Silent Hill 2 & 3 (and 1 for PS1) were the emotional, atmospheric masterpieces done by the original team, everything that came after was
not made by the original Japanese team so it's been more or less just business after that, it carries with good sales because everyone still gets goosebumps from the title Silent Hill because they remember the original masterpieces. (Same thing happened with Children Of Bodom more or less.) Yes they didn't become shoot'em'up's like Resident Evil, but don't call it a shitty example, they were the greatest videogames I ever played, you can't even call them videogames, they're experiences. Everything that came after was an American fan crew trying to make an adaptation, and they COMPLETELY MISS THE WHOLE THING... psychological horror became survival horror. It's the eery atmosphere and touching elements (true feeling of loneliness) of the games that was the thing, horror only came third in my mind. The art of mind, music, story, emotion can never be made just like that; it needs deep insight and heart put to it to understand what really affects the human emotions and what lies in the depths of subconsciousness. You could RELATE to the protagonists and their emotions. The new protagonists are just some random testosterone dudes shat out of a void of creativity from some useless CG's ass. I don't almost even remember the names of the protagonists on the games that followed, they were simply wrong. They think the newer games can compete with the masterpieces because they have a lil' better graphics.
I don't give a rat's shit about graphics, you have thousands of movies and games with good graphics, but guess what, difference is you remember NOTHING about that later on - then when you have an emotional experience, you remember the experience for the rest of your life, it never leaves you. That's why they became CULT, like Silent Hill, Crow, and what used to be Children Of Bodom. I'm not angry at you, this is just something I get very heated up about, because they throw away the greatest experiences of our lives by giving them to the hands of creativity-less people.