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 Post subject: PS2 - Silent Hill 2
PostPosted: Tue Nov 03, 2009 4:35 pm 
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Silent Hill 2
Players: One
Age Rating: Mature


Looking back on my recent gaming habits and trends, I think as I got older I became able to appreciate games a little more. Given the freedom of earning my own money and having more freedom over what I do with my time, I was able to play more, try more.

I never really played horror games. Aside from strategy games, they were the one genre I shunned, mainly because modern horror games have been defined by Resident Evil 4. RE4 is not a bad game; it's a stellar game, paced extremely well, filled with visual language, and excellent control. The problem is that it's a power trip; the vulnerability that defines what is "horror" is completely absent. On a more basic level, tension. Resident Evil 5 threw this out the window completely, and now you can call upon a giant laser the pierce the sky and smite your enemies, or punch enemies faces so hard they explode. (I have nothing against games changing (note the non-use of the word evolving); I just hate when games become retarded.)

Silent Hill 2 is what horror should have been. Its vision is liberating, yet restrained for all of the right reasons.

James Sutherland's wife, Mary has died years ago. He mourns, still, the loss, but one day a letter comes. Addressed from Mary, it asks him to come to meet her at the "special place" in Silent Hill. Bewildered, but with not much else to live for, he goes.

Silent Hill is a dreary place. Drenched in fog, abandoned and left to decay, the town has immense character. Graphically, the game is phenomenal for such an early PS2 game. The beauty of art design, Silent Hill 2 was designed by people who know what disgusting places look like.

The music is even more stellar. It's minimalist, timed perfectly to just fuck with you. It's how you'd imagine a disgusting place would sound like.

Who ever developed this town had the common sense to actually use the town, and its characteristics, to further the story. The setting has become a character.

You see, Silent Hill 2 isn't a standard, search and rescue sort of game. It's a psychological analysis of James.

There will be spoilers here!

You can't talk about Silent Hill 2 without discussing the intent behind it all. Because this game, it's about the intent, the design, and the epoxy-like bond between them.

James is hiding from the truth. He knows how Mary died, that she is dead, that there is nothing to be done. He doesn't come to Silent Hill because he wants to find Mary; he needs to be healed. To face the regret of what he did.

You see, Mary was diagnosed with a terminal illness, and James was loyal until the end. The end that he brought upon her.

He could never forgive himself, and continually tortured himself over it, but could never, truly, feel at rest.

Silent Hill is a cursed town, modeling itself over the fears and problems of its inhabitants. Practically everything in this game has some symbolic significance with James; the Pyramid Head, the Bubblehead Nurse, the dark hallways, the other characters, the wooden combat, the audio; it all comes together in such a dense whole you're surprised the disk doesn't weigh fifty pounds. The fact that the player doesn't learn the truth about Mary's fate until the last quarter of the game makes it even more shocking. The game is designed and designed so wonderfully that there are no cheap tricks needed to align the player's perspective with James'; you follow along the path of bewilderment, disgust, horror and resolution, a step at a time with James. It's incredible that I've experienced this, and I think you can only really do this in a video game.

I think this because of the perspective of the player, and what he expects of "horror"; it's so effectively smashed by Silent Hill 2 that it strings the player along. Other media have used this technique effectively. The difference is that, with video games, especially more modern ones, we've become accustomed to being in control. That's the basics of any game; player input to obtain a desired reactionary output. Silent Hill 2 dances around this fact with the requisite rough control of older horror games. The difference being, Silent Hill 2 isn't obtuse like the older Resident Evils; it's at least serviceable. But James is limited, so that we begin to adapt to James. We recognize his movements, his rhythm; eventually, we become invested in James. It becomes less about fighting the control and more about embracing the character through input.

There is one flaw in the game; the voice acting is shit. Well, uneven.

Silent Hill 2 shows that gaming isn't just about play. It's about experience; the sad thing being that many games are stuck in the rut of trying to be more than games but lack the vision to become more through the rest of a video games components. "Epic" games are often considered good because they have good "stories"; is that the only way? To have sharp writing? There are more to games than just story; Silent Hill 2 will show you how.

------------------------

Ratings


Graphics: A driven by artisans, the game looks deplorable; as intended.
Sound: A+ minimalist and effective. It's been a few weeks since I beat the game, and I can still hear the echoes of it from time to time.
Gameplay: C the physical act of control is merely serviceable. But that's not the point.
Replayability: C multiple endings; the Xbox and PS2 rerelease have expanded content, and there are multiple endings. Playing it again would be a disservice to what Silent Hill 2 is, however.

OVERALL: A a game whose lessons are only now coming into view among some developers. Experience the inspiration for yourself.

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 Post subject: Re: PS2 - Silent Hill 2
PostPosted: Wed Nov 04, 2009 1:22 am 
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You need a rating spot for story. That is what this SH2 really did well.

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Something about Firefly? Hang on, thats definitely something about Chobot. No more ugly something or other jesus fuck what is this.
I KNOW I AM DOING MYSELF OUT OF A JOB MAYBE, AND THATS "MAYBE" AS IN "I THINK THATS WHAT WAS WRITTEN".
YES I could right (but probably meant write) better if you convented, hang on thats not even a real word, what the shitting fuck, screw this I'm off for a kebab and then bed.

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 Post subject: Re: PS2 - Silent Hill 2
PostPosted: Wed Nov 04, 2009 6:00 am 
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This has nothing to do with the review of the game, but the way it's written itself, but, in my opinion, you use semicolons far too much. Doing so tends to create a choppy writing style.

But I'm just saying. I overuse commas, I'm pretty sure, just an old habit.

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 Post subject: Re: PS2 - Silent Hill 2
PostPosted: Wed Nov 04, 2009 12:53 pm 
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Fair enough, and quite right, a lot of semicolons.

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What I think Dofuss wrote:
Something about Firefly? Hang on, thats definitely something about Chobot. No more ugly something or other jesus fuck what is this.
I KNOW I AM DOING MYSELF OUT OF A JOB MAYBE, AND THATS "MAYBE" AS IN "I THINK THATS WHAT WAS WRITTEN".
YES I could right (but probably meant write) better if you convented, hang on thats not even a real word, what the shitting fuck, screw this I'm off for a kebab and then bed.

http://www.appspy.com/author/268/alex-beech


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 Post subject: Re: PS2 - Silent Hill 2
PostPosted: Wed Nov 04, 2009 1:33 pm 
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Yeah I'm pretty jumpy with my ideas at times! This is probably the closest I've done to writing an essay in the past few years; in engineering you write "technical reports" which have no flow. And semi-colons tend to impress the hell outta the marker! Re-reading it now with an eye for semi-colons does reveal...alot of them :D

Blokey's grading system doesn't have a Story subcatergory, otherwise I'd rate the shit out of SH2. But as I said, part of what makes it good isn't just because the story on its own it good; it's that it's so integrated so well with everything else.

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 Post subject: Re: PS2 - Silent Hill 2
PostPosted: Sun Oct 24, 2010 1:00 pm 
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Nice enough recap I guess, it's not really in depth enough to convince me into wanting to get this game (Already got the Collection) but still nice recap is nice.
Also, lay off the semi-colons, I don't know what they told you in English but A level markers rip the fuck out of you if you through in stuff at random without actually needing it

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 Post subject: Re: PS2 - Silent Hill 2
PostPosted: Sun Oct 24, 2010 1:28 pm 
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thegamecubist wrote:
Yeah I'm pretty jumpy with my ideas at times! This is probably the closest I've done to writing an essay in the past few years; in engineering you write "technical reports" which have no flow. And semi-colons tend to impress the hell outta the marker! Re-reading it now with an eye for semi-colons does reveal...alot of them :D

Blokey's grading system doesn't have a Story subcatergory, otherwise I'd rate the shit out of SH2. But as I said, part of what makes it good isn't just because the story on its own it good; it's that it's so integrated so well with everything else.

Yeah, about that.

Its since changed, so you can pretty much score whatever categorties you want and using any grading system you want too. :D

No point being "reader reviews" if the site demands they be done a certain way, eh?

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 Post subject: Re: PS2 - Silent Hill 2
PostPosted: Sun Oct 24, 2010 2:16 pm 
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I should review games again. That co-op term when I did these was great for that cause I had time both to play and to write :D

I guess I could write some on older games...

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 Post subject: Re: PS2 - Silent Hill 2
PostPosted: Sun Oct 24, 2010 3:34 pm 
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Personally, I throw story considerations into the Gameplay section. Narrative, is after all, a massive part of the immersion of the game, which then adds itself to how much you might enjoy the game (third time? :D)

And semicolons are also fine, provided you're using them properly. Without a non-separated list following it, you use them to break up a sentence into sections that are technically separate, but compliment each other. It's a sentence within a sentence, both properly structured...

And English markers will rape you for points if you overuse anything, not just something that people rarely use properly; overusing commas will also lose you some serious points... (See what I did there? :P)

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 Post subject: Re: PS2 - Silent Hill 2
PostPosted: Sun Oct 24, 2010 4:38 pm 
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Nubnos, PhD in English :ugeek:

I feel like writing something again! I want to write it on Outrun 2006 but I haven't played too much of it yet...

*looks at PS2*

brb

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 Post subject: Re: PS2 - Silent Hill 2
PostPosted: Sun Oct 24, 2010 4:54 pm 
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thegamecubist wrote:
I want to write it on Outrun 2006 but I haven't played too much of it yet...

YOU BEST BE KIDDING ME, LEST I COME OVER THERE AND FU-

thegamecubist wrote:
*looks at PS2*

brb

Crisis averted.

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 Post subject: Re: PS2 - Silent Hill 2
PostPosted: Sun Oct 24, 2010 5:38 pm 
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thegamecubist wrote:
Nubnos, PhD in English :ugeek:


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:P

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