushed forward.[37] Later previews showed that the game had changed significantly, and contained gameplay more in line with that found in the previous titles in the series.[36][38] The changes were well received by observers.[38][39]

On August 19, 2007, a demo of the game was leaked to internet download sites; Climax promptly denied they were the source of the leaked content.[40] The game was released in November 2007 in North America and Europe, with a Japanese and Australian release in December.[1] The Japanese release carried the alternate title Silent Hill Zero.[1] In early December 2007, Kotaku reported that Origins was likely to be ported by Climax to the PlayStation 2, so that a wider audience would be able to play the game, and that the port would be released in March 2008.[41] In early January 2008, online retailer Amazon.com began taking pre-orders for a PS2 port of Origins, although Konami and Climax had yet to make an official confirmation of the project at that time.[42] Finally, on January 22, 2008, Konami officially confirmed that a PS2 port was in development.[43] Origins for the PS2 was released in North America on March 5, 2008, while the European release followed on May 15, 2008.

Released as Silent Hill Zero Original Soundtracks, the musical score of Origins was composed by Akira Yamaoka and released in Japan on January 25, 2008 by Konami Music Entertainment, Inc.[44] Mary Elizabeth McGlynn provided vocals for four tracks and Joe Romersa provided the lyrics for these tracks.[45]

Reception

Reception
Aggregate scores
AggregatorScore
GameRankings78.10% (PSP)[46]
72.41% (PS2)[47]
Metacritic78/100 (PSP)[48]
70/100 (PS2)[49]
Review scores
PublicationScore
1UP.comB (PSP)[50]
Eurogamer7/10(PSP)[51]
GamePro4.5/5 (PSP)[52]
GameSpot6.5/10 (PSP)[6]
GameSpy (PSP)[53]
IGN8.0/10 (PSP)[3]
PALGN7/10 (PSP)[2]
Play Magazine87/100[54]

Most reviews for Silent Hill: Origins were positive; its original release on the PSP received a Metacritic aggregate score of 78 out of 100 and a GameRankings aggregate of 78.10%,[46][48] while the PS2 release received lower scores of 70 out of 100 and 72.41%, respectively.[47][49] GameDaily wrote that Origins "impressively brings all the elements we love about the Silent Hill franchise to a portable format that works wonderfully."[48] Shane Bettenhausen of 1UP.com concluded, "Sure, it's predictable, conventional, and a little bit short, not to mention ill-suited for brief pick-up-and-play sessions on the bus, but we're encouraged to see developers making an original, console-quality experience for PSP."[50] According to Kristan Reed of Eurogamer, "No doubt mindful of remaining faithful to the series' legacy, Climax pays such close attention to the ingredients of the first three Silent Hill games that it's basically an unapologetic homage to them."[51] While stating that Origins would appeal to fans for its story that adds to the series' mythos, Game Informer added, "Unfortunately, the game has fallen into something like a rut in most other areas and less fanatical gamers won't be as forgiving of its faults."[48]

The storyline was a mixed bag for reviewers. According to Kevin VanOrd of GameSpot, the premise was unoriginal and unsuspenseful, detracting from Travis' appeal as a protagonist, although he felt that the game provided new material for fans to analyze.[6] PALGN's Mat Keller wrote that the Origins' "blatantly obvious" subtext failed to affect the player, in contrast to the subtext of previous installments.[2] 1UP.com stated that while Origins suffered from heavy foreshadowing and predictable plot twists and character development, it added to the backstory of the series.[50] Conversely, Wesley Yin-Poole of VideoGamer.com described the storyline as "engrossing".[55] Additionally, critics felt that the visual style was similar to those of the previous Silent Hill installments.[2][52] Enjoying the visuals, Jeff Haynes of IGN wrote: "From the cluttered and junk strewn locations to the rusty, chaos filled doppelgangers of the alternate dimensions, everything feels like it's been stripped from one of the other titles and shrunk down to the handheld."[3] Reviewers praised the graphics,[52][50][56] the monster designs,[56] the detailed environments,[6][51] and atmosphere.[51] However, some reviewers wrote that the character models could have been more detailed.[52][51]

Gameplay drew a variety of reactions from "immersive"[52] and "intriguing",[3] to formulaic.[51] The puzzles were generally considered by critics as challenging and well-done.[2][6] The duration of the game was considered short,[2][50] and reviewers criticized the fewer save points.[2][51][55] The "strict adherence" to the series' formula also drew criticism;[54] the opening comment of GameSpot's review remarked that "this old fog needs to learn some new tricks", and further detailed that the game provided "an entirely conventional adventure that relies on eight-year-old franchise hallmarks at the expense of anything truly new."[6] Some camera issues were noted,[3][52] especially in tight corridors.[53] Reviewers wrote that Origins had a greater emphasis on combat than previous installments,[2][53] although reaction to the combat was generally negative.[6][51][50] Some reviewers felt that the player was encouraged to avoid combat, due to a variety of gameplay factors, including the breakable melee weapons.[2][50] On the other hand, GameSpy's David Chapman stated that the readily available weapons made Travis too powerful.[53] The inclusion of quick time events was not well received by reviewers, who felt that it added nothing appealing to the game.[6][50] Additionally, the soundtrack was frequently praised as frightening,[2][6][56] and a part of the game's appeal.[51][50] The PlayStation Official Magazine UK wrote: "Despite its small-screen setting, Origins even manages a few genuine scares, mostly thanks to the first-rate sound: this should only be played through headphones."[48]

The PS2 port's graphics were met with disappointment by reviewers, who considered it visually inferior to the previous PS2 Silent Hill titles.[57][58] IGN also took issue with the port's lack of manual camera control.[58]

References

  1. 1.0 1.1 1.2 "Silent Hill: Origins, Release Summary". GameSpot. CBS Interactive. Retrieved 2007-10-26. 
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 Keller, Matt (2007-12-10). "Silent Hill Origins Review". PALGN. PAL Gaming Network. Retrieved 2012-10-12. 
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 Haynes, Jeff (2007-11-12). "IGN: Silent Hill Origins Review". IGN.com. IGN Entertainment. pp. 1–2. Retrieved 2008-11-24. 
  4. Haynes, Jeff (November 12, 2007). "Silent Hill: Origins Review". IGN. Retrieved November 24, 2008. 
  5. 5.0 5.1 Silent Hill: Origins. Konami Digital Entertainment. 2007. pp. 8–11. 
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 VanOrd, Kevin (2007-11-22). "Silent Hill: Origins Review". GameSpot. CBS Interactive. Retrieved 2008-11-24. 
  7. Silent Hill: Origins Instruction Manual and Video Game
  8. Climax (2007-11-06). Silent Hill: Origins. PlayStation Portable. Konami. "Travis: Late on a gig, bud. I'm taking the shortcut past Silent Hill; ...stopping for coffee as soon as I hit Brahms. I'm beat. / Trucker: Bad dreams still keeping you awake? I told you, man, a girl or two would go a long way." 
  9. Climax (2007-11-06). Silent Hill: Origins. PlayStation Portable. Konami. "Travis stands on the road besides his truck. He suddenly notices a girl standing on the road. She turns and stares at Travis. Travis: Huh...? The girl turns around and runs away. Travis: Hey, come back!" 
  10. Climax (2007-11-06). Silent Hill: Origins. PlayStation Portable. Konami. "Travis: Not fog... it's smoke... My God... A girl screams inside the house. Travis: Someone's in there! [...] Girl: Let me burn. Travis: You're coming with me. ...Safe now. Hey! Someone help her! Where is everyone? Travis loses consciousness. He wakes up on a bench in the town. Travis: Where am I? ...Silent Hill? What happened last night? That girl... Did she make it? They would've taken her to the hospital." 
  11. Climax (2007-11-06). Silent Hill: Origins. PlayStation Portable. Konami. "Travis: Hey! You a doctor? / Dr. Kaufmann: Can I help you? / Travis: That fire last night, the girl who was burned? Is she here? / Dr. Kaufmann: A girl? We've received no new patients in the last day or so." 
  12. Climax (2007-11-06). Silent Hill: Origins. PlayStation Portable. Konami. "Lisa: Are you okay? Sorry, did I startle you? My name is Lisa. I'm a trainee here. Are you waiting for someone? [...] The fire in the business district? How awful. I heard about that. No one knows how it got started. And that poor girl, Alessa Gillespie... To die like that..." 
  13. Climax (2007-11-06). Silent Hill: Origins. PlayStation Portable. Konami. "Travis: You were at the fire! I saw you there. / Dahlia: Of course you did. That was my house... burning. My daughter, Alessa. You were the one who saved her?" 
  14. Climax (2007-11-06). Silent Hill: Origins. PlayStation Portable. Konami. "Travis: This is just like before. What's happening here? That thing, it... couldn't have been. Are you making this happen? ...Are you doing this? (Alessa is silent) Wait... No, don't go... I need to know..." 
  15. Climax (2007-11-06). Silent Hill: Origins. PlayStation Portable. Konami. "Travis: Riverside Motel... I think I've been there before." 
  16. Climax (2007-11-06). Silent Hill: Origins. PlayStation Portable. Konami. "Helen: I had to kill him! My responsibility. My flesh and blood. I brought him into this world, so I had to take him out of it! Good wombs can bear bad sons, they say. I know you think what I did was wrong." 
  17. Climax (2007-11-06). Silent Hill: Origins. PlayStation Portable. Konami. "(Richard has hanged himself) Young Travis: Daddy... I won the game. I still got a quarter left... You want the quarter? Daddy... wake up. Please daddy. / Richard: I'm not sleeping, son. / Young Travis: Daddy... / Richard: You knew I wasn't sleeping." 
  18. Climax (2007-11-06). Silent Hill: Origins. PlayStation Portable. Konami. "Travis: Happy? You've dug up my parents - what now? When do we get to look inside your sick little mind? [...] Travis faints before getting any answer, and later collects another unknown object. Travis: ...This is the last one. Travis assembles the Flauros; the completed item levitates. Alessa appears in front of him. Travis: ...You're here!? Alessa heads to the door. Travis: Wait! [...] / Dahlia: What have you done? You broke the spell! Now she is free." 
  19. Climax (2007-11-06). Silent Hill: Origins. PlayStation Portable. Konami. "Dahlia: You want out? Far too late for that. Even with your misguided help, she can't stop us now. The ceremony begins soon. Finally, she will birth God!" 
  20. Climax (2007-11-06). Silent Hill: Origins. PlayStation Portable. Konami. "Travis enters the room as cult members perform a ceremony over the burned Alessa. Dr. Kaufmann: She's really worked you over, hasn't she? I'm surprised to see you. We had assumed you'd just leave. Well, time to put her pawn to sleep... Goodnight. Gas from the floor surrounds Travis, who begins to faint. / Dahlia: She's here! We need to begin this now! / Dr. Kaufmann: Don't worry, Dahlia. With him out of the way, she has no conduit for her power. [...] Kaufmann approaches Travis. / Dahlia: Leave it be. It is a cage for a demon. Contained, his power will focus yours. Release him, and we will all burn in the fires of Hell. Travis faints, and faces the demon." 
  21. Climax (2007-11-06). Silent Hill: Origins. PlayStation Portable. Konami. "Harry's wife: Harry, it's a baby! / Harry: It's a girl. Go on, hold her. / Harry's wife: Cheryl... we'll call her "Cheryl". Static interrupts the dialog. Kaufmann: Half the soul is lost, the seed lies dormant. / Dahlia: The other half is not lost. We'll use a summoning spell. Hearing her pain, it is sure to come. / Kaufmann: It will take time. / Dahlia: We can wait." 
  22. Woman: What are you talking about? I'm not your mamma. Please - No! Man: Scuse me, sir. Motel's closed for the season. Wait! He screams. Travis' father: What are you doing, son? Careful, daddy's-! Climax (2007-11-06). Silent Hill: Origins. PlayStation Portable. Konami. 
  23. A UFO descends, and an alien and dog descend. Alien: Greetings, Travis! Travis: You seen my truck? I have to find my truck. Dog: (whispering in the alien's ear) Ruff! Ruff! Alien: Your truck is on our planet. Come with us. Travis: Can I drive? Alien: You drive stick? (They float up to a UFO in a beam of light, and the UFO flies away.) Climax (2007-11-06). Silent Hill: Origins. PlayStation Portable. Konami. 
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