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[FKW'07]Silent Hill 2 Screencap Thread
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Adilegian
Rogue Scholar


Joined: 05 Dec 2006
Location: Q*Bert Killscreen Nightmare

PostPosted: Thu Feb 15, 2007 8:54 pm    Post subject: [FKW'07]Silent Hill 2 Screencap Thread    Reply with quote

Just like the title says. Taking requests, BTW. I prefer storefronts and background shots. Also set pieces. I am strolling through town on an Easy playthrough and taking snapshots.

Also, spoilers. (Duh?)




















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internisus
shafer sephiroth


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PostPosted: Thu Feb 15, 2007 9:09 pm        Reply with quote

You're doing a great job for avatar positioning and cinematic framing. I hope you do the whole game like this!
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winkerwatson
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Joined: 04 Dec 2006

PostPosted: Thu Feb 15, 2007 9:25 pm        Reply with quote

silent hill 2 made w00t cut scenes guys
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Adilegian
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Joined: 05 Dec 2006
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PostPosted: Thu Feb 15, 2007 9:52 pm        Reply with quote

internisus wrote:
You're doing a great job for avatar positioning and cinematic framing. I hope you do the whole game like this!


That's kind of my idea right now.

I have just noticed that the stoplights and the crosswalk signals change in Silent Hill 2.











Other images:









































And I think this is a really sweet detail. Remember that first mutilated corpse James ran across? This was the map he left. It's strange to think that we're basically looking at a dude who met Game Over in some other sequel of Silent Hill.



Also! Gozo's Sushi is the only store actually open in Silent Hill!


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Churippu
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PostPosted: Thu Feb 15, 2007 9:57 pm        Reply with quote

That "There was a hole here. It is gone now" has always creeped me out beyond belief for some reason.

and lol at the fresh meats.
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nocturnedelight



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PostPosted: Thu Feb 15, 2007 10:40 pm        Reply with quote

Churippu wrote:
That "There was a hole here. It is gone now" has always creeped me out beyond belief for some reason.


Another convenient connection to Silent Hill 4?
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Adilegian
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PostPosted: Thu Feb 15, 2007 11:17 pm        Reply with quote

Churippu wrote:
That "There was a hole here. It is gone now" has always creeped me out beyond belief for some reason.


Have you ever gotten the unintelligible whispering in the apartment with the balcony? A friend was over while I was showing him the XBOX version, and he's played this game to hell and back. The whisper was new to both of us, and it's really, really frightening. It has an assuring tone that you want to trust.

A few more, with some shots inside the apartment complex coming up next post.










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Adilegian
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PostPosted: Thu Feb 15, 2007 11:21 pm        Reply with quote

Inside the apartment. Some of the screencaps are washed out because the caps appear darker in WinTV than they actually turn out. This leads me to overcompensate on the brightness in the program.

And there are lots of good camera angles in the apartment!




































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diplo



Joined: 18 Dec 2006
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PostPosted: Thu Feb 15, 2007 11:36 pm        Reply with quote

Adilegian wrote:


one of my favorites.

i'm not sure where it is anymore, but there's one part that has you running down a staircase that seems to go on and on. that was pretty neat.
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Shapermc
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Joined: 04 Dec 2006
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PostPosted: Fri Feb 16, 2007 12:18 am        Reply with quote

Can you get some really good images of the sign of Metatron (sp?)

Thanks!
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tacotaskforce



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PostPosted: Fri Feb 16, 2007 12:36 am        Reply with quote

As for the wispering, I remember it was something to the effect of "Get out of here James. Leave here now." but played backwards.

I'm not really sure what to make of the corpses in SH2. Most of the corpses in Silent Hill (in foggy Silent Hill at least) seemed to me to be members of the cult that Dahlia had offed before you'd gotten to the town (for example one of the cult members was the police chief, and you get a key early in the game from a bloody squad car next to one of the cliffs). In SH3 the corpses were your allies. With the exception of one room in the whole game if you saw a corpse in a room it meant there would not be any enemies in the room, and the corpses would often have useful items for you.
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Adilegian
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PostPosted: Fri Feb 16, 2007 12:37 am        Reply with quote

Shapermc wrote:
Can you get some really good images of the sign of Metatron (sp?)

Thanks!


I'll see if I can find it in this game. I remember that it showed up a lot during SH1 and SH3, but I don't know if it showed up in SH2.
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Shapermc
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PostPosted: Fri Feb 16, 2007 12:47 am        Reply with quote

Actually, I lied

I want the best possible image of this iconography:



I can't find a good image of it anyfuckingwhere. Also, I'm not sure what it is a symbol for. I don't think the metatron symbol is even in the game.
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chompers po pable



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PostPosted: Fri Feb 16, 2007 12:47 am        Reply with quote

on the ground in the second to last area in the game, there is one on the floor.

the room with two pyramid heads.

nice pics!
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chompers po pable



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PostPosted: Fri Feb 16, 2007 12:48 am        Reply with quote

shaper, that looks like the save symbol from sh3.
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wackodave



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PostPosted: Fri Feb 16, 2007 12:53 am        Reply with quote

Those stoplights are very Twin Peaks. I wonder if that's why they went to the bother of having them change.
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Shapermc
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PostPosted: Fri Feb 16, 2007 12:57 am        Reply with quote

chompers po pable wrote:
shaper, that looks like the save symbol from sh3.

Similar, but that would be this.
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chompers po pable



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PostPosted: Fri Feb 16, 2007 12:59 am        Reply with quote

shape, don't you have enough video game tats?
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Shapermc
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PostPosted: Fri Feb 16, 2007 1:05 am        Reply with quote

I don't have any :(
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Moogs



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PostPosted: Fri Feb 16, 2007 1:05 am        Reply with quote

Adilegian wrote:


Dear god that always gives me the chills.
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wourme



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PostPosted: Fri Feb 16, 2007 1:10 am        Reply with quote

Nice work--I actually like the way the brightness-enhanced screens look extra grainy.

This makes me want to play a Silent Hill game again. But it's hard for me to bring myself to play any game more than once (other than scrolling shooters).

Also, here's a site that has lots of good screenshots from 2, 3, and 4.
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dementia



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PostPosted: Fri Feb 16, 2007 2:17 am        Reply with quote

This is the PS2 version, right?

Maybe it's my rose-tinted glasses, but I remember Restless Dreams on Xbox looking nicer.

oh, and requesting any Pyramid Head you can capture!
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Churippu
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PostPosted: Fri Feb 16, 2007 5:49 am        Reply with quote

Adilegian wrote:
Churippu wrote:
That "There was a hole here. It is gone now" has always creeped me out beyond belief for some reason.


Have you ever gotten the unintelligible whispering in the apartment with the balcony? A friend was over while I was showing him the XBOX version, and he's played this game to hell and back. The whisper was new to both of us, and it's really, really frightening. It has an assuring tone that you want to trust.



D: Yes, the whispering is horrible when you are playing the game next to a sleeping friend and you all the sudden shout "OMG DID YOU HEAR THAT" and they go "what? huh?" cause you know they just woke up and all "No" they say and you try and get it to do it again and it just doesn't and then your friend thinks you are crazy and it is time to turn off the game. True story folks.
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RecessRapist
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PostPosted: Fri Feb 16, 2007 9:11 am        Reply with quote

Could you take captures of the bowling alley when you get there? Its my favorite part of the game. I guess its because of the feeling of safety it provides. And the music is soothing too!

Anybody remembers the prison corridor where all the demons are imprisoned but you hear that very loud mumbling as if some creature was going to get you? I hate that part :(

And I also remember a part in the prison's toilets where i approached one of the open cabins and i heard a small "eeeeek!" and the door slammed. I was shocked and amused when it happened.
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Adilegian
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PostPosted: Fri Feb 16, 2007 2:36 pm        Reply with quote

Doublepost!
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Adilegian
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PostPosted: Fri Feb 16, 2007 2:36 pm        Reply with quote

tacotaskforce wrote:
As for the wispering, I remember it was something to the effect of "Get out of here James. Leave here now." but played backwards.


That's awesome. I think I'm going to throw the game into my PC's DVDROM drive and rip all the audio to see what I can see.

tacotaskforce wrote:
I'm not really sure what to make of the corpses in SH2. Most of the corpses in Silent Hill (in foggy Silent Hill at least) seemed to me to be members of the cult that Dahlia had offed before you'd gotten to the town (for example one of the cult members was the police chief, and you get a key early in the game from a bloody squad car next to one of the cliffs). In SH3 the corpses were your allies. With the exception of one room in the whole game if you saw a corpse in a room it meant there would not be any enemies in the room, and the corpses would often have useful items for you.


My theory is that each successive Silent Hill game ret-cons the nature of the Otherworld in the town.

In Silent Hill 1, the Otherworld was a creation of Alyssa designed to protect herself from Dahlia and the cult.

In Silent Hill 2, the Otherworld was a residuum of the cult. The Otherworld syncretically merged with the psyche of an individual who entered the town. In this way, the experiences are forged from a marriage of the history of the town and the individual's own unconscious mind. This is my explanation why, for example, Pyramid Head both reflects the history of Silent Hill as a Civil War prisoner camp and James' need to punish himself.

In Silent Hill 3, the Otherworld was an active part of the cult. It apparently was not bound specifically to a geographical location, but it penetrated the lives of those who had become involved with the cult.

In Silent Hill 4, the Otherworld was simply a generalized power that could be stimulated via ritual. I thought it was great that Walter Sullivan's achievement was very much NOT the cult's. He had secured his fetishized mother, but that was all despite Dahlia having bred him specifically as a tool to manifest the god of the Silent Hill cult.

So, with that said, I think that the corpses in SH2 were probably other people who had gotten trapped in the Otherworld that lingered after the events of Silent Hill.

For example!

Take the guy who you get the apartment key from. He strikes me as someone who got snagged into Silent Hill in the same way that James was. You find the note in the trailerhome (“I’ll be waiting at Pat’s Bar,” or something) that leads you to the bar, where you see this:



You also see this:



From the looks of it, whoever drew this map entered Silent Hill from the northwest, whereas James had entered from the east. He got into the eastern downtown area through the apartments, and he tried to get into all the closed stores. He was only able to enter the trailerhome and the bar, and he had noted on his map the only alley where he hadn’t explored.

And, of course, the corpse you find where he marked “?” holds the key to the apartment complex. This suggests that that’s the guy’s corpse.

Then there’s the corpse you see with all of his notes strewn across the street. He had arrived in Silent Hill with a friend who claimed not to be able to see the demons. I would guess that those two guys arrived in town together. Either that, or the guy who got through the apartments was in collusion with one of the other corpses on the street. (It doesn’t make much sense that he’d write a note to James, after all.)

It’s also neat to see how the corpses suggest different means of death. The guy with the apartment key doesn’t even have a face, whereas the other corpses simply appear to have been eviscerated. Compare that with James’ vision of Angela’s version of Silent Hill later in the game—one dominated by the image of fire (purification and judgment) rather than water (baptism and rebirth)—and it seems as though each of the corpses died at the hands of demons whose forms were appropriate to those persons’ individual unconscious minds.

It would also explain the HOLE note on the wall. It’s a manifestation of someone else’s hell.
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internisus
shafer sephiroth


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PostPosted: Fri Feb 16, 2007 3:31 pm        Reply with quote

Wow, very nice summary right there. I love your thinking on the corpses and agree that it's a very interesting implication that they were themselves exploring the town in their own ways, and that you can guess at what it is they saw.

RecessRapist wrote:
Anybody remembers the prison corridor where all the demons are imprisoned but you hear that very loud mumbling as if some creature was going to get you? I hate that part :(


The sounds in the prison are amazing. There's that sound of the shuffling enormous demon from one of the cells that occassionally makes horrible growling/gurgling sounds at you, and don't forget the sound of liquid horses in the execution room.

Some of those pictures are just superb. This is shaping up to be a legendary thread in my mind.
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Lestrade
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Joined: 04 Dec 2006
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PostPosted: Fri Feb 16, 2007 3:45 pm        Reply with quote

Man, despite advances in technology, Silent Hill 2 will never ever look bad. It still amazes me. Chalk it up to spot-on art direction and the brilliant shadows, I guess. I think it really is my favourite game of all time—at the very least, my favourite-looking game of all time.

Those are great images, very inspiring. I think I may have to play some SH2 or something for FKW as well. I wish Restless Dreams worked on the 360, though....

As for the creepy whispering: I only heard it on my second playthrough, and it scared the shit out of me. My friend heard it his first time around, and he was alone in his apartment, in the dark, wearing headphones. He said he ripped them off his head and looked behind him, only to realize it was the game.

I mean, seriously. There has never been another horror game as good as this, period.
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internisus
shafer sephiroth


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PostPosted: Fri Feb 16, 2007 3:51 pm        Reply with quote

SH2 is the reason why I look forward to FKW.
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boojiboy7
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PostPosted: Fri Feb 16, 2007 4:12 pm        Reply with quote

Man, I really wish I had been able to participate in this. Well, I have a three day weekend, so I may be playing through some SH2 on my own for the project. I didn't notice the corpses before, but I plan to pay special attention to them now. I also am interested in the Otherworld retconning of SH2 over SH1, so I will be looking into that as well. I mean, it is convenient to view the world as a creation of James's head, but it obviously isn't just that. To try and figure out where the "real world" i.e. actual Silent Hill and also the Silent hill of the cult (the Otherworld, which in 2 seems to be the only world) ends and James mind begins in pretty difficult, though should be interesting to examine. Actual Silent Hill in 2 seems to be the framework that Otherworld Silent Hill is laid over, so you really never get to see it (actual) specifically. James then seems to lay his own fucked up mental framework over Otherworld. Maybe. I don't know. Fuck I need to work on this more.
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Adilegian
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PostPosted: Fri Feb 16, 2007 5:27 pm        Reply with quote

internisus wrote:
Wow, very nice summary right there. I love your thinking on the corpses and agree that it's a very interesting implication that they were themselves exploring the town in their own ways, and that you can guess at what it is they saw.


Thanks! I’m now remembering exactly what I loved about Silent Hills 1, 2, and 4.

Occultism is one of my lighter hobbies, and it’s been so since late high school. I’m not Wiccan or anything, but I’ve been interested in occult systems (particularly Yeats’ prophetic system described in A Vision) and a lot of the guttered Hebraic mysticism that blended with European folk superstition during the 17th through early 20th centuries.

One of the prizes in my library is a copy of Francis Barrett’s The Magus: a Complete System of Occult Philosophy, which has its share of gyromantic circles and other peculiarities. One of the gems: “If a woman takes a needle, and bewray it with dung, and put it up in earth in which the carcass of a man has been buried, and carry it about her in a piece of cloth used at a funeral, no man can defile her as long as she carries that.”

That’s one hell of a chastity belt! It’s a lot of associative and sympathetic magic, basically, of the sort that Frazer wrote about in The Golden Bough. Good stuff!

I’m also very interested in existential phenomenology, which sharply slants my understanding of what goes on in Silent Hill 2.

And the Silent Hill series gives me a playground to exercise both these interests liberally!

boojiboy7 wrote:
Man, I really wish I had been able to participate in this. Well, I have a three day weekend, so I may be playing through some SH2 on my own for the project.


Do it!

boojiboy7 wrote:
I mean, it is convenient to view the world as a creation of James's head, but it obviously isn't just that. To try and figure out where the "real world" i.e. actual Silent Hill and also the Silent hill of the cult (the Otherworld, which in 2 seems to be the only world) ends and James mind begins in pretty difficult, though should be interesting to examine.


I think of Silent Hill as a brusque violation of existential isolation. I think that the physical place has a memory, for reasons that aren’t entirely clear.

It’s Friday. The Writing Center’s deader’n dead for the remaining two hours I’m on the clock. Time to theorize.

The fictional history mentions that Native Americans regarded the place as sacred and that it became darker and more dangerous after Europeans settled the place. Those Europeans had questionable religious notions, mixed their beliefs with the indigenous religion, and evolved into the Order as it appears in the first Silent Hill.

Here’s what I think the genealogy of the cult is!

Harry Mason runs across the Balkan Church. I take this as an ineloquent, Engrish way for the developers to have stated, “This is a Christian Church, and it is a Balkan variety of Christianity!” Because, shit, there is no religious community in America that goes by the name “Balkan Church.” It’s not a denomination.

I had researched the runic characters used in the Seal of Metatron (later revealed in SH3 to be a symbol of the cult), and I had learned that other Silent Hill fans were way ahead of me. They were a Hungarian variety. This would imply that the immigrants who had moved into the area were Greco-Slavic.

By geographical proximity and the Order’s apparent organization, I assumed some connection between the regional beliefs of the original Slavic immigrants and the old cult of Dionysus. Similarities: (a) use of hallucinogens, (b) matriarchal order, (c) shunned for witchcraft, and (d) bent upon destruction. The latter part connects the two for me in particular since Dionysus is often interpreted as Satanic, especially in contrast with his antipode Apollo, and both the Order and Dionysus seek to manifest an unregenerative chaos in the world.

So there’s my theory on the origins of the cult of Silent Hill: Bacchic miscreants immigrated to America and possessed the eldritch spiritual energy of Silent Hill. Since the only means available to apprehend the energy of the area were through the indigenous religion, the Order resulted as a syncretic fusion of indigenous ritualism and a Dionysus cult.

With this in mind, I think that the spiritual sentience of Silent Hill exists independent of human will, just as your cognition exists independent from mine. However, much as an individual’s consciousness and memory are only formed through interaction with the external world, the specific contents of Silent Hill’s place-memory are determined by the people who live there.

The images that dominate Silent Hill (such as Pyramid Head) recur with such force because of the intensity and longevity of exposure that the place-memory had to those forces. In other words, the pyramid-hooded executioners killed so many people for so long in the area that their images persist within the place-memory. As well, because the immensity of Silent Hill’s cognition far outweighs the cognition of an individual person, ghosts (which are arguably comprised of an individual’s desire to remember or to be remembered) are magnetically attracted to the place.

Silent Hill’s place-memory is the stage and prop room for the Otherworld.

Barring the Otherworld retconning of Silent Hills 3 and 4, the cult is largely dead by the time that James shows up with a letter from his dead wife. This is important, I think, because it allows for the possibility of multiple, subjective experiences of the Otherworld. (E. G., the corpses found in the streets.) The Order previously governed and directed the Otherworld, but, without their existence, it continues to operate as they had conditioned it.

In a sense, Silent Hill’s Otherworld is a traumatized, shapeshifting god.

The medium of the Otherworld is the same stuff that makes up the human unconscious memory, and I think that it reads an individual’s unconscious memory when they establish a certain relationship with the town. Silent Hill becomes both the dream and the dreamer: it becomes the stage on which the dream-events occur, and it becomes a participant within the dream that supplies form to content.

The content is James’ desire for punishment mixed; Pyramid Head is the form.

That’s how I think it works. Chalk it up to the convergence of my personal obsessions.

Will probably have more pictures later tonight!

EDIT: Some scanned images from The Magus for shits 'n giggles:









Please note that I am not a wizard. I am a Presbyterian who is often curious about the ways of wizards.
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boojiboy7
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PostPosted: Fri Feb 16, 2007 5:51 pm        Reply with quote

Dammit, Adilegain, you need to move to Cleveland or something so we can talk this shit out. I mean, I am still definitely going to do it on this board, but yeah. This is going to give me a lot to think about this weekend. This is officially Silent Hill weekend now for me, with some Chulip if it shows up and wrestling if my friends come over to break it up.
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Shapermc
crawling in his skin


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PostPosted: Fri Feb 16, 2007 6:54 pm        Reply with quote




Check it out! I see at least one symbol connection here (the double circle for round on the good spirits side) and possible more (sinister symbol in the center?). I need a better image of this damn symbol.

Anyways, this amount of depth is really good for a game. This is because of the art direction, and even if some people miss the point of the game, or gloss this stuff over, it's still there. I am constantly floored at how deep this game goes and am always learning more. I am convinced that a gigantic essay could be compiled about this game without hardly talking about it as a game, just symbolisim and iconography.

Anyways, I would love to sit around and chew this over with a few people in a coffee shop setting or something. Perhaps even with a program that would allow a free-camera type exploration of the game.

Shall we dare talk about what the monsters mean? (I would honestly like to explore the iconography a bit furhter.)
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chompers po pable



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PostPosted: Fri Feb 16, 2007 7:40 pm        Reply with quote

the character in the center of the seal looks like the character for "Mind" from what Adilegian posted.

a better picture would be nice...though in that cell, the camera probably automatically goes to a bird's eye perspective.
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Adilegian
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PostPosted: Fri Feb 16, 2007 8:33 pm        Reply with quote

Alright. More pix. Nao.

Before new stuff, a rehash:



The more I look at this picture, the more I'm confused. What exactly distinguishes Old Silent Hill from the Silent Hill that James goes through? Judging from the first game, I thought they were basically a drawbridge apart from each other... yet the sign says that Old Silent Hill is 50 miles away.

Now, for more Apartment scenes:



























^^^ Backboard reads "Travis Painting Service," I think.











^^^ The room where James finds Angela. If I recall rightly, the flesh and concrete texture of the ceiling is the same as the room where James fights the "False Daddy" monster.



^^^ This confuses me. I remember that James observes, "Just a strange painting" when looking at the map. I don't know exactly what's happening with the painting, but I guess Silent Hill's Otherworld is Republican. Or Angela's Dad was.









The second Pyramid Head encounter:

























^^^ Viva Blue Velvet.









In the pool:







Eddie Dumbrowski:









Jumping between apartments:









DOING WHAT NEEDS TO BE FUCKING DONE:









Angela:





































Pyramid Head showdown number one:









And the Walter Sullivan connection:











Will respond with textings later!

EDIT: I had accidentally posted this as an edit to the initial post. Apologies. All is restored.
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Toups
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PostPosted: Fri Feb 16, 2007 8:50 pm        Reply with quote

I forgot how awesome that Walter Sullivan article was.
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chompers po pable



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PostPosted: Fri Feb 16, 2007 8:51 pm        Reply with quote



excellent. the picture of james jumping between the apartments is nice.
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internisus
shafer sephiroth


Joined: 04 Dec 2006

PostPosted: Fri Feb 16, 2007 8:52 pm        Reply with quote

This is a thread from last year chronicling my impressions during my first playthrough of SH2. Towards the end, there was a lot of discussion regarding the symbolism of the monsters in the game. We also talked about the different primary characters' subjective views of Silent Hill (Angela and fire, Laura seeing no monsters, etc.) and the ties of those experiences to each's reason for coming to the town.

My only disappointment in SH2 was that, excepting events from the Historical Society onward, the town's transformations into its Otherworldly form were uninteresting. Without question, the most distinctively frightening and interesting aspect of the first game was the fact that the town transformed into something horrifying when Harry needed a new route to open up.

His goal as he explores the school building turns out to be unlocking the schoolyard clocktower; he enters, climbs up, walks through a corridor, climbs back down, and exits from the same door through which he had entered, only to find that the school is now a terrible, bloody, industrial complex. This excursion in, through, and back out of the tower exhibits a spacial discontinuity implying that Harry's movement is not from one place to another but rather between worlds.

Later, in the hospital, Harry explores the building and charts out all of the locked doors on the first, second, and, finally, third floors, eventually coming to a point where it becomes clear that there is way for him to work his way deeper inside the facility. Upon reentering the elevator to leave, however, he suddenly finds a button for the fourth floor. You aren't quite sure, but you don't remember it being there before. The map indicates that no fourth floor exists. When Harry presses the button and exits the elevator on the fourth floor, the corridor he finds himself in is vastly different from the first three floors. It is dark, metallic, and gory, much like the transformed school had been. He makes his way along and comes to the previously inaccessible stairwell, but when he descends to the third floor and turns around, he finds that the route he had come from is now a solid wall. The fourth floor is gone. He now has access to the rest of the building, but the nature of the place is horribly different.

The implication in both of these situations is ambiguous. It is unclear whether the town's transformations are manipulated by Harry when he has nowhere else to go or whether the town itself is changing while granting him passage. However, when Harry later leaves the hospital, the outdoor spaces of the town have transformed as well, and, gradually, the routes open to him simply disappear until he is penned into a single thin catwalk. When I first played the game, this left me utterly terrified. My impression was that the town, whether it had been awakened by Harry's having abused his power over it when reaching those desperate dead ends or had always been sentient and guiding him along a path, was taking over and caging him in. Experiencing this progression in the manifest town as a character all its own could never be translated to a non-interactive medium. This fear is very special.

In SH2, movement through the town is much less interesting, but the things that you find are much more interesting. I really would have liked to see both types of psychological horror implemented simultaneously.
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Toups
tyranically banal


Joined: 03 Dec 2006
Location: Ebon Keep

PostPosted: Fri Feb 16, 2007 9:01 pm        Reply with quote

Quote:
My only disappointment in SH2 was that, excepting events from the Historical Society onward, the town's transformations into its Otherworldly form were uninteresting. Without question, the most distinctively frightening and interesting aspect of the first game was the fact that the town transformed into something horrifying when Harry needed a new route to open up.


This is how I felt the first time I played through the game, actually. On repeated playthroughs, though, I began to realize just how subtle and well-thought out Silent Hill 2 actually is. The entire game is more or less about James' delusions, right? So whenever you first enter the hospital (a location which has important sentimental meaning to James), you actually START in the alternate hospital -- notice how clean and well preserved things are there, compared to all the other environments. When he enters the "alternate" hospital, it's actually how the hospital really should appear after being abandoned for so many years -- water damage, rotten wood, etc. It's not exaggerated rot like in Silent Hill 1; in fact, it's quite realistic. The same thing happens at the Hotel, which has similar significance to James' life. This explains why there are no "alternate" versions of the hotel and the prison -- because they are simply incidental locations on his journey to the Hotel. They look appropriately abandoned and aged because they, in fact, are.
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luvcraft
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Joined: 05 Dec 2006
Location: Cobrastan

PostPosted: Fri Feb 16, 2007 9:05 pm        Reply with quote

shit, this thread makes me wish that I didn't already have four major projects going on simultaneously and could work on my Silent-Hill-inspired game. :(X
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chompers po pable



Joined: 04 Dec 2006

PostPosted: Fri Feb 16, 2007 9:06 pm        Reply with quote

Mister Toups wrote:
whenever you first enter the hospital (a location which has important sentimental meaning to James), you actually START in the alternate hospital -- notice how clean and well preserved things are there, compared to all the other environments. When he enters the "alternate" hospital, it's actually how the hospital really should appear after being abandoned for so many years -- water damage, rotten wood, etc. It's not exaggerated rot like in Silent Hill 1; in fact, it's quite realistic.


...

toups the alternate hospital in sh2 has metal walls and grated floors and huge turbine like fans and cryptic shit hanging on the wall. it's pretty far from "natural" wear and tear, unless hitler and satan took up residence there!


Last edited by chompers po pable on Fri Feb 16, 2007 9:08 pm; edited 1 time in total
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