Previously, truck driver Travis Grady had gotten out of his rig and wandered into the town of Silent Hill for reasons that have never been adequately explained. He rescued a girl from a fire, went to the hospital, fought some monsters, found out she was dead, and then headed for the sanitarium.
We now rejoin him on his quest to find the most agonizing and pointless way to die alone, in a haunted town, for no damn good reason.

Once Travis escapes the clutches of the pseudo-hot nurse at the hospital, he begins working his way through the rat-maze of Silent Hill’s transportation system. About nine out of every ten roads has an inconvenient chasm cutting across it, and getting from A to B requires either a bit of climbing, or taking the longest and most twisted route possible through the monster-infested streets. Guess which one Travis chooses.
The game continues to spare you from things like suspense, dread, or basic curiosity by endlessly harassing you with foes. The streets are filled with these faceless, armless freaks that wrap their legs around Travis’ waist and squeeze really hard in a way that Travis is probably used to paying for. The first one is a little unnerving, but somewhere around the sixth one you’ve pretty much gotten the idea, and by the two-dozen mark they’re about as frightening as hobos begging for change. I remember being lost in the streets of Silent Hill in previous games and jumping at barely perceived shadows in the distant fog. Oh no! Is that a monster? There’s no time for that sort of subtlety here. The foes are posted at regular intervals and it’s pretty much impossible to go anywhere without being accosted by one or two at a time. These monsters do not haunt, they pester.
Continue reading 〉〉 “Silent Hill Origins Part 3: Insanitarium”
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