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Nightmare Fuel / Silent Hill 4

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What the hell?
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The story has the protagonist trapped in an insane dream world, where death causes you to be Killed Off for Real. It's as creepy as it sounds.

As a Moments subpage, all spoilers are unmarked as per policy. You Have Been Warned.


    Hauntings 
  • One of the sights you may see in your room upon waking up is a picture of decaying corpse mugshot. All the scarier when you learn it alludes to Walter Sullivan's corpse hidden right next to your bedroom.
  • Absolutely nothing compares to the sheer terror you feel when you see a child's shadow crying and pointing at you from the closet in your bedroom, and you realize that your one safe haven is no longer safe. This effect is underscored by the fact that your health no longer recharges while in the apartment.
  • The player's "trust" that they're supposed to pick up every item they can is "betrayed" by a doll that causes a haunting that H. R. Giger would dream up: grotesque-looking infants that moan and groan above your item chest, stuck inside the wall. What makes this even worse is that a nice, if somewhat creepy-looking guy (whose identity you don't know yet at that point) offers the doll to you in a friendly manner and says that it used to be Eileen's before she gave it to him. You pick up the doll thinking that it might have some importance later in the game... only to find out that nope, it's pretty much only there to give you even more nightmares.
  • There's a particular haunting that possesses the chained door in the apartment. "Hm, everything's fine... wait IS THE PEEPHOLE BLEEDING???" And if you take the Schmuck Bait and look through it? "HOLY CRAP Bleeding eyeless Henry with 21/21 carved into his throat!!" If you turn your volume way up, you can very faintly hear him saying "Please help me." The most disturbing part is that "victim Henry" sways back and forth, moving his mouth as if he's saying something, but you can't make it out.
  • One of the hauntings that possesses your phone. "I'm always watching you. I'm always watching you. I'm always watching you. I'm always watching you. I'm always watching you..."
  • Go through hole. Wake up. Hear meowing.
  • Open the fridge to find what Henry calls a "lump of flesh" that fidgets about and groans. It's one of the other tenants' dead cat wrapped up in a pair of pants.
  • The TV haunting. You half expect Samara to come crawling out of the TV.
  • There's one haunting that can be very hard to find since your only clue it's there at all is the effects Henry feels when he gets near it. It's the chair right next to the Save Point: it turns bloody if you light a candle or wear a medallion near it, but otherwise gives nothing away. If you're unaware of this one, you could just wind up going back and forth looking for some invisible intruder and chipping away at your health the whole time.
  • You know shit gets real when goddamned ghosts start trying to break into your home from all rooms (yes, Henry can actually wake up with one just above his bed, immediately triggering the haunted effect as soon as you take control). Thankfully, they aren't able to make all the way through their bloody portals, but that doesn't change the fact you've still got roaring undead stuck inside your walls.
  • While not an actual haunting, one can occasionally see Andrew DeSalvo's severed head falling down from the sky through the window. It's a rare, random event, but startling regardless.

    Miscellaneous 
  • The opening cinematic. Holy mother of jumpscares. In short; moaning ghosts, the Twin Victim enemy running towards the camera and screeching, creepy shots of places in the game and "Room of Angel" playing. It does an excellent job of scaring the shit out of you in preparation for starting the game.
  • Despite all the horrible, painful ways people can (and do) die in this series, few compare to Jasper laughing euphorically and screaming as he burns alive, glad to have finally met "the Devil", followed by tracing the numbers 17/21 Walter carved into his chest with a candlestick right before he dies. While we're at it, Richard's death by electrocution is much more terrifying, and he dies just as slowly as Jasper.
  • The bloody mannequin in the restroom. "Reminds me of Cynthia."
  • The giant Eileen head in the hospital with the realistic concussion eyes.
    • The most disturbing thing about Eileen's head is the fact that you don't see it as soon as you enter the room. At first, the camera's facing Henry, and you can't see what's in the room, but you can hear something breathing. Then you take a step, and the camera immediately cuts to Eileen's head.
    • You can't mention Eileen's giant head without mentioning the heavy breathing + moaning it gives off, and the fact that those eyes FOLLOW YOU. Even with another character in the room, they only follow Henry.
      • The moaning becomes just a bit more terrifying when you remember that stuff like this is technically an insight into Walter's psyche. Really makes you wonder what's going on in that head of his.
  • Some of the murders Walter committed took place outside of the country. (That's right. You could be on a whole 'nother continent and Ghost!Walter could pop up at any time and kill you. Paranoid yet?)
  • The Greedy Worms. They can be found in in the Subway, Forest and Water Prison worlds. They're unkillable, but thankfully they're also harmless, and on the occasion that you can reach them you can beat the crap out of them if you find that to be therapeutic.
  • Discovering Cynthia dying in the subway station, when "Room of Angel" swells up... truly hair-raising. The static does not help.
  • The aftermath of Eileen's assault by Walter is just as jarring as Cynthia's death. Thankfully she survives, but it's very unsettling how Walter possesses no compunctions at all about brutalizing women.
  • The hospital in general, not just the Eileen head, but almost every other patient room is pointless except to scare you. There's the room with the (harmless) descending ceiling, the room connected to a sanitarium with a body in it, a room with a big tarp of skin held up ("On closer examination, there is a chunk of meat stuck in the middle of it"), the room with the wheelchair that disappears, and the room with the broken glass cases. The fact that the layout of all 24 rooms is randomized in every playthrough doesn't help.
  • During your session of game, a shady-looking man may come to your door and stare back at you through the peephole while you look through it. You eventually find out that he is none other than Walter Sullivan.
  • Like the other games in the series, SH4's full of ambient, creepy noises guaranteed to make you lose sleep.
  • The Water Prison is easily one of the creepiest levels in the entire series. It's a place used by the cult to punish the orphans, and they would send them there even if they hadn't done anything wrong. Once there, they were subject to constant surveillance and random beatings, forced to drink water with leeches in it, and if the doors to their cells stopped working? The guards just watched as they starved to death, then quietly disposed of the corpses. It's also where you meet the Twin Victims for the first time.
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    NPCs & Monsters 
  • Seeing Eileen completely drenched in her own blood if she takes too much damage is pretty damn jarring, especially when her wounds eventually begin to encompass her face, twitch and pulse around her body. It does serve to make player more caring towards her when trying to keep the poor girl safe. To make matters worse, should nothing be done about her injuries, she'll begin to have random seizures while speaking in reverse and/or gibberish, and eventually beat herself on her cast-covered arm with whatever she's armed with. Either that or she'll start to gasp at a set interval, all while a harmful aura forms around her.
  • The Ghosts. Invincible, intangible manifestations of Walter's victims that haunt his Otherworlds in several different rooms, can go through walls and other objects in the area, and sometimes even directly follow Henry from one room to another in what seems to be an endless chase. Unlike many other monsters in the franchise, the Ghosts are (nearly) unkillable and will continue to chase Henry unless he pins them down with the Swords of Obedience scattered around the different Worlds. And there's only five you can use against TEN you'll meet during gameplay.
    • Even being close to them does harm to you, as they have a powerful aura that causes headaches to Henry and slowly drains his health, something that can only be halted, temporarily, by a Holy Candle being put down nearby or equipping a Saint Medallion, both of which can wear out quickly if you're not careful with your time around them.
    • Their mannerisms and apperance are unnerving as well, as they act only vaguely human-like at best. Most of them just hover above ground and moan in deep, inhuman moans that makes them sound like they're in constant agony inside this nightmarish realm, and they spawn by squirming out of the walls in a bloody, viscous portal. As for their design, looking at some of them closely (not that one would want to) shows you the damage Walter's done to their bodies right before their death (Peter Walls/Victim 12 is beaten up and bruised, Sharon Blake/Victim 13's clothes are damp with water, etc).
    • If seeing the Old-Type victims isn't enough, however, the New-Type victims are far, far worse. The people Henry's met throughout his journey, all killed by Walter as part of the 21 Sacraments ritual, return during the Revisited portions as enhanced, powerful variations of the Old-Types, are way harder to damage enough to get the Swords through them, and deal a lot more damaged.
      • Cynthia Velasquez/Victim 16 is now a Stringy-Haired Ghost Girl with her entire body covered in blood from Walter stabbing her to death in the Subway World. She is introduced with an eerie, utterly disturbing reversed sobbing and her hair can actually ensnare Henry and immobilize him for an attack from another enemy. Even knocking her down might not be enough, as she'll horrifically squirm on the ground away from reach, just fast enough to be inhuman and creepy.
      • Jasper Gein/Victim 17 is eternally ablaze, haunting the Forest World around the Wish House area with the candlestick he used to trace the numbers 17/21 carved into his chest, using it as a weapon against Henry. The fire makes his attacks hit a lot harder than other Ghosts, and his burning flesh looks less like that and more like charcoal. He also doesn't moan as much as he gurgles and chokes.
      • Andrew De Salvo/Victim 18 haunts the Water Prison World, his stomach now even more bloated from the water he took in while drowning, and in a constant state of Dissonant Serenity, singing the 21 Sacrament scriptures like a nursery rhyme as he floats around. His most powerful attack can be described as a disturbing variation on a barrel roll towards Henry that can be deadly if not avoided. Worst still, you have to pin down Andrew to take a key he's holding to leave the Prison.
      • Richard Braintree/Victim 19 in the Building World is the final New-Type victim, but the most dangerous as well. Dying in the electric chair made his entire body charred, and he ditches the Ghostly Glide for walking like Walter does, except the electricity makes him "glitch" occasionally, twitching and randomly speeding up or slowing down as he charges at Henry with a crowbar.
  • Walter's horrific "new body" that looms over you during the boss fight with him.
  • The Patients. Particularly the one that just appears in the hallway of one of the apartments in the second run through of the apartment world. At first, the apartment appears empty and your first thought is to search it for items, and while you're doing that a 7-foot high monster casually marches towards you from the hallway in an Unflinching Walk as if it was waiting for you this whole time. If you arrive early enough and go straight into the hallway, you can actually see the nurse materialize at the end of the hall and walk straight towards you. Very unsettling.
  • Twin Victims. Particularly the way they're pointing right at you and whispering "Receiver" as soon as you get a glimpse at them. It gets worse when you find out what these things represent: Recall that Walter was first mentioned in an article in Silent Hill 2, which revealed that two of his earlier victims were children, a brother and sister. Do the math.
  • Forest World Round 2. You return to the forest and Eileen can read the previously indecipherable gravestones. So you let her read them, then suddenly you hear a deep chuckle, and then feel a gunshot. It's Walter. You run out of the gate in terror as soon as it happens, only to hear the gate creak well after Henry closes it. He's following you!
  • "Kid? That's no kid! It's the 11121 man!" Made even worse by the fact that he's being fatally electrocuted while saying it.

    The Room 
  • Try dialing the phone number on the billboard outside of the bedroom. You hear some disturbing noises straight out of the Otherworld.
  • Robbie the Rabbit's cameo appearance in Eileen's room, where you can peek into her apartment from the hole in your wall. The most jarring bit of this is that, after your failure to save Eileen, Robbie is pointing at you. That has a meaning which isn't reassuring in any way: remember, Eileen was the 20th of the 21 victims needed. Walter needs one more. Robbie pointing at you is the game's way of saying "You're next".
    • When peeking into her apartment, there are also certain scenes where Eileen can be found simply sitting on her bed watching TV. Occasionally she will just stare, and even glare at the direction where the peephole is, clearly unsettled by the notion that someone (i.e. you) is spying on her.
  • At the beginning of the Apartments level, you can return to Henry's room and then peek through his front door's peephole. On top of the bloodied hand-prints on the wall that spells out how many victims had died, the bloodied words "Better check on your neighbor soon!" will appear. Checking up on Eileen's apartment through a hole will reveal her to be fine for the time being, and should you return to the front door to examine the message again? It's gone.
  • If you look out of your window before Eileen is attacked, you'll see Walter in an apartment across the way pointing at her room.
  • You know that bustling apartment building across the street you can see through your window? Look at it near the end of the game. It's empty.


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