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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Thu Feb 15, 2007 9:09 pm |
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| 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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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Fri Feb 16, 2007 3:31 pm |
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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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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Fri Feb 16, 2007 3:51 pm |
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| SH2 is the reason why I look forward to FKW. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Fri Feb 16, 2007 8:52 pm |
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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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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Tue Feb 20, 2007 8:21 pm |
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| Mister Toups wrote: |
| Adilegian wrote: |
I'm struck by the notion that, when a siren resounds and a person is taken to a darker form of their environment, the sentience of the place (what I have referred to earlier as its place-memory) has decided that the person has proven himself capable of handling a more intense immersion in both the town and himself. Consequently, we get the familiar images of constriction and entrapment impressed upon the town by Alessa, and we also get representations of James' psyche.
The traveler and the town fuse in an attempt to destroy each other, while generating a new reality in the process. The new reality only sustains itself as long as both parties struggle against each other.
It's interesting that someone only attempts to communicate directly with James via letter at the end of the Hospital setting. The author is implied to be a doctor who mentions a vaguely Nietzchian abyss (what with the staring into and staring back and so on), and the doctor speaks as though he has also played the town's game—and lost. I would wager he's one of the spirits attracted to (or collected by) the sentience of the town. |
I guess this is more what I was getting it. It's less like the "alternate" versions are the actual reality, but more like the "alternate" versions are CLOSER to what you'd expect the reality to be. If I recall, neither reality in Silent Hill was "real" -- one was the domain of Dahlia and the other was the domain of Alessa. I'm pretty sure there's something similar going on in this game -- the "light" silent hill is created by tetragrammtron and the dark silent hill is a projection of James' psyche as... created by Sammael? (now that I think about it, I'm fairly sure that Sammael is someone made up by Dahlia to trick Harry... but there IS a name for the "dark" demon, right?) Either way, to my mind the shift to the "alternate" hospital/hotel signifies a sort of subconscious realization on James' part with regards to the significance of that location to his past. So there are still elements of the silent hill otherworld but there's a greater emphasis of things that are particular to james' feelings -- water damage, rot and decay, signs of things being abandoned, etc. These elements were present in the original game's otherworld but they is much more emphasis on them here, and only on locations which have meaning to James. So... yeah. |
I appreciate the aesthetic considerations that went into the environment; that's not my complaint. The thing that disappoints me is how, to the player, the environment changes. Whereas SH1 used interactivity to foster intriguing psychological horror in ways that passive expression could never match, SH2's hospital -- at the very least, the hospital -- transforms by way of a cutscene. It's just not an interesting experience compared to moving through the original game's town as it changes to accomodate and then to cage you. That's all. |
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