A loan officer who evicts an old woman from her home finds herself the recipient of a supernatural curse. Desperate, she turns to a seer to try and save her soul, while evil forces work to push her to a breaking point.
After the continuous sleep walking episodes of Sharon, the young daughter of Rose Da Silva, the decision is made to take Sharon to the place only mentioned in her restless dreams- Silent Hill. However, the road to Silent Hill is anything but easy to access, and Rose creates a high speed chase between herself and a police officer only to end in a crash for them both. When she wakes up, Sharon has disappeared and Rose is at the entrance to the deserted, dream-like town of Silent Hill. As Rose begins the search for her daughter, she does not realize the terror and mystery surrounding her. Rose is led on a blind search for her beloved daughter, finding herself getting more and more entwined into disturbing past of Silent Hill. Written by
krazyhorse98 (Jackie V.)
Sony acquired United States and Latin American distribution rights for $14 million US Dollars. See more »
When Rose is at the gas station, she's wearing a locket around her neck. The next time you see the necklace pendant, as she first walks through Silent Hill's main road through town, she is wearing a carabiner as a necklace pendant and not the locket. In the next scene where you can see the necklace pendant, when she wakes up in the bowling alley, it's back to a locket. See more »
Sharon! She's not here! Oh, god. Christopher, can you see anything? Sharon! Sharon!
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The Davis Films logo is engulfed in fog and ash instead of the traditional sky. See more »
Great ideas, creepy atmosphere and eerie mood but the rest is badly executed
I remember I sat down to play Silent Hill a couple of years ago because the mystery genre intrigued me and the game had an interesting look to it, so I started running through the abandoned town of 'Silent Hill' as the main player. I stopped playing very soon because, in truth, not a whole lot was happening. It was mostly an uncomfortable experience, eerily lit and hauntingly scored. I could feel an intense build-up in that foggy place but I never reached the culmination, so I gave up. OK, fine - I was scared.
Years later this film adaptation is bravely made by Christophe Gans and, even though I'd played less than ten minutes of the game, I immediately recognised the haunting visuals of the abandoned city. So 'well done' here is an understatement. It is superbly breathed new life into.
The plot has been glossed over slightly in a Hollywood fashion, but captures the essence of its characters and storyline - which is: as a last resort, a mother takes her ill daughter to a place she often mentions in her sleep - a place near where she was adopted from. But the hope the mother has for her daughter's recovery quickly shatters and turns into despair when the little girl vanishes in the misty mysterious old town.
I truly cannot credit the atmosphere of this film enough. Christophe Gans has successfully captured the eerie mood of Silent Hill and it is a nightmarish place - a fog-enshrouded hell that shifts between two modes: barren ashen daylight and a gruesome decaying state with fiery ember, demons and enhanced by chilling (and very sudden) sound effects. It's strangely fascinating, surreal and above all frightening.
The problems of Silent Hill (2006) are that there are not nearly enough build-ups. They should have been used not only to stay faithful to the video game upon which it was based but to wield tension in the right way and shock us when the build-up finally culminates. But here we are introduced to horrid creatures early on and often without much foreshadowing devices. Because they are presented to us so generously and clear-viewed, they are not that scary. At all. Some even manage a raised eyebrow, like the crawly CGI cripples.
In the end, I think this is quality horror entertainment and probably one of the better game-to-film adaptations, abut it is much too chaotic
too many monsters and too often and too clearly to be frightening.
The mood and atmosphere are what is frightening and so it should have been used even more in Silent Hill, but instead the director feels pressured to introduce creatures to satisfy mainstream audiences' need for bloody gorefest and kinetic action.
7 out of 10
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