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Silent Hill

Under mounds of studio pressure and weighted anticipation on behalf of fandom that usually accompanies video game adaptations, Director Christophe Gans and Screenwriter Roger Avary have succeeded in doing what countless others have failed to achieve.

Most of these films are doomed (pardon the pun) before they ever even get into pre-production. Unlike studio executives, gamers sit countless hours on the couch, dissecting these games from head to toe, unearthing visual cues and mythological clues to help solve the very game they are playing.

So whenever a video game gets slated for production, many fans brace themselves for eventual disappointment, suppressing hopes that it might turn out better than it actually will. Who can honestly blame them after duds like Resident Evil, Alone in the Dark, Tomb Raider, Doom, Mortal Kombat, and Street Fighter?

Some of these titles are tough adaptations to begin with, but survival horror entries seem tailor-made for the big screen, only heightening the disappointment brought on by the cinematic gutting of the franchise that ends up in cineplexes. These games already lay out the story, mood, setting, and art design. Most of what makes them work is the character development -- no matter how stilted the dialogue may be at times -- which is often abandoned for a more typical Hollywood procession of events.

Well, not Silent Hill.

This film is without a doubt the most faithful video game adaptation yet, and this is coming from someone who has played a portion of one of the games in the series at best. The sound and visual cues taken directly from the game play perfectly well on screen. These include shot for shot references from games in the series, and the score, consisting mainly of wandering single piano arrangements, follows not only the same musical arrangements, but is used in the exact same fashion as it is in the games.

Many will be surprised by the look of the film. The camera is always moving and fluid, but never really gets to the point of being contrived or over-stylized. Shots are set up to mirror their video game counterparts, and anyone who has ever even looked at a Silent Hill video game will immediately recognize the film's adherence to its source material.

That said, the film isn’t just a geek-off. It actually stacks up to be one of the best horror/thriller entries to come out of a studio in some time. Schlock-horror films such as Saw and Hostel received notable media attention, but Silent Hill actually has substance to go along with its faithfulness to the franchise. Don’t hesitate to buy a ticket if you’ve never even heard of the video games, because what awaits you on-screen is a no-holds-barred tale of the macabre.

Somehow managing to convince the studios to sway from their usual “video games are for kids, therefore video game movies must not be rated R” mentality, Gans and Avary have concocted a jarringly surreal experience filled with enough subtext, gore and character development to keep fans of all sorts enthused.

The story centers on Rose Da Silva (Rhada Mitchell), her adopted daughter Sharon (Jodelle Ferland), and her husband Christopher (Sean Bean). Sharon’s past has seemingly been coming back to haunt her in her sleep, resulting in sleepwalking spells and utterances of the name of a town called Silent Hill.

Rose decides to take Sharon to Silent Hill in hopes of unearthing some clues to her daughter's midnight fright sessions, but her husband seems skeptical. On her way, she has a run in with a motorcycle cop named Cybil Bennett (Laurie Holden), who chases her after Rose flees from being pulled over.

While on the run, Rose swerves to avoid hitting a ghostly figure in the road and ends up losing consciousness after hitting her head on the car steering wheel. When she wakes up, Sharon is gone, and she discovers that she crashed on the outskirts of the fog-laden town of Silent Hill. As she searches for Sharon, Rose unravels clues that point to the mysterious town's origins, and discovers that all hell seemingly breaks loose in intervals prefaced by air raid sirens throughout the town.

The interesting thing to note here is, although CGI effects are obviously used, demonic characters are not actually left up to CG creation. Dancers in latex are used to create these beings, and Gans even borrows tricks from the J-Horror set by filming motions in reverse to create a more creepy effect to their movements.

The town’s fog is obviously processed, but viewers are urged to debate the meaning behind the three separate planes of reality within the film, even if answers are never fully fleshed out.

Gans and Avary have raised the bar on the video game adaptation genre, but is it too late? Some of the more cherished franchises have already suffered lackluster adaptations, it leaves few franchises left worth giving the Silent Hill treatment.

Rating:

Mario Anima

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