Chapter 856: Three Endings

⏱ ~5 min read

Chapter 856: Three Endings

As fellow horror games, many players inevitably compare *Silent Hill* to *Outlast*.

Yes, both games are masterpieces of the horror genre, capable of scaring countless players witless or making them wet themselves, and both can leave players with certain psychological shadows.

However, the experiences of these two games are completely different.

Many players who have completed *Silent Hill* say it is a horror game experience unlike any other.

*Silent Hill* is extremely terrifying, arguably one of the scariest games ever, but its horror does not come from powerful monsters or jump-scare design. Instead, it comes more from a feeling.

An environment that is not particularly frightening, with just a little bit of atmospheric rendering, seems to instantly possess a bone-deep magic that sends chills down everyone's spine.

This is a spiritual level of horror, a powerful psychological suggestion.

Every element in *Silent Hill* stirs the deepest feelings within the player. It does not rely on external factors in the game to manifest, but rather stimulates and induces fear in the player's heart through the game's environmental cues.

As for the endings of *Silent Hill*, they have become a hot topic among players who have completed the game.

"James committed suicide in the end? Oh my god, this ending is so heartbreaking. I knew any horror game made by Chen Mo would be like this—can't have everyone die or he won't feel right!"

"Yeah, Mary told James to live on, but he still died. It's just... making me cry again!"

"Huh? What do you mean? In the final ending, didn't James end up with Maria?"

"Ended up with Maria? Are we playing the same *Silent Hill*?"

"...Why did I get the ending where James leaves Silent Hill with the little girl Laura???"

When players started discussing it, they realized the game didn't have just one ending—it had three endings!

They were: James commits suicide, James leaves with Maria, and James leaves with the little girl Laura.

At first, many players thought this was someone's prank, but after seeing screenshots and videos, they realized that *Silent Hill* indeed had three endings!

But then came the question.

How were these endings triggered?

Because anyone who had played *Silent Hill* knew that the entire game had no branching storylines for players to choose from.

In other games, if multiple endings were intended, there would definitely be many branching plots woven throughout the game, with players' dialogue choices with NPCs, behavioral choices, etc., all affecting the final outcome.

But... *Silent Hill* had none of that.

From start to finish, it was a single linear path, with no branching storylines and no opportunities for players to make choices.

Even if there were any missed elements, they were mostly collectible items like ammunition and supplies, which did not affect the story's progression.

What was even more uncanny was that most players felt the ending they got was pretty good.

Whether it was the suicide ending, the Maria ending, or the Laura ending, players who achieved those endings preferred their own over the other two.

Many players were baffled. How could this be so uncanny?

Could Chen Mo actually guess what players were thinking in their hearts?

...

One day after Old P completed the game, Chen Mo officially announced the list of players who had received rewards for completing *Silent Hill*, but he did not reveal any explanation about the endings.

Initially, the players who gritted their teeth to finish *Silent Hill* were all after the rewards, but after actually completing it, their interest in *Silent Hill* far surpassed the game's rewards.

Many players were very curious about how the different endings were triggered.

But Chen Mo chose not to reveal the truth, letting the players slowly research and figure it out on their own.

...

In reality, the trigger conditions for *Silent Hill*'s endings were very unique.

The trigger conditions for the [James Commits Suicide] ending were:

- Frequently examine Angela's knife.
- Read the diary about "suicide" in the attic top floor.
- Often let James get injured without healing him.
- Listen to the entire conversation in the final hotel corridor.

Obviously, these actions had implications: Angela wanted to use that knife to commit suicide. Examining it repeatedly suggested James had suicidal tendencies.

The diary on the hospital rooftop contained passages encouraging suicide.

Often letting James get injured without healing him showed he had no interest in his own life anymore—getting hurt didn't matter.

Listening to the conversation in the corridor deepened his sense of guilt.

All of this accumulated, and James could not escape the fate of suicide.

The trigger conditions for the [Maria] ending were:

- Stay as close to Maria as possible.
- When Maria rests in the hospital room, visit her multiple times.
- After Maria dies, try to return to the place where she died.
- Do not let Maria get injured.
- Do not listen to the entire conversation in the corridor at the end; leave quickly.

The meaning of this ending was even more obvious. These actions represented that James cared more about Maria than Mary or even himself. So it was no surprise that he ultimately chose to be with Maria.

The trigger conditions for the [Leave with Laura] ending were:

- Listen to the entire conversation in the corridor.
- Frequently look at Mary's photos and letters.
- Keep James healthy.
- Do not get too close to Maria.

Choosing this ending meant that James still missed Mary but also valued his own life. So in the end, he chose to walk out of Silent Hill and continue living.

In other words, these three endings were not determined by the player's conscious choices in story branches, but by inferring their tendencies based on their subconscious behaviors.

For example, whether the player walked close to Maria while moving subconsciously reflected their attitude toward Maria—whether they were drawn to or repelled by her.

Without a guide, players would not specifically pay attention to these trivial details, nor could they know that these very details were the key factors determining the ending.

That is to say, the players themselves seemed not to have made a choice, but the game guided their subconscious, making the choice for them in the shadows.

Let the players slowly figure out this mystery.

...

Although the entire reward event had ended, the players' discussions about *Silent Hill* did not stop.

Players from both domestic and international communities were analyzing the truth of *Silent Hill* from every angle, as well as every detail hidden within the story.

There was not much left to discuss about the story of *Silent Hill* itself. Silent Hill was a place that could manifest all the dark sides of a person's heart. In other words, those disgusting monsters in the scenes were all manifestations of James's inner darkness.

The culprit the players had been searching for was actually James himself.

But what deeper meaning lay hidden behind these monsters?