So I’ve replayed Silent Hill 2 recently and let myself get
properly sucked in to the world this time, I’ve done speed runs to get bonus
endings and stuff in the past, but this time I took it in slowly, listened on
headphones and played it late at night to really get absorbed into the world.
One thing I’ve been reminded of in replaying is just how detailed the world is.
Every time you enter a room it tells a story. Sometimes, an obscure,
indecipherable story, but there’s a reason it’s there. The room in the
apartment complex with all the butterflies – I’m not sure why it’s there, but
there’s a probably a good reason for it. The riddles and puzzles in the game
are there to explore specific themes. The hospital in particular constantly
brings things back to mental illnesses. You could tell some fascinating
backstories based on the puzzles and memo’s found in Silent Hill games, and
indeed the plot of SH4 was based on a newspaper article found in SH2.
What Silent Hill has, and Silent Hill 2 in particular has
that other games lack is that the whole experience feels like someone is
fucking with you. Everything is tailored towards you. One of the differences in
Resident Evil games for instance is that the world still operates without you.
This is a normal world gone wrong, but one of the fascinating aspects of Silent
Hill games is there’s the sense that someone has been there before you and left
all these hints for you to find. But you can never tell if they’re on your side
or not. You always feel that there’s some intangible presence, whose mercy
you’re constantly at, and whether they’re enemy or friend you can never be
certain. There’s something that actively hates you and wants to punish you and
make you unhappy.
There’s also no other game world that feels so grimey and
decaying. It’s irritating that the art direction in Silent Hill games would
subsequently come back to the iconography of the first game as if the mist
world/otherworld divide was all there was to it.
SH2 seemed more pre-occupied with things that have become
rotting away. It’s harder to describe it simply because the idea of the
‘otherworld’ is much more blurred in the game. You don’t get an ‘otherworld’
until the hospital and that has more the look of a condemned, bombed building.
The prison and labyrinth beneath the historical society all already feels like
a nightmarish alternative world when you arrive, and it’s debatable just how
real that is anyway. So the only other place with an otherworld is the hotel,
which feels more flooded and burnt than anything else. [Spoiler] And the
implication is, the hotel had burnt down, so the otherworld version is the real
version of the Hotel [/spoiler]
So many themes and ideas are reinforced in every aspect of
the game. So for any future developers that want to do something “that gets
back to SH2 roots” what you need to do is think about how everything you
include in the game adds to the overall piece.
You can’t just throw a load of Silent Hill clichés at the wall and
hoping they stick together.
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