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Olivier Hague
Posts: 73
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Posted: Tue Apr 18, 2006 10:01 am Post subject: |
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sethsez wrote:
What official sources are you basing this on?
Quite a few Japanese official guides.
give me a good reason to believe Pyramid Head is all in James' head.
I'm not saying he's "all in James' head". Just that James created him.
As for the good reason... Well, see above. |
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Amsterdamn
Posts: 180
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Posted: Tue Apr 18, 2006 11:13 am Post subject: |
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sethsez wrote:
Now, give me a good reason to believe Pyramid Head is all in James' head. Not a fan theory, I mean something supported by the games which makes it obvious.
Give me any good reason for anything in Silent Hill 2 that isn't a fan theory. |
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Mister Toups
Posts: 4943
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Posted: Tue Apr 18, 2006 3:31 pm Post subject: |
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Olivier Hague wrote:
sethsez wrote:
"Pyramid Head is James' creation" has always been the assumption of fans and nothing more.
That's not true.
They're retconning, that's all.
Mister Toups wrote:
Yeah, Pyramid Head = Val'Tiel wearing a helmet.
I don't know, maybe that's what he is now, post-retcon, but before that, Valtiel was just supposed to be the model for the executioners' outift (which was the model for Pyramid Head).
(also, it's "Valtiel")
Mister Toups wrote:
Val'Tiel is an agent of Sammael.
There's no "Samael"/"Sammael" or whatever. The Cult's god was never given a name. The whole "Samael" thing was just part of Dahlia's lies.
oh God.
We should make using the word "retcon" a bannable offense. |
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dark steve
Posts: 3002
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Posted: Tue Apr 18, 2006 3:37 pm Post subject: |
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I had to look that word up with google.
Also, re-filter "m-e-h" and "o-v-e-r-r-a-t-e-d," please? |
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Olivier Hague
Posts: 73
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Posted: Tue Apr 18, 2006 5:07 pm Post subject: |
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Mister Toups wrote:
oh God.
We should make using the word "retcon" a bannable offense.
I'm so sorry. |
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Mister Toups
Posts: 4943
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Posted: Tue Apr 18, 2006 5:16 pm Post subject: |
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It's okay. "retcon" is the sort of thing I associate with manchild comic book shop fan guy. I have an involuntary gag reaction to stuff like that.
Anyway, the concept of "retconning" doesn't really make sense for a series like silent hill. The notion of "continuity" within a game or between games doesn't really have much weight in the series. Every game liberally reinterprets what the prior games laid out, which is part of what makes the series so fun for me. |
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sethsez
Posts: 1977
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Posted: Tue Apr 18, 2006 5:55 pm Post subject: |
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Mister Toups wrote:
Anyway, the concept of "retconning" doesn't really make sense for a series like silent hill. The notion of "continuity" within a game or between games doesn't really have much weight in the series. Every game liberally reinterprets what the prior games laid out, which is part of what makes the series so fun for me.
Exactly.
Hell, the concept of what the town even is changes between games. Bitching about a lack of continuity regarding Silent Hill seems to miss the point, in a way. |
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Olivier Hague
Posts: 73
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Posted: Tue Apr 18, 2006 6:23 pm Post subject: |
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sethsez wrote:
Bitching about a lack of continuity regarding Silent Hill seems to miss the point, in a way.
I'd like to agree, y'know... I really liked their approach in "Silent Hill 2", how they simply kept the town and went for a totally different story...
But ever since "Silent Hill 3", Konami keeps going back to "the Cult" and its god, despite being apparently unable to keep the whole thing coherent. |
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Mister Toups
Posts: 4943
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Posted: Tue Apr 18, 2006 6:31 pm Post subject: |
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Olivier Hague wrote:
sethsez wrote:
Bitching about a lack of continuity regarding Silent Hill seems to miss the point, in a way.
I'd like to agree, y'know... I really liked their approach in "Silent Hill 2", how they simply kept the town and went for a totally different story...
But ever since "Silent Hill 3", Konami keeps going back to "the Cult" and its god, despite being apparently unable to keep the whole thing coherent.
Well, when was the last time a cult was coherent? |
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sethsez
Posts: 1977
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Posted: Tue Apr 18, 2006 7:36 pm Post subject: |
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Olivier Hague wrote:
sethsez wrote:
Bitching about a lack of continuity regarding Silent Hill seems to miss the point, in a way.
I'd like to agree, y'know... I really liked their approach in "Silent Hill 2", how they simply kept the town and went for a totally different story...
But ever since "Silent Hill 3", Konami keeps going back to "the Cult" and its god, despite being apparently unable to keep the whole thing coherent.
They worship a god (which was named Samael, I'm not going to get into fan theories) and routinely try to bring it back with sacrifices.
It's... pretty typical cult stuff. |
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Mister Toups
Posts: 4943
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Posted: Tue Apr 18, 2006 7:42 pm Post subject: |
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| The details are unimportant anyway. |
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Moogs
Posts: 928
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Posted: Wed Apr 19, 2006 5:38 am Post subject: |
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| Or perhaps Silent Hill 3 went back to the whole cult thing because it was a continuation of the story in the first game. |
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Ratoslov
Posts: 252
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Posted: Wed Apr 19, 2006 5:57 am Post subject: |
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| It might be interesting for Silent Hill 5 to have a entirely different story for Silent Hill's background. Continuity is a lie. |
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Olivier Hague
Posts: 73
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Posted: Wed Apr 19, 2006 6:12 am Post subject: |
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Mister Toups wrote:
Well, when was the last time a cult was coherent?
Oh, come on...
And I'm talking about the plot, here.
Silent Hill 3:
Erm... Yeah, so the Cult wasn't actually that secret. Also, their god was female. No, really. Well, only in the English dialogues, but still.
And that guy? Name's Valtiel. He's an angel. Pretty important figure in the Cult, even if he's never referred to in any of the texts found in the games. No, he's not just something we included because the sketches looked cool. You're just being mean, now.
Silent Hill 4 The Room:
Oh, yeah, and the Cult was divised into three different groups. The thing you thought was the Cult? Well, that was just one of these three groups. You just didn't know about the other groups at all. And now, here they are. One of them has no bearance to the plot whatsoever, but hey, we named it after Valtiel. Happy, now?
Also, Alessa was just one "project" among others. The mother of god. Or the daughter of god. Or both. Or maybe that would be Heather. Well, even the Cult doesn't quite know how to call her. They don't have that many meetings, you see? They just build expensive churches. And try to resurrect their god before the other group does. Healthy competition.
And yes, we totally needed to involve the Cult in the plot. Totally. It's not like weird things could happen in Silent Hill without the Cult trying to resurrect its god. "Silent Hill 2"? What's that?
OK, what's next?
They keep adding stuff to their "mythology", and the whole thing has turned into an ugly patchwork. It's lousy writing, really.
The same thing applies to stuff like Walter Sullivan... I mean, there wasn't a lot of stuff about him in "Silent Hill 2", really. A newspaper article. A few sentences. And yet they didn't manage to stay true to that in "Silent Hill 4 The Room". Guys, seriously... If you can't even do that, just forget about it and come up with an entirely new serial killer instead. We won't bite you, and that may actually make for a better plot.
sethsez wrote:
They worship a god (which was named Samael, I'm not going to get into fan theories)
You just did. The god being named "Samael" is nothing but a fan theory. And it's wrong, too. |
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Mister Toups
Posts: 4943
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Posted: Wed Apr 19, 2006 6:15 am Post subject: |
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Olivier Hague wrote:
And I'm talking about the plot, here.
Which is the exact problem. The plot of the Silent Hill games never really matters. It's more about the personalities and scenarios, around which the plot is stretched and reinterpreted to fit. |
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internisus
Posts: 961
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Posted: Wed Apr 19, 2006 6:16 am Post subject: |
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Olivier Hague wrote:
The same thing applies to stuff like Walter Sullivan... I mean, there wasn't a lot of stuff about him in "Silent Hill 2", really. A newspaper article. A few sentences. And yet they didn't manage to stay true to that in "Silent Hill 4 The Room". Guys, seriously... If you can't even do that, just forget about it and come up with an entirely new serial killer instead. We won't bite you, and that may actually make for a better plot.
What are you talking about? I was really into SH4's elaboration on SH2's Walter Sullivan character, and I didn't notice any inconsistencies. Would you be more specific? |
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Olivier Hague
Posts: 73
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Posted: Wed Apr 19, 2006 6:28 am Post subject: |
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Mister Toups wrote:
The plot of the Silent Hill games never really matters.
Konami certainly acts like it should, otherwise they wouldn't even pretend to have some kind of a continuity.
It's more about the personalities
(huh?)
and scenarios, around which the plot is stretched and reinterpreted to fit.
"Stretched", yeah...
How about we stop "stretching the plot" and simply have the series being some kind of an "anthology of horror/mystery stories"? How about we go back to the idea behind "Silent Hill 2": keep the mystical/devilish town, and come up with entirely original and stand-alone stories? Wouldn't that be better?
internisus wrote:
What are you talking about? I was really into SH4's elaboration on SH2's Walter Sullivan character, and I didn't notice any inconsistencies. Would you be more specific?
I did it, but I didn't do it! The Red Devil made me do it! Even though the only "Red Devil" there is is supposed to be my first victim! And now I'm going to kill myself in prison! And then again in some apartment! Because I must be two different people! Which would explain my erratic behavior! That, and the fact that both an empty casket and my actual corpse in the wall have the same numbers! This doesn't make any sense! Did you expect "Silent Hill" to make sense? It's horror! It's not realistic! So it doesn't have to make sense! Does it?!
It's both funny and sad... The Japanese official guides for the "Silent Hill" games used to have a section dedicated to clarify the plot and such... but there's no such thing in any of the "Silent Hill 4 The Room" guides. I guess the guys looked back and realized they couldn't make any sense out of it... |
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notext
Posts: 13
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Posted: Wed Apr 19, 2006 6:35 am Post subject: |
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| Wasn't the inclusion of both Walter and Joseph just part of the silent hill fanboyism evident in the room? Part of the meta-plot, or whatever you want to call it. |
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Olivier Hague
Posts: 73
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Posted: Wed Apr 19, 2006 6:39 am Post subject: |
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notext wrote:
Wasn't the inclusion of both Walter and Joseph just part of the silent hill fanboyism evident in the room? Part of the meta-plot, or whatever you want to call it.
I really don't mind tongue-in-cheek references to previous games, but Walter was central to the plot... |
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dhex
Posts: 2963
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Posted: Wed Apr 19, 2006 6:56 am Post subject: |
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Well, when was the last time a cult was coherent?
the mithraic cults were very coherent.
more recently, the branch davidians were relatively coherent, at least before they were more or less murdered out of existence by the atf. |
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internisus
Posts: 961
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Posted: Wed Apr 19, 2006 6:59 am Post subject: |
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I'd expect most cults to be quite coherent, really.
Coherence is a surface-level attraction that's pretty important when communicating with n00bs. |
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winkerwanker
Posts: 2414
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Posted: Wed Apr 19, 2006 7:04 am Post subject: |
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Olivier Hague wrote:
notext wrote:
Wasn't the inclusion of both Walter and Joseph just part of the silent hill fanboyism evident in the room? Part of the meta-plot, or whatever you want to call it.
I really don't mind tongue-in-cheek references to previous games, but Walter was central to the plot...
Isn't it just a piece of intertext to connect the series in a very loose way. Weren't 2 and 4 both originally conceived as seperate works? |
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Olivier Hague
Posts: 73
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Posted: Wed Apr 19, 2006 7:10 am Post subject: |
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winkerwanker wrote:
Isn't it just a piece of intertext to connect the series in a very loose way. Weren't 2 and 4 both originally conceived as seperate works?
Yeah, and it shows. Badly. In good part because of the very fact they tried to connect the games like that.
Just have both games be titled "Silent Hill" and have something to do with a weird town called "Silent Hill"... That's connection enough... |
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sethsez
Posts: 1977
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Posted: Wed Apr 19, 2006 8:50 am Post subject: |
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Olivier Hague wrote:
You just did. The god being named "Samael" is nothing but a fan theory. And it's wrong, too.
She refers to a big evil god as Samael, and her plans to ressurect it.
Later in the game you fight a big evil god, which was ressurected.
This is the only time the "big evil god" is ever named in any context, and nobody ever contradicts the information.
Sure is a tenuous link, that. |
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Olivier Hague
Posts: 73
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Posted: Wed Apr 19, 2006 1:14 pm Post subject: |
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sethsez wrote:
She refers to a big evil god as Samael
Nope, she just talks about "the Mark of Samael" and "a demon" using it. And that's when she's lying to Harry to manipulate him.
and her plans to ressurect it.
She just talks about resurrecting her god. And that's later in the game, when she's done lying.
Again, the cult's god was never given a name. Never.
"Samael" being its name is just a fan theory and a misinterpretation of the script. |
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Lestrade
Posts: 817
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Posted: Wed Apr 19, 2006 1:22 pm Post subject: |
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Well, this is what the ever-reliable Wikipedia has to say:
Samael - An alternative name for Satan. Dahlia Gillespie refers to the marking Alessa spreads over town as "The Mark Of Samael", and leads Harry to believe that Alessa is attempting to conjure Samael to engulf the world. It is later hinted by Dahlia that it is not The Mark Of Samael, but The Talisman Of Metatron, which is later confirmed by Silent Hill 3 with the appearance of the talisman itself. Samael's presense in the game is almost certainly a lie by Dahlia to manipulate Harry Mason into tracking Alessa down for her. Despite the overwhelming agreement amongst the Silent Hill fanbase that Samael does not exist in the realm of Silent Hill, a few fans remain adamant that Samael does indeed factor into the series. Only Konami can answer this, in future installments. |
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dhex
Posts: 2963
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Posted: Wed Apr 19, 2006 1:35 pm Post subject: |
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samael is the jewish name for the angel of death.
at least as far as i know. |
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Mister Toups
Posts: 4943
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Posted: Wed Apr 19, 2006 5:16 pm Post subject: |
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Olivier Hague wrote:
sethsez wrote:
She refers to a big evil god as Samael
Nope, she just talks about "the Mark of Samael" and "a demon" using it. And that's when she's lying to Harry to manipulate him.
and her plans to ressurect it.
She just talks about resurrecting her god. And that's later in the game, when she's done lying.
Again, the cult's god was never given a name. Never.
"Samael" being its name is just a fan theory and a misinterpretation of the script.
NONE OF THIS SHIT MATTERS I MEAN COME ON
"Stretched", yeah...
How about we stop "stretching the plot" and simply have the series being some kind of an "anthology of horror/mystery stories"? How about we go back to the idea behind "Silent Hill 2": keep the mystical/devilish town, and come up with entirely original and stand-alone stories? Wouldn't that be better?
Because that would be boring? |
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Olivier Hague
Posts: 73
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Posted: Wed Apr 19, 2006 6:29 pm Post subject: |
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Mister Toups wrote:
NONE OF THIS SHIT MATTERS I MEAN COME ON
The cult's god has lot to do with the plot of three games out of four, and we were talking about its name.
How about we stop "stretching the plot" and simply have the series being some kind of an "anthology of horror/mystery stories"? How about we go back to the idea behind "Silent Hill 2": keep the mystical/devilish town, and come up with entirely original and stand-alone stories? Wouldn't that be better?
Because that would be boring?
And why would that be boring, exactly? Was "Silent Hill 2" boring? |
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Mister Toups
Posts: 4943
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Posted: Wed Apr 19, 2006 7:21 pm Post subject: |
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Olivier Hague wrote:
Mister Toups wrote:
NONE OF THIS SHIT MATTERS I MEAN COME ON
The cult's god has lot to do with the plot of three games out of four, and we were talking about its name.
How about we stop "stretching the plot" and simply have the series being some kind of an "anthology of horror/mystery stories"? How about we go back to the idea behind "Silent Hill 2": keep the mystical/devilish town, and come up with entirely original and stand-alone stories? Wouldn't that be better?
Because that would be boring?
And why would that be boring, exactly? Was "Silent Hill 2" boring?
Yeah. Uh, the games' "plots" are for the most part irrelevant.
I mean, hell, read my review of silent hill 4. |
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Rud13
Posts: 3277
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Posted: Wed Apr 19, 2006 7:23 pm Post subject: |
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| I think there are nerds in this thread. |
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winkerwanker
Posts: 2414
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Posted: Wed Apr 19, 2006 7:24 pm Post subject: |
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Olivier Hague wrote:
winkerwanker wrote:
Isn't it just a piece of intertext to connect the series in a very loose way. Weren't 2 and 4 both originally conceived as seperate works?
Yeah, and it shows. Badly. In good part because of the very fact they tried to connect the games like that.
Just have both games be titled "Silent Hill" and have something to do with a weird town called "Silent Hill"... That's connection enough...
No you see my point is that it is unimportant, not that it was badly done ok.
You'd be as well putting the Zelda series in a 'canon' timeline. |
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nocturnedelight
Posts: 430
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Posted: Wed Apr 19, 2006 7:26 pm Post subject: |
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Rud13 wrote:
I think there are nerds in this thread.
Wait. At insert credit?
!!! |
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Olivier Hague
Posts: 73
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Posted: Wed Apr 19, 2006 8:14 pm Post subject: |
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Mister Toups wrote:
Uh, the games' "plots" are for the most part irrelevant.
Yeah, well, I disagree. And judging from the Japanese official guides and sites, it looks like the poor souls at Konami disagree as well, despite the terrible writing of their recent offerings...
(also, you haven't answered my question)
I mean, hell, read my review of silent hill 4.
Where is it?
winkerwanker wrote:
No you see my point is that it is unimportant, not that it was badly done ok.
Yeah, I know, 'cause that would be my point.
And I don't see how you can argue that something concerning the past of Walter Sullivan can be deemed "unimportant" in "Silent Hill 4 The Room".
You'd be as well putting the Zelda series in a 'canon' timeline.
Well, last time I checked, "Silent Hill 3" clearly was a direct sequel to "Silent Hill". |
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Mister Toups
Posts: 4943
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Posted: Wed Apr 19, 2006 8:36 pm Post subject: |
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LOTS OF SPOILERS IN THIS POST:
Olivier Hague wrote:
Mister Toups wrote:
Uh, the games' "plots" are for the most part irrelevant.
Yeah, well, I disagree. And judging from the Japanese official guides and sites, it looks like the poor souls at Konami disagree as well, despite the terrible writing of their recent offerings...
(also, you haven't answered my question)
I mean, hell, read my review of silent hill 4.
Where is it?
the first issue of the gamer's quarter,
Olivier Hague wrote:
winkerwanker wrote:
No you see my point is that it is unimportant, not that it was badly done ok.
Yeah, I know, 'cause that would be my point.
And I don't see how you can argue that something concerning the past of Walter Sullivan can be deemed "unimportant" in "Silent Hill 4 The Room".
We're arguing across purposes here.
OKAY I'LL PUT MY OLD SCHOOL INSERT CREDIT LOQUACIOUS POSTING HAT ON FOR A MOMENT:
First of all, it's necessary to make the "famous IC distinction" between "plot" and "narrative". For the purposes of discussing videogames, "plot" is the stuff that happens in cutscenes and the backstory. It's the setup for the action of the game. The action of the game is the narrative: what happens to your character and the world he is in as you play the game, as a result of either a)your actions or b)the procedural "rules" of the game world.
See, the Silent Hill games are experiences. What I like best about the first game is that it's terrifying despite (and, well, because of) the fact that you have no idea what's going on. The allure of the game is in the mystery of the game world and game logic. The first game's plot is incomprehensible without a guide or a very sharp, obsessive sense of perception and willingness to fill in some very large blanks on your own.
The second game's plot is more straightforward; but the real beauty of the game lies in how the actual elements of gameplay reflect the relatively simple plot themes: the game is about James dealing with the guilt of killing his wife. The enemies, environments, and puzzles all play figurative/metaphorical roles in this struggle. Though there's not much variation in how things play out, the fact that the gameplay challenges are not just pacing mechanisms but actual serious narrative themes lends an emotional element to the actual gameplay that 99% of other games lack (offhand, Ico is the only one I can think of to do something similar).
The third game is a survival horror game, for the fans. It's basically Resident Evil, with a Silent Hill skin. It's got some really great moments but the game doesn't add up to much more than fan service as a whole. But it's worth pointing out that the game has a simplified version of 2's conflict: except in this case Heather in is in conflict with herself. The metaphorical layer of 2 is stripped off, and Heather is literally just fighting "silent hill" monsters because she is destined to give birth to their god; she is a daughter of the first game, and so her demons ARE that game.
For a wanky, pseudophilsophical treatise on part 4, please refer to the aforementioned review.
The point of all this is: in all of the games, the backstory is really just that: a setup to put each character in a particular situation/atmosphere. The only important plot point in 2 is that James killed his wife, and is in denial; everything interesting and compelling stems from that fact. The rest of the plot details and workings of the town exist only to serve that dynamic. In part one, the plot details and backstory are obsfucated to the point of being irrelevant. In part 3, things are a little murkier, but that game's the weakest in the series, so I'm comfortable ignoring it. If anything, it would be a stronger game without the forced continuity. |
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Dark Age Iron Savior
Posts: 3148
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Posted: Wed Apr 19, 2006 8:41 pm Post subject: |
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Guys don't mind Oliver. He just feels as defensive of his notions of Silent Hill and Siren as you guys think I do of Squaresoft.
Worst comes to worst we can call in Bonaventure (radical dude both Oliver and I know) and then the board will become a horrible flaming hell of battle and all will be lost and then we go back to the Garden of WHATEVER TOUPS GOD WHY DO YOU ALWAYS HAVE TO BE ON MY CASE and start over with Adam Toups and Eve dessgeega.
I apologize to everyone who was offended/disturbed by that. |
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Mister Toups
Posts: 4943
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Posted: Wed Apr 19, 2006 8:42 pm Post subject: |
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1) too late
2) it's the garden of eden
3) I don't think dessgeega would be tempted by a snake |
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winkerwanker
Posts: 2414
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Posted: Wed Apr 19, 2006 8:44 pm Post subject: |
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| GO EAT SNAKES amirite God? |
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Hot Stott Bot
Posts: 2097
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Posted: Wed Apr 19, 2006 8:46 pm Post subject: |
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Couldn't the same be said of all mediums?
I mean that distinction between "plot" and "narrative" is just as applicable to any story in any medium as it is to a videogame. Except, usually, I think they call it "setting" instead of "plot", which might be a less confusing word!
Actually, now that I think about it, that word wouldn't end up getting any less confused... oh fuck it.
Anyways, we can't use dessgeega because she won't have sex with boys. Let's use Nana and 108 instead! |
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Psiga
Posts: 3990
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Posted: Wed Apr 19, 2006 8:51 pm Post subject: |
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Mister Toups wrote:
3) I don't think dessgeega would be tempted by a snake
This is why God is actually cool with lesbians, you know.
He's like, "See, if you'd been more like these girls in the first place, you'd all be naked right now." |
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extralife
Posts: 3316
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Posted: Wed Apr 19, 2006 10:46 pm Post subject: |
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| But being naked is terrible and we have to cover up naked statues, so I guess we're back to god hating homos :( |
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winkerwanker
Posts: 2414
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Posted: Wed Apr 19, 2006 10:54 pm Post subject: |
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winkerwanker wrote:
GO EAT SNAKES amirite God?
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Woodard
Posts: 40
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Posted: Wed Apr 19, 2006 10:57 pm Post subject: |
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Every time Silent Hill 3 is mentioned in this forum I have this duty to post the great unfinished review I started about that game so many years ago for this very site.
Why do I somehow know people discuss this game here even though I rarely visit? I really don't even want to think about the implications.
Anyways, posted again, for like the fifth time, the great unfinished Silent Hill 3 review. Back when I had confidence. Sort of.
Me, years ago. Oh, so many years ago wrote:
In the month preceding the U.S release of Silent Hill 3, I’d managed to inadvertently do two things to help me get ready for it.
The first was I stumbled across my old DVD copy of Jacob’s Ladder, which I had long assumed lost in my families’ move to a new house about four years ago. The significance of the movie to Silent Hill is obvious to anyone whose seen and played the two, but for those who haven’t done one or the other, it’s best said that Silent Hill is frequently referred to as Jacob’s Ladder: The game.
The other, and perhaps most importantly in understanding the nature of Silent Hill 3’s story, was I started to listen to Nick Cave and The Bad Seeds’ album: Murder Ballads.
Nick Cave is frequently referred to, and somewhat affectionately, as a poorman’s cross of Tom Waits and Leonard Cohen.
With a heroin addiction.
His album Murder Ballads is quite true to the title; it’s a collection of songs about Murder. Some traditional, most original, plus a Bob Dylan cover thrown in for good mix. Aside from the Bob Dylan track it’s quite easy to categorize the songs into two types: there are those that lament murder, and those that revel in it.
“The Kindness of Strangers” laments the death of Merry Bellows. It’s a tragic song complete with a spoken (sung) moral. Told from the perspective of some unnamed party, as though he is just someone who read the story about a murder in a local newspaper.
So Mothers keep your girls at home
Don’t let them journey out alone
Tell them this world is full of danger
And to Shun the company of strangers
O poor Mary Bellows
Where as “The Curse Of Millhaven”, told from the perspective of the young female teenage killer Loretta, is a song in love with itself. Opening with the joyful shouts/screams of the band members that segues into a brief oompa-lumpa type sound. Goddamn if the song doesn’t love singing about killing people.
Since I was no bigger than a weavil they’ve been saying
I was evil
That if “bad” was a boot then I’d fit it
That I’m a wicked young lady, but I’ve been trying
hard lately
O fuck it! I’m a monster! I admit it!
So getting to the point. Silent Hill is a cover, an imitation of horror. A Dean Koontz story told by David Lynch.
Silent Hill 2 laments horror.
Silent Hill 3 fucking loves horror.
One of the main keys to a good horror story, or a good ghost story, is tragedy. Sorrow. Unfathomable grief. From the base of suffering comes the terror. To bring it back it Jacob’s Ladder, what makes the film so memorable is not the fact that it’s one of the few genuinely creepy films that holds up over time (due partly, no doubt, to Adrienne Lynne’s decision to do all the effects “In Camera” as opposed to some post-production technique) is not so much unsettling imagery, but the genuinely affecting story of a man going through purgatory, attempting to reconcile with his regrets in order to reach salvation. Never mind that the means for his salvation lies in Mcaughly Culkin.
Or take the less theologically heady The Shining (the movie adaptation that is), it’s not the isolated hotel, the disturbing images within the haunted hotel, that makes it memorable. It’s a father driven to the point that he would attempt to kill his family with an axe while doing a Johnny Carson impersonation that makes it linger. I have no doubts that should I ever drive my father to that point, it wouldn’t be so different a situation. Though I’m sure that I could sway him back with the warm glowity-glow of television.
But the main point is that any supernatural, or extremely horrific, plot point should be used to make us understand the fundamental every day tragedy that is the focal point of the great horror stories.
The other way to go as an alternative is retaining the mystery. If you can explain everything away at the end, then to some degree you’ve fucked up. In a story that details something unknown (and isn’t sci-fi) you can’t make it completely known. Because it cheapens that feeling of “what the hell is going on?” when at the end, you can explain it all away. It’s not scary when you know what happened, that feeling of unease when presented with infinite possibilities, even those beyond literal description, is forever gone.
It’s like David Lynch said when discussing Twin Peaks, “A great mystery doesn’t offer a solution” because it’s not ever knowing the answer that keeps it alive and fascinating. Once you tell what it’s all about, then quite honestly, who gives a fuck?
Now a horror story doesn’t have to be both. In fact, it’s probably better to stick to one. The mystery, or the tragedy. It can mix elements of both… but if the heart of it is a tragedy, then you need some solid explanations, and if the heart is the unknown, the you must never explain it fully.
It’s the mystery that makes the original Silent Hill work so well. As I said, the underlying story of the original Silent Hill is pure B movie material. Quiet mid-American town hides something sinister… drugs are involved… evil cult tries to resurrect it’s god and so forth. What makes it so endlessly fascinating is that connecting all the dots is left up to the player. He/She has to analyze everything, not just narrative information, but the environment he plays in. The enemies he faces. The ending he receives (out of a total of four, plus a joke ending) to come to any sort of conclusion. I’d even venture to say that part of the reason the story is so highly regarded is that there exists something of a definitive plot guide, written by President Evil (A.K.A Dan Birlew, who has gone on to become a Guide writer for BradyGames. Incidentally, he apologizes for the Final Fantasy IX guide, and would like you to know it wasn’t his fault.).
Though I have no doubt it’s about 99.9% dead on in it’s interpretation, there still remains the fact that it’s one fan’s interpretation, though well informed and knowledgeable as it is. See, when he wrote the official Brady Games guide to Silent Hill 2 and had the opportunity to ask several questions concerning the SH1 story to the Konami staff, he was answered with either “There is no relation between the situation of the first game and the new game Silent Hill 2." Or "The focus is the game at hand, which is not similar to the previous product." Though sometimes he was granted an "That is an accurate description."
There is this wonderful feeling to the original Silent Hill that even though every aspect to it is deliberate on the part of the creators; even they do not know the full extent of what they created. That it sort of grew on it’s own. That even they can not explain everything the player experiences. And it’s because of that, that the first Silent Hill still makes me uncomfortable to this day.
Silent Hill 2 is the tragedy focused entry to the series. Though there is no attempt to explain why Silent Hill is the way it is in the story, it isn’t so much in the interest of mystery (though there are tidbits thrown in here and there to flesh out the history of the town to those interested) but because it’s irrelevant. It’s not about the town, it’s about why the main character James comes to the town. It’s about why the three other supporting characters came to the town. In short, it’s about guilt. If Jacob’s Ladder was the aesthetic influence of Silent Hill, then it is the narrative influence on Silent Hill 2. It is a journey through purgatory in which how the player actually plays the game decides his outcome. Though frustrating for attempts to reach alternate endings, it is such an interesting idea for determining endings that I can overlook the slightly flawed, and almost subjective manner, in which endings are determined (for “In the Water” you have to not heal often after receiving damage, examine the knife that Angela gave you after contemplating suicide with it and so on…). If you’re suicidal, then you ain’t gonna receive forgiveness. You’ll receive punishment. Look for your dead wife in earnest, by healing yourself and looking at her picture, and you might make it out of Silent Hill with hope for the future… and so on.
A friend of mine from school had never played the original Silent Hill. He started with part 2. He said he was terrified by it, but was disappointed by the end because it didn’t explain why “everything was so fucked up in that town”. At that point I had to explain the idea of subjective storytelling and the fact that facts don’t matter so much in this kind of story, as do perceptions of the characters. When he wasn’t quite sure how to interpret that, I just brought up Fight Club as an example. Love it or hate it, Fight Club may be the most educational film in terms of narrative technique this generation. I’ll come back to David Fincher a little latter incidentally.
This is what makes Silent Hill 2 such an interesting “survival horror” game. Even on the hardest difficulty level, the game is a lot easier than say, the easy setting on the Resident Evil remake. Sure, you can attribute that partially to the fact that you can move forward and backwards while using your weapon. But it really comes down to the fact that the “monsters” aren’t the threat, aren’t the true evil, but rather the character you control is.
This could be an interesting discussion as to forcing a player to control someone whom they may be morally be opposed to, but I’m not here to really discuss Silent Hill 2. Praise or Bury, I’m here to talk about Silent Hill 3.
Silent Hill 3 tries to combine the mystery and tragedy of the first two games, and because of this doesn’t end up with a particularly interesting story. It is a story that is told as well as it can be, and if you had to make a direct sequel to Silent Hill 1 (yeah, fuck you, I’m spoiling it for you) then you probably couldn’t come up with much better, it reveals as much about the original as it has to without telling every little detail or getting bogged down in too much “ahhhh! So that’s what happened!” moments (though in an odd way, the one scene that does it is possibly the best narrative moment in the game. But due mostly to aesthetic reasons, which I’ll get in to in a bit).
To borrow the words of the Silent Hill 3’s scenario writer (and writer of SH2… and maybe 1? I’m too lazy to look at the manual) Hiroyuki Owaku concerning SH3 “The feeling of fear prevailing in Silent Hill 3 differs from that Silent Hill 2. In Silent Hill 2 we tried to create a sense of fear sustained by silence. That silence lying within each individual which is progressively transformed into anxiety. It was a kind of fear that built up little by little. Gradually it escalated into horror. For Silent Hill 3, a different approach was used. We wanted to create a more violent, direct feeling of fear.”
For better or worse, this effect had been masterfully achieved. Where as in Silent Hill 2 you couldn’t help but feel “this isn’t worth finding some dead bitch, I’m not going any further” In Silent Hill 3 you tend to feel like “I have to keep moving to get the fuck out of here!”. The game has such an immediate visceral effect that was not present in the previous two, that even before you know the situation your character is in, you fear. You don’t fear the fact that your character may die so much as you’ll witness something you really don’t want to. Well sort of…
I have to admit that even though my first playthrough was set to the easy action level, I just had to pause the game in the opening sequence. The sound design is so aggressive (done by series veteran sound designer and music composer Akira Yamaoka) that I had to take my headphones off. The particular enemy that unnerved me so much makes this kind of sound that was…
Well, remember in Dumb and Dumber, when Jim Carrey does the self-described “most annoying sound in the world”? How it was both annoying and funny? This sound was both annoying and terrifying, which essentially means it was anxiety-inducing. I mean real anxiety. Increased pulse rate and heart palpitations. It is strongly recommended that those highly susceptible to stress not play the game with headphones on.
Of course, adding to the stress in the more combat and overall action oriented gameplay. Enemies are more aggressive than in the previous two games. And remember those random drops into nothingness formed by the metal grates in the original Silent Hill? Well now you can actually fall into them. Add to that several instant death sequences and you get the feeling that for the first time in the series, the fear of having your character actually die has been factored in the scare… uhhh, factor.
Which may be one of the problems with the game. The fact is in the first two games, the death of the character had a narrative importance. In the first game, Allesa was trying to prevent Harry from unwillingly completing Dahlia’s plan. In the second, it was James’ just reward. In this one, well it seems the point is to just add gaming stress on top of the intended horror stress. In the first two it served as something of an appropriate end… where as in this one, even the villain doesn’t want you to die. And neither does Heather. The possibility of death is meant to make sense only in terms of being a game. They do an admirable job of covering this by having the “monster” Valietel drag Heather off when she dies in certain areas of the game… as though her death was part of some master plan, but when completing the game you realize that it really doesn’t make much sense. But didn’t I talk about having a mystery with indefinable answers as one of the main joys of great horror? Well, I guess I forgot to mention that it doesn’t work when you see/feel the creators making excuses.
This could also stem from the choice of who the main character is. Don’t get me wrong, I think Heather, as written, is one of the more personable and believable characters you’ll see in a videogame horror franchise. But here’s the difference, Harry and James were both ordinary people. They weren’t exactly randomly caught up in the circumstances that led them to Silent Hill, but it wasn’t a given that they were the kind of people that would naturally end up in their respective horror situations.
Conceptually, the character of Heather must inevitably face Silent Hill and the manifest Hell it entails. Whereas the previous two games had a feeling of “Gee, doesn’t it suck for these two guys to be here. Sure, they made choices that brought them here, but damn!”. For heather it’s more of a case of “Man! She has no fucking clue what she is, and why she’s fighting these creepy things! Isn’t it fun fucking with her?”.
Lament and revelry. You can’t help but get the feeling that the creators are downright gleeful of the situations they put Heather in. NOTE: Heather the character, not the player who controls her. Obviously they loved terrifying the player in the first two games, but this time they actually seem to enjoy manipulating the character herself.
So if you’re going to be gleeful at manipulating a character whose supposed to be an “innocent”, how do you get away with it without seeming like a group of misogynist assholes?
Simple, you make the style retro-hip. Tragically retro-hip!
Silent Hill 3 is an odd, but strangely successful, merging of two kinds of chic; heroin and retro 70’s.
Heather could have come out of those Gap Ads some years ago...
Oh, and I feel Olivier is on the right track with his criticisms.
I feel that is also important to mention why Silent Hill 2 is such an important game.
For me at least, it the first and so far only, game to deal with sexuality in a mature way. |
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Ratoslov
Posts: 252
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Posted: Thu Apr 20, 2006 4:56 am Post subject: |
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| Hm. That's a very thought-provoking review, Woodard. |
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Rud13
Posts: 3277
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Posted: Thu Apr 20, 2006 8:52 am Post subject: |
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| BURN IN HELL WOODWARD! |
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Mr. Apol
Posts: 279
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Posted: Thu Apr 20, 2006 9:16 am Post subject: |
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Guys, you know what's funny? You're all talking about the plot not being coherent and being poorly written, and Gans (in the issue of Fangoria I mentioned) takes note of this. He states something along the lines of "when I looked at the mythology and the story they had created in the first game, as compared to the later ones, I realized that these guys had no idea WHERE they were going with the first game."
Also, to whoever said that fan-made movie was going to suck, would you rather have Boll making it?
I really do have faith in Gans doing this right. Guess we'll find out Friday. It seems like the guy is TRYING at least. |
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Amsterdamn
Posts: 180
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Olivier Hague
Posts: 73
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Posted: Thu Apr 20, 2006 12:09 pm Post subject: |
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Thank you, I'll read it.
it's necessary to make the "famous IC distinction" between "plot" and "narrative". For the purposes of discussing videogames, "plot" is the stuff that happens in cutscenes and the backstory. It's the setup for the action of the game. The action of the game is the narrative: what happens to your character and the world he is in as you play the game, as a result of either a)your actions or b)the procedural "rules" of the game world.
Hmm... I'm not entirely sure the distinction is that important, in these games... I mean, I wish it were, but...
What's the "narrative" of a "Silent Hill" game? Mostly opening doors, picking up weapons and killing monsters. It's all pretty generic stuff. I guess you could argue that "Silent Hill 4 The Room" also "forces" you to go into that hole and makes you (or rather "allows you to"? does that still count?) peep at your neighbour, but...?
the real beauty of the [Silent Hill 2] lies in how the actual elements of gameplay reflect the relatively simple plot themes: the game is about James dealing with the guilt of killing his wife. The enemies, environments, and puzzles all play figurative/metaphorical roles in this struggle. Though there's not much variation in how things play out, the fact that the gameplay challenges are not just pacing mechanisms but actual serious narrative themes lends an emotional element to the actual gameplay that 99% of other games lack
I'm afraid I'm not really convinced... I think you're making the game look a bit smarter than it really is, here. I could be wrong though.
For example, yes, I guess you could "make sense" out of the monster design, but are we really sure the guy who designed these creatures had all that in mind at the time? We know that was at least partly the case in the first game (the game pretty much tells you so), but here?
As for the holes... Well, that's nothing new since Lewis Carroll, is it?
The only "clever" details that I can think of right now would be the letter fading out of existence (and apparently having no weight in the first place), and the "hidden factors" that decide which ending you'll get...
it's worth pointing out that [Silent Hill 3] has a simplified version of 2's conflict: except in this case Heather in is in conflict with herself. The metaphorical layer of 2 is stripped off, and Heather is literally just fighting "silent hill" monsters because she is destined to give birth to their god; she is a daughter of the first game, and so her demons ARE that game.
OK, now, I really doubt they had that in mind... ^^;
The point of all this is: in all of the games, the backstory is really just that: a setup to put each character in a particular situation/atmosphere.
I think it's more important than that. Well, it is as far as I'm concerned, anyway.
Like you said, "Silent Hill" games are "experiences". I certainly don't play them for the gameplay itself (who does?). But experiences like that have to be immersive. And when the plot feels like it's been written by a bunch of people who never met each other, like it's never been proof-read... Well, that can't work.
Without a good plot, I'd just be left with a virtual ghost house. A well-designed one, maybe, but still...
"Silent Hill 3" felt quite a bit like a ghost house... But at least, it looked and played well enough for me to enjoy it despite its glowing-green-reagent-fuelled plot.
"Silent Hill 4 The Room" didn't even have that. The gameplay had regressed, for some reason. As for the plot... Well, you know how I feel about it. And on top of that, it was being spoon-fed to you in a way that was even more ludicrously videogame-y than in the first "Bio Hazard" game: "Don't bother trying to uncover the mystery yourself. We'll have some guy leave memos for you once in a while. It's simpler that way. Oh, and he'll also provide you with actual gameplay advices! How cool is that?" (that might be funny when Kojima does it, but since when do "Silent Hill" games work like that? I guess that's a memo I never got). Now, that's all but immersive. And no, first-person sequences won't make up for it.
The only important plot point in 2 is that James killed his wife, and is in denial; everything interesting and compelling stems from that fact.
Then again, that doesn't amount to much in the end, in my opinion... More important plot points than just that one would have been nice.
While "the revelation" saved James from being an entirely bland cardboard character, the poor guy needed a bit more than that to become a real boy. And then, there are the other characters, who only existed to fade in and out of James' life and thoughts for a few FMVs...
(I do like the game, but I also think it's not "all that"...)
In part 3, things are a little murkier, but that game's the weakest in the series, so I'm comfortable ignoring it. If anything, it would be a stronger game without the forced continuity.
I agree, and I think that's true for the sequel as well.
Woodard wrote:
The other way to go as an alternative is retaining the mystery. If you can explain everything away at the end, then to some degree you’ve fucked up. In a story that details something unknown (and isn’t sci-fi) you can’t make it completely known. Because it cheapens that feeling of “what the hell is going on?” when at the end, you can explain it all away. It’s not scary when you know what happened, that feeling of unease when presented with infinite possibilities, even those beyond literal description, is forever gone.
I agree for the most part, but I think the mystery can be maintained even if you can think of a possible explanation... as long as you don't know if you're right.
And I also think quite a few writers make advantage of that theory. What's the recipe to a good mystery? Write a regular story and add something that doesn't quite make sense in there, somewhere. Or better yet: drop the regular story altogether and be random. It's easy, and it even allows you to make all kinds of mistakes: they'll just add to the "mystery".
I don't mind not having "the" answer, but I don't appreciate feeling like the writer is simply pulling my leg, especially when he does a really bad job at it.
Apollyon wrote:
You're all talking about the plot not being coherent and being poorly written, and Gans (in the issue of Fangoria I mentioned) takes note of this. He states something along the lines of "when I looked at the mythology and the story they had created in the first game, as compared to the later ones, I realized that these guys had no idea WHERE they were going with the first game."
Er... Well, duh. Of course they wrote the "mythology" as they went along.
The thing is, I think they did a bad job at it. You can write as you go along and yet remain consistent. But naturally, it's a bit harder, so... Heh.
I really do have faith in Gans doing this right. Guess we'll find out Friday. It seems like the guy is TRYING at least.
Yeah, I think he is.
I really like that guy. Unfortunately, I have yet to really like one of his movies... And when I heard the "I have many names" line, I thought "crap... 'looks like that's not going to change anytime soon..."
'Hoping I'm wrong.
(that being said, I still expect it to be the best "video game movie" ever) |
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sethsez
Posts: 1977
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Posted: Thu Apr 20, 2006 12:23 pm Post subject: |
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Olivier Hague wrote:
Without a good plot, I'd just be left with a virtual ghost house. A well-designed one, maybe, but still...
Except the plot for Silent Hill is trite and stupid, while the plot for Silent Hill 2 is good, but nothing more. It's the execution that makes this series great, the art design and the music and the experience of creeping through the fog when your radio starts going off. In this sense, the plots are only important in the sense that they give context to all the creepy goings-on. Silent Hill 3 had a shitty context with good execution, and Silent Hill 4 has a good context with shitty execution. |
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Olivier Hague
Posts: 73
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Posted: Thu Apr 20, 2006 2:03 pm Post subject: |
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sethsez wrote:
Except the plot for Silent Hill is trite and stupid, while the plot for Silent Hill 2 is good, but nothing more.
I think both plots are OK, but nothing more. I wouldn't call the plot of the first game "trite and stupid", anyway.
It's the execution that makes this series great, the art design and the music and the experience of creeping through the fog when your radio starts going off. In this sense, the plots are only important in the sense that they give context to all the creepy goings-on.
Like I said above, I think a bad plot spoils the whole thing. So it's still a pretty important factor, as far as I'm concerned. If I don't care about what's going on, if I don't care about the story or the characters, well-executed or not, the game becomes a mere ghost house.
Silent Hill 3 had a shitty context with good execution, and Silent Hill 4 has a good context with shitty execution.
I'd say "Silent Hill 4 The Room" had an interesting premise... and that's about it. |
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