For me SH2 is the standout game from the original trilogy for all the obvious reasons. It's apart from the main Harry & Heather vs the Cult storyline, it shows how the events of the first game have effected Silent Hill and sets the stage for a bunch of future stories of personal redemption or damnation and it establishes so much of the mythology of what Silent Hill was and is.
SH1 and SH3 were great games as well and I like the stories that they tell but 2 is the one that showed how totell stories set in the same universe divorced from the plot and characters that laid the foundation.
SH2 also does a great twist ending that pulls into focus all of the events leading up to the reveal of who and what James is. Unfortunately, most the games since then that have tried to pull off the "personal hell" storyline have forgotten that we, as the players already know how Silent Hill works and the twist ending doesn't have the same impact.
To me you can address this one of two ways. Tell a story of personal punishment where we, as the audience already know what the protagonist is being punished for and tailor the story around his/her defiance when faced with their wrongdoings.
Or, you leave us with a blank slate and just reveal the back story through the course of the game.
That second option is obviously a bit harder to pull off as you still need to have a "big reveal" eventually and if mishandled it can fall flat.
Really I think each new development team should just be provided with a copy of Silent Hill Homecomings along with a sticky note that reads. "No!"
SH1 and SH3 were great games as well and I like the stories that they tell but 2 is the one that showed how totell stories set in the same universe divorced from the plot and characters that laid the foundation.
SH2 also does a great twist ending that pulls into focus all of the events leading up to the reveal of who and what James is. Unfortunately, most the games since then that have tried to pull off the "personal hell" storyline have forgotten that we, as the players already know how Silent Hill works and the twist ending doesn't have the same impact.
To me you can address this one of two ways. Tell a story of personal punishment where we, as the audience already know what the protagonist is being punished for and tailor the story around his/her defiance when faced with their wrongdoings.
Or, you leave us with a blank slate and just reveal the back story through the course of the game.
That second option is obviously a bit harder to pull off as you still need to have a "big reveal" eventually and if mishandled it can fall flat.
Really I think each new development team should just be provided with a copy of Silent Hill Homecomings along with a sticky note that reads. "No!"