Silent Hill: Origins, known as Silent Hill Zero (Japanese: サイレントヒル ゼロ Hepburn: Sairentohiru Zero?) in Japan, is a survival horror video game for the PlayStation Portable developed by Climax Studios. It was published by Konami Digital Entertainment worldwide in late 2007, beginning in late October with the United Kingdom. A port for the PlayStation 2 was released worldwide in early 2008, beginning in March with North America, and it is available on the PlayStation Network in Europe and the United Kingdom. The fifth installment in the Silent Hill series, Origins is a prequel to the first game (1999). Set in the series' eponymous, fictional American town, Origins follows trucker Travis Grady as he searches for information about a girl whom he rescued from a fire. Along the way, he unlocks his repressed childhood memories. Gameplay uses a third-person perspective, and emphasizes combat, exploration, and puzzle-solving, similar to the previous installments.
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Origins was developed by the United Kingdom branch of Climax Studios, after it was transferred from the United States branch, who faced issues with the game engine and the vision of the game; the script, monsters, and level design were redone, and aspects of Origins ' atmosphere and gameplay intentionally replicated those of the first Silent Hill game. Origins was generally positively reviewed, although some reviewers wrote that it followed the formula of the series too closely and failed to add anything new. Its PlayStation 2 port received a lower aggregate score, with criticism directed towards its visuals.
The objective of Silent Hill: Origins is to guide player character Travis Grady as he searches the monster-filled town of Silent Hill for information about a girl he rescues from a burning house. The game uses a third-person perspective which it alternates with fixed camera angles. Following the gameplay formula of previous Silent Hill games, Origins primarily revolves around combat, exploration, and puzzle-solving. Typical gameplay of Origins consists of alternating between reality and its darker and dilapidated counterpart, the "Other World", to obtain keys and objects needed to solve a riddle. Travis carries a flashlight and indicates the direction of a nearby usable item, while his portable radio alerts the player to the presence of nearby monsters by emitting static. Often, actions performed in one dimension will affect the other; for example, raising a prop on the stage in the theater results in a similar reaction in the Other World. Once solved, the riddle leads to an encounter with a boss, whose defeat results in a new area being unlocked. Completion of the game results in unlocking special items or alternative outfits for Travis depending on various accomplishments.
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