I've just finished playing through the final release of Konami's fourth survival-horror title for the PlayStation 2, and boy am I glad it's over. That's not a slam against the game, but rather a comment to my broken spirit, bloodshot eyes, and heightened anxiety levels. Like all good horror games, Silent Hill 4: The Room does a brilliant job of making you feel bad about a number of things; your actions in the game, your relationships with key characters, and your eagerness to batter hellspawn to death using gold clubs. More on those beatings in a while...

In Team Silent's latest effort, the player assumes the role of Henry Townshend -- a regular Joe who moved into room 302 of the South Ashfield Heights apartment complex two years ago. Everything was fine up until five days ago when Henry started to experience horrific nightmares from which he'd wake with thunderous headaches. As if that wasn't bad enough, Henry finds his waking reality to be more than a little weird. The walls of his apartment are slowly decaying, and no matter how hard he tries he can't seem to leave his abode and venture out into the hallway. Things are certainly not right for old Henry.

The game kicks off in a new-to-the-series first-person perspective and sees Henry stumbling around his pad in a state of confusion. Although this new camera angle can be tricky to master at first, it soon becomes easy enough to make Henry walk, sidestep, and examine his way through the room. The best thing about Konami's Silent Hill series is the storyline, so I'll be careful to not give too much away. Let's just say that after a few minutes of looking at walls, paintings, TVs, and out of windows, Henry starts to feel incredibly isolated from the rest of the world.

It's a sports store and a portal into hell... cool!

Making matters worse, his cute next-door neighbor, Eileen, and the apartment superintendent, Mr. Sunderland (perhaps a relation to SH2's James Sunderland?), can't hear Henry's frantic cries for help or door-pounding attempts to gain their attention. What in the name of arse is going on here? It turns out the Henry's bathroom has developed a strange hole in the wall that allows him to travel to seemingly unconnected parts of the town outside such as the subway or local forest. Each time Henry opts to take a trip down into the hole, his mission is one of survival against the hideous creatures of Hell while trying to figure out a way to get out of his cursed home once and for all.

Along the way, Henry will begin to uncover a sinister plot involving a local cult, a mass-murdering psychopath (whom is alleged to have died a number of years before), and more than a few lost souls that need guidance. The game does an excellent job of turning the action into smaller bite-sized chunks via repeated trips back to Henry's apartment. The Room, it would seem, is a Hell-bound gaming hub for the entire game. In between traveling to the various main levels of the game, the apartment starts to become overrun with malevolent spirits. Henry must figure out a way to exorcise these spirits if he's to be able to make a clean break.