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A Benevolent Silent Hill Prepared by
Alexander

To Harry and Heather Mason, Silent Hill is a chaotic, cult-perverted, broken-up succession of jagged memories and forgotten pain. Alone and out of place, they must fight their way through a chaotic town, against them at every turn, struggling to overcome the machinations of a sinister cult.

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In Silent Hill 2, we are treated to a different side of Silent Hill. No cult, no Alessa, no feelings of malevolence.  To James Sunderland, Silent Hill is eerily personal and guiding, ensuring he is shown a way through the darkness should he keep moving forward. The town is decisive and intelligent, constantly changing in an attempt to best show James the truth it has been desperately hinting at.


At surface value, the town of the second game seems no different that the rest of the series. Bloody walls, disgusting monsters, and a hauntingly-still mist. But that’s where the similarities end, for this this side of the town reveals a changed Silent Hill, one without malevolence or scorn. To those outside of the Alessa incident, Silent Hill can be an incredible force of good.

With a sentience of its own, Silent Hill calls to those whose lives have gone astray, luring in broken, guilt-ridden minds and providing them with the rare opportunity to see the truth and find closure. The town is compassionate in providing this chance, a chance the characters of Silent Hill 2 would otherwise never get.

When the town attempts to guides those it calls to redemption, it never does so forcefully, leaving it to the individual to redeem themselves. If effort is shown, however, the town will provide, opening up paths and providing tools, such as the wirecutters. This idea is inversely illustrated by the many corpses of James discovered at key points throughout the game; representations of him giving up. This is further reinforced by Angela, a girl drawn to the town under similar circumstances. Unlike James, however, she gives up, committing suicide. James, staying strong, finds his closure.1 2

The town always clears a path, granted James makes the effort to discover the truth. Whether it be the right keys for the right doors, or a fortuitously-timed siren summoning away Pyramid Head, as long as James is willing to march forward, the town guides him through it’s challenges, forcing him to confront a nightmarish world to reach the truth and ultimately change him for the better.3

The town take James exactly where he needs to go, to show him exactly what he needs to see. He often stumbles upon places familiar to him, especially those pertaining to his wife. While Brookhaven and the Lakeview Hotel are the most obvious, he also visits obscure, dark places such as the Labyrinth. While seemingly unrelated, the challenges within must be overcome for James to reach the truth. The town provided for James to reach Room 312 near the end of his journey, just as he was beginning to rouse from his state of denial, not as soon as he jaunted into town. Silent Hill laid out a path for him that would test him, not punish him.

Because of James’ highly-delusional state, the town must take extreme measures to show him the truth. By the time James reaches Silent Hill, he wholeheartedly believes in the illusion he creates. Because of this, the pure, psychotic horror mirrored in the atmosphere of the town need to be gruesome; anything less wouldn’t have penetrated James’ muddled psyche.

Silent Hill again proves benevolent by leading James directly to the characters he needs to see at the appropriate times, disregarding all logic to achieve the ultimate affect, illustrated best by the many unexplainable appearances of Maria. As if a stage, actors are introduced strategically for greatest impact, such as Pyramid Head suddenly manifesting to shove James off the roof. Set pieces of the plot mysteriously appear and disappear at opportune times, and James walks into amazing coincidences in a large, otherwise locked-up town, never hitting a dead end.4

The way James committed his crime also serves to further justify the extremes the town undergoes to show him the truth. He killed Mary with a pillow on a bed, not a bayonet on a battlefield. The gruesomeness associated with death was absent; no blood, no mutilation. It was very easy for James to disassociate death with the murder of his wife. This forces the town to shock him into the truth by presenting him with the polar opposite of the calmness and cleanliness of Mary’s murder, reflected in every aspect of his journey.

In short, the town is alive, thinking and calculating. It draws troubled souls into Silent Hill and gives them a chance at redemption. Even though the measures it takes are quite radical, it is a force of good, for sometimes such extremes are the only things that can reveal the truth to us.


Unfortunately, there is little to no official evidence as to why the town changed the way it did. In addition, the motivations behind the town’s actions are equally as mysterious. But from simple elimination and reasoning, the following theory is highly plausible.

To those unrelated to the Alessa incident, the town has always been this way. More specifically, this is James’ town. A mistworld, with only minimal leftovers of a cult. People like Harry, Heather, and Travis were “forced” into the town by Alessa under her own motivations. While everyone sees their own version of the town, this is the only theory that explains why Silent Hill is seen as turbulent and chaotic before and after Silent Hill 2, but not during.

[1] While Angela’s fate is never revealed, it is greatly hinted at through in-game evidence related to her, the developers, and her own words. For all intents and purposes, this article assumes that, at the least, she gave up her journey to find closure.

[2] This is regardless of endings. While the Leave ending is canonical, and the In Water ending was the intended original, in both James eventually found his redemption before deciding what to do next.

[3] While necessities for gameplay, it goes beyond that, for it cannot be forgotten that Silent Hill 2 is a beautiful story presented as a game. When a key opens a door, you have a game. But when you have to solve an eerie coin puzzle in an abandoned apartment complex to eventually discover you’re in denial over murdering your wife, it becomes more than a game. The designers knew this well, which is why they went to such lengths to make the puzzles as deep as they are.

[4] This occurs in the first and third games as well, yet with the crucial difference of Alessa being there to guide Harry/Heather. In James’ case, he had no such luxury, so either he is the luckiest man to grace this earth or the town is the one guiding him.

Article Prepared By

Alexander

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More about Alexander

A gamer and critic hailing from sunny California, Alexander is currently studying photography at San Jose State.
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