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Video Game / Silent Hill: Book of Memories

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Silent Hill: Book of Memories is a spinoff of the Survival Horror series Silent Hill, developed by WayForward Technologies and published by Konami for the PlayStation Vita. To say Book of Memories is different from the main Silent Hill games would be an understatement. Rather than a straight up Survival Horror, the game is a top-down Action RPG with heavy horror elements.

You play as an average everyday man or woman in an unnamed town with your sister Shannon. On your birthday, a mysterious postman delivers a strange package to you from Silent Hill, despite the fact that you don't know anyone from there. The package turns out to be a book, but it's no simple book. Within its pages lie all your memories, every single one, down to the last detail. The amazement of this quickly turns to curiosity as you begin to wonder what would happen if you were to "rewrite" the book's accounts of your memories.


As you might expect, this turns out to have been a bad idea.

It turns out that this Book of Memories, when edited, transports the editor to the Otherworld, full of deranged monsters and even stranger symbolism. It also turns out that, with the Book's power, you possess the ability to change your past and future, which also affects the lives of those around you. Will you use the Book's powers wisely, or will you succumb to its temptations and exploit its powers for your own self-gain?


This game provides examples of:

  • Asshole Victim: Both the Light and Blood endings of Merrick's Zone have him get his just desserts.
  • Bittersweet Ending: The Light, Pure Light, and Blood endings.
  • Breakable Weapons: Returning from Silent Hill: Origins and Downpour.
  • The Cameo: Howard Blackwood is not only the man who first gives you the book, but is also the main shopkeeper in the Otherworld. Also, nearly every major character from past Silent Hill games appear in some way in the Joke Ending.
  • Downer Ending: The Neutral and Pure Blood endings.
  • Driven to Madness: The Book does this to you in the Neutral ending, if you weren't just suffering a mental breakdown already.
  • Eldritch Abomination: The Book of Memories itself, especially in the Blood ending.
  • Evil Counterpart: Merrick, a criminal who has his own Book of Memories that he uses to commit his crimes.
  • Guide Dang It!: The Karma Meter has so many variables and dependencies that getting the desired ending for a Zone can be a chore.
  • Heroic Sacrifice: You, in the Pure Light ending.
  • Jumping Off the Slippery Slope: As the story progresses, you begin to use the Book to cause more and more severe changes to the world. Depending on your ending, you either stop before it's too late, fully embrace the Book's power, or are driven insane by it.
  • Karma Meter: Light being good, and Blood being evil. Having the meter swing enough in either direction not only affects your ending, but also grants you certain powers.
    • Addictionally, completing or "failing" hidden challenges changes the alignment of some notes (5th through 9th) for the first 6 worlds. The alignment of each world (10th note) determines the alignment of the Steel World's notes, as well as the ending.
  • Multiple Endings: depending of how many worlds you played as Light or as Blood.
    • Pure Light: Use the Book for good. Too bad the Book runs on Equivalent Exchange, and you have to pay instead.
    • Light: Keep the Book under lock.
    • Neutral: Use the Book to balance the world. Turns out you've been Driven to Madness, and it's unknown if the Book even exists.
    • Blood: Destroy the Book.
    • Pure Blood: Use the Book for selfish desires. Cue the paranoia. And then the Book starts erasing itself....
  • Mythology Gag: The Joke ending is one long one. The character types all go to Silent Hill, and get asked by Harry if they've seen a little girl (his Shattered Memories incarnation), mocked by Heather (who has to deal with the guy staying in Room 302 accidentally locking himself in the room again), get creepily asked for room service by the hotel's bellhop, Walter Sullivan, sneeze on Mary (of whom James is worried that she might catch something), go to the beach with Alex and Josh, the latter of whom is swimming, admire Lisa and Cybil... the latter of whom arrests the Jock character for oogling. In the car, he meets Murphy, and when asked why he got arrested, says he has no idea - lady cops just have it out for him. As the car drives away, Travis Grady is seen begging for spare gas.
  • Ominous Fog: As expected from a Silent Hill game as different as it may be, it appears in both the Light Dungeon(traditional Silent Hill Fog), Water Dungeon(rainy Silent Hill Fog), Earth Dungeon(green fog never seen before) and Steel Dungeon(Eddie's Otherworld Fog).
    • While the Light Dungeon looks like an ancient catacomb taken over by Silent Hill's fog, the Earth Dungeon like a mine and the Steel Dungeon like a factory the Water Dungeon looks suspiciously like Silent Hill itself(the Fog World not the Otherworld which makes no appearence whatsoever)!
  • Rule of Symbolism: As different as it may be, this is still a Silent Hill game, so this is expected. Notably, the Final Boss is the mainfestation of the main character's desire to exert his/her influence on others via the Book.
  • The End... Or Is It?: The Blood ending has your character destroying the Book and breathing a sigh of relief that they're now free from its influence, but the final image of the ending suggests that you've only temporarily destroyed it.


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