The story follows Harry Mason, who wakes up after a car accident to find that his daughter Cheryl is missing. Harry will wander the snowy streets of Silent Hill searching for answers of her disappearance, but when the world freezes over, he will need to escape the lumbering demons that haunt his steps.
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Silent Hill: Shattered Memories, a 2009 re-imagining of, keeps the underlying story the same: following an accident that leaves his car totaled, Harry Mason searches for his missing daughter, Cheryl, in the seemingly-abandoned town of Silent Hill.Numerous new elements were introduced to the series in Shattered Memories, including a much-touted psychological survey that the game will. This survey — as well as a player's actions throughout the game — will alter accessible areas, character appearances, and even characters' attitudes. Shattered Memories also alters nearly all the audio files and notes players find during the course of the game in subtle ways — while the context of these 'flashes' will generally appear the same, the content will have subtle (but significant) alterations, even on repeated playthroughs. Silent Hill: Shattered Memories contains examples of the following tropes:.: The staple series is back again, complete with spooky atmosphere and jump scares.: Inverted, as there is no combat whatsoever, far less action, and more focus on story and atmosphere than either of the previous two games.: Kind of. Harry never makes any effort to fight the Raw Shocks, though in his case it's because he was explicitly told that he has no way to kill them, as opposed to being a moral thing. The enemies are dealt with by running, hiding, or temporarily warding them off with flares, and the closest thing to combat you see in the game is Harry defensively shoving them away.: A major focus of the game, so much so that the overtly occult elements of the plot are cut out entirely.: The entire game was just Cheryl's fragmenting fantasy of her dad surviving the car crash that, in reality, killed him years ago.
In, you even see the childhood mementos (if you picked up any) that various characters and locations came from.: To the first game, though it could be a sequel to the Bad End's Dying Dream.: The first-person viewed therapy sessions are Cheryl's point of view, not Harry's.: Harry finally reaches the lighthouse, has a final conversation with Cybil, and enters the building, with you thinking you've entered the final climactic dungeon. You find a lobby area with two items to pick up, you walk through a door, and Harry walks into the ongoing therapy session that turns out to be for his adult daughter, revealing the entire game to be a fantasy she conjured to make her dad seem more heroic than he really was. It's rather sudden, but fitting.: The Raw Shocks will not attack Harry in rooms in which he has to solve a puzzle.: 'Acceptance' - one of two possible end credits songs - can be considered a particularly dark and unusually low-key example.: The best ending. Cheryl finally accepts the brutal truth that she never really knew her father and what she's been remembering was a fantasy created by a traumatized child. 'The strange creatures you see are creatures.'
.: The whole game takes place during a terrible snowstorm.: Your camera phone ends up with a lot of these depending, of course, on whether you take them. A few of them, however, are required. The first one of Cheryl on a swing is to show the player how to take photos, and later, finding three photos is the only way to end the Nightmare sequence.:.
'My mother was a bitch.' As spoken by a dog.
The town of Silent Hill, known for its crazy and psychotic settings, has a high school, Midwich High. Its mascot?.: Graphic design elements for many of the game's in-universe flyers, posters, etc. Tend to mimic what the average person would make; hence the familiar, badly-put-together, honest layouts with a liberal, liberal amount of Comic Sans. The whole game looks like a VHS recording. Various scenes can blur with snow. Opening doors are very jittery, just like Playing and tape from Pause, Rewind, or Fast Forward.: The effect is somewhat more subtle than in previous games, however.: The game ends just after you enter it.: Averted, given that you talk with a psychiatrist between bouts of gameplay. Quite humorously, he's Michael Kaufmann, who acts like his previous incarnation.: Eventually the whole game, though for one specific example, what objectively happens when Dahlia replaces Michelle in the Balkan.
Harry later tries to find out how Michelle perceived that situation, but his question gets interrupted.: From the official soundtrack is the song. 'I know there's something I've forgotten, like a time, a place, a shattered memory'.: Harry learns he doesn't exist and is just one of Cheryl's delusions.: The therapist's appointments lead you to believe you are either in control of yourself or Harry, while the camera is always in the first person. After the twist, the camera turns to see who has been sitting in the chair - it's Cheryl, looking like a dark-haired version of her self.: One of the creepiest sequences. Your driver and the windows also freeze solid, then something writes 'Don't Struggle' 'So Cold' on the windows. /: Reaching the final stage of the game to find out that you, Harry, have been, and that some (if not all) of the things you encountered while exploring Silent Hill were all experienced by Cheryl! Climax Studios earned its name with this one!.: Lisa is a nurse who, after being in an accident, should have known better than to go home, take some pills from someone she just met, and fall asleep rather than have her injuries examined, as she could've had a concussion.
Granted, it's Harry, or Cheryl imagining herself as Harry who gives Lisa said pills and watches her die, but it's still unusually careless on Lisa's part.: It's a 're-imagining' of SH1 with the same premise but is otherwise handled in a completely different fashion.: There's no health meter. Instead, the more hits Harry takes from the monsters, the more he stumbles about. Given enough time, he can recover. Justified by the fact that the monsters are not actively hitting him; they are lowering his body temperature, basically making him freeze to death.: After the first nightmare chase, Harry is picked up by Cybil. She drives him to a remote cabin in the woods, then gets out to find a phone because the road conditions are bad and vanishes. She leaves you in the car, goes into the cabin, and isn't seen again until after the bridge incident, which is about halfway through the game.
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She does call you directly after the next nightmare chase, but it's never explained where she went or why Harry couldn't find her.: Four times in one playthrough. First, 'I know you're not Harry Mason!'
. One near the end - 'I believe you think you're Harry Mason.
Hell, I believe you are Harry Mason! But Harry Mason was killed in a car crash 18 years ago!' . One in the ending - 'The term is 'complicated grief'.
But it's simple, isn't it?' . And the last one - 'Cheryl.' .: Harry walking into Dr. Kaufman's office, and then the camera pans around and shows the first person perspective to have belonged to Cheryl.: There's evidence putting this game's Silent Hill in one of several locations, and Team Climax hasn't said anything more specific than 'New England'. A sign at the beginning at the game gives directions to Buffalo and Rochester, cities in western New York. It should maybe be mentioned that this sign is on the ground in a scrapyard.
Cheryl's student records show that Silent Hill's zipcode is 45904 - Grand Rapids, Michigan. The diner is also adorned with Michigan license plates.
Silent Hill: Shattered Memories wants to get to know you. Do you make friends easily?
Do you work best to a plan or schedule? Have you ever been unfaithful? Have you ever used role-play during sex? Are you a private person? Do you prefer friends over family?Placed in an analyst's chair, the game begins with the first of many such psychological evaluations. There's no 'wrong answer' as such, but part of the fun in this intriguing re-imagining of the original 1999 Silent Hill is that the experience is designed to shape itself around the kind of person - and therefore player - that you are.
Being a misanthropic loner, of course, the resident shrink had a field day with me, but I guess that's the point.Controlled through the eyes of the subject, you can either sit and focus intently on the thoughts and demands of the stern-faced evaluator, or point the Wiimote elsewhere, avert your gaze and let your eyes wander around his wood-panelled office. Eventually the headmasterly figure gives you your next test. You tick the appropriate box, grab pictures and place them in the desired location, or simply respond with a nod or a shake of the head by moving the Wiimote.Then it's onto the action, and the almost-immediate realisation that Shattered Memories is, by some margin, the most creative and engaging game to emerge in Konami's horror series since the perversely unsettling Silent Hill 3 back in 2003.
Indeed, by the end of it, you're left mulling over the highlights of one of the most compelling and sure-footed offerings the genre has ever seen.The first thing to stress is that Shattered Memories is a whole lot more than a remake. While it retains some of the main characters and basic premise, developer Climax has changed so much along the way that calling it a 're-imagining' is more in line with the end result. Gone is the obsessive-compulsive map-checking and handle-turning trudge as you establish a route through festering, dimly-lit corridors in abandoned asylums and schools. Gone is the hapless and ungainly combat, and out goes the need to check every empty room in the search of anything not nailed down too. Gone, in short, is all the tedious stuff. The tactile nature of the puzzles are often simple but effective - but how will it translate to PS2 and PSP?As with the seminal original, the game focuses on Harry Mason's desperate search for his young daughter, Cheryl. Having crashed his car one night on an icy road on the outskirts of Silent Hill, he wakes up in a blind panic to discover her missing.
Grabbing a torch, he ventures out into the snowy night, scaling fences, checking nearby buildings for clues to her whereabouts and hollering her name at the top of his lungs.Holding the Wiimote like a torch, you point the beam around the gloomy environment, and move with the nunchuk stick, holding Z to run. Obstacles are scaled by simply going up to them, while doors can be opened by moving to them and pressing A. There's a satisfying intuitiveness to basic movement, making the environment all the more interesting to roam around.