Showing posts with label Rants and Ramblings. Show all posts
Showing posts with label Rants and Ramblings. Show all posts

The Game to Make All Others Boring



I've been sitting here for a good while trying to figure out if it's possible to write something about Saints Row: The Third without massively spoiling the good moments (which is all of them) while also avoiding coming off as being obscenely boring. It's like I've reverted back to my six year-old self, who's just seen Jurassic Park for the first time. I want to tell everyone everything about it because ohmygodohmygodohmygodsocoooool, but at the same time I know if I do that I'll be ruining the best moments for them in some way.

However, like my six year-old self, I'm just going to say nuts to it and spoil away. At least here you get a warning.

Aren't I just the nicest?

Before The Third, Saints Row was a very weird series for me. I started at the second game and worked backwards, so imagine my surprise when the first game was honestly pretty dang bland. It was this bizarre parody/not-parody/maybe-parody-again take on urban gang warfare, and the gameplay could be summed up as Grand Theft Auto Except With.... No, Wait, I Got Nothin'. Though with Grand Theft Auto IV still being constantly delayed to the horizon and back, Saints Row filled the gap very nicely, and that's all I have to say about that because I can't remember anything else about the game except that Gat was awesome.

I bought Saints Row 2 shortly after release at the recommendation of a friend, who had the same general opinion as I on Grand Theft Auto IV, which'd come out earlier that year. GTAIV was a very atmospheric game, but it had basically sacrificed fun over the metaphorical pyre to try and gain the favour of the pretentious-gods. It had an Important Message (which was kind of at ends with the gameplay) and most of the game was spent doing not very fun things in the name of either realism or Rockstar trying to show how DEEP and MATURE they've become since the, in my opinion, vastly superior San Andreas.

While I enjoyed Niko Bellic's Angsty Adventures With His Fat Cousin more than my friend (even if did take some time to warm up to it), we both agreed that we thought Saints Row 2 was the vastly superior game. SR2 let you create basically any character you wanted and set you loose in a massive city full of wonderful toys to either break or break other things with. The fact that the story was surprisingly engaging and enjoyable too was just a nice bonus on the maniacal fun. In the three years since Saints Row 2 was released I think I've played it through somewhere around nine times now. Eight of those being co-op.

So, yeah, big fan. While everyone else was anticipating their Skyrims or Modern Warfares or Zeldas, I was almost beside myself in anticipation for Saints Row: The Third. "Oh, what fun we shall have", I thought as I scrolled through the images of jetbikes and explosions and explosions inside other explosions which in themselves were exploding.

So, is Saints Row: The Third any good?

Well, go re-read the first paragraph, silly.



Or have a picture of a VTOL jet fighter shooting a flamethrowerlaser to make something explode.

1.19 Shenanigans

The first ever Hooray! The Game's No Longer Terrible! celebration gets off to a festive start.


It's been a.... well, honestly, it's been an abysmal year and a touch for poor ol' Final Fantasy XIV, but she's at last starting to show the potential of what would've been, if the original developers hadn't been a bunch of workshite bumblefucks. Or, to put it less insultingly, XIV is shedding its negative aspects very quickly and showing much promise.

In July, FFXIV celebrated Patch 1.18, which began to lay the framework for a lot of massive changes. Grand Companies were introduced. The battle system mechanics got completely replaced with something halfway workable. The Guildleve system got a kick up the arse, and many other things. 1.19 follows in this, opting instead to focus more on fixing the current broken content than introduce anything new and experimental. XIV's newest inclusions aren't terribly unique amongst the genre, but god have they been sorely needed.

Like the last Final Fantasy XIV blurb I did, I just thought I'd ramble on about what's been added since last time and my own thoughts about it. Except since this entry only encapsulates one patch, it won't be horrifically long. Hooray! Although, I did get messages from people asking me if I could write a longer one next time...

I think my hands slowly and involuntarily creeping towards the nearest sharp object is answer enough on that one.

So, what did 1.19 add in that was so gosh-darn nice, anyway? Well...

You Are Dead




I know I'm a good two years late to the party --which has all but departed for greener pastures, what with the sequel coming out in October-- but I finally seriously sat down and finished Demon's Souls this week. It was a very long, very challenging playthrough, but, man, I'm so glad I did it. Hence why I'm hear writing this in a cheery mood and didn't start this post off with "DSKDHSJDLSDAHGA GOD GAME IS SO HARD ME HATEY HATE HAAAAAAAAAAAAATE!" Or something along those lines.

I just thought I'd spend some time this evening writing up about this crazy ol' game and why I feel it's just the bee's knees. For the uninitiated, Demon's Souls, aside from being very awkward to pronounce, is a game on the PlayStation 3 made by From Software. Probably better known for games like Armored Core and Chromehounds, From looked at the video game industry this generation and apparently deduced that it was nothing but wall-to-wall pansy games made for the pansiest pansies to ever pance their way through this pansy planes of Panconia. To try and bring some damned fun back rekindle players with the difficulty of the games of yore, they created Demon's Souls. It's a 'Survival Action' game, and dear god above does it ever live up to that totally made up genre.

Now, I really don't like hard games. Whenever a game throws a stupidly obnoxious or hard boss/level my way, I'm the first person to throw the controller on the ground, swear and usually give up on that line of playing for a good while. Demon's Souls, however, kept me constantly entertained and enjoying myself through the entire 20-30-something hour jaunt in it's creepy, dark world of creepiness. This, my friends and whoever else is reading this tripe, is because I don't actually think Demon's Souls is 'hard' in the slightest. I think it's challenging.

The word 'hard' to me, aside from the usual innuendos, means that a boss or level or whatever has kicked its way into a game and was specifically designed to piss the player off. Like there's suddenly a boss who teleports behind you and insta-stabs you. Or there's now an underwater, timed escort mission where you have  to dodge mines and laser sharks for no goddamned reason. You know, crap like that? Demon's Souls, to me, isn't that in the slightest. What it is is a game that isn't afraid to tell you that, yes, you actually are kind of a moron, aren't you? But that's okay, because it's here to help you. It hurts you because it loves you. It knows you can succeed! And what better way to show that then to throw you head first into a fire-breathing dragon's mouth!

My thoughts exactly.

Speaking of thoughts, as I mentioned above, I thought I'd just write down a few of my favourite experiences on my first complete playthrough of the game. Both to show just what I feel makes the game so special, and to hopefully maybe excite some of my Xbox 360-owning friends for when Dark Souls gets its shiny multi-console release in October. Then we can all cry and suffer together. Just like a family. OF PAIN.



Moment #1): The Tutorial, and First Steps into the World.

Your very first few moments into Demon's Souls are rather jarring if you're so used to current games and their ways of slowly coddling players into the mechanics and general world. There's usually some voice barking tutorial jargon at you, and then you're given a consequence-free few hours or so to learn the whole one or two commands the game asks of you. Not that there's anything especially wrong with that or anything, it's just that it's a whole 'nother beast compared to how Demon's Souls handles it. Basically, the game puts down little markings in the first level that say things like, 'Press L1 to block', or 'You can use items by pressing the Square Button'. I hope you have that memorized, because you're not getting told it again. You read it, then you're expected to commit it to memory to help against the untold horde of nasties.

Demon's Souls tells you what you need to know to make your way in the world. Anything beyond that is for you to discover, since there's so many different classes and ways to tackle any given situation. The game couldn't explain them all, and frankly, rightly doesn't even bother. You're told how to block, swing a weapon, cast a spell (if that's you're thing), and then you're immediately booted out the door. Once you finish the tutorial level where you die rather horribly (a nice nod to what you'll spend a majority of the game doing from now on) you're brought to the Nexus (the main hub of the game) by a stange woman called the Maiden in Black.

Return to Eorzea




Oh, Final Fantasy XIV. What a pretty, pretty mess you were.

There's an unwritten, but unfortunately very well known rule of MMORPGs which states that a newly released game cannot be deemed enjoyable until at least either six months or over a handful of patches have passed behind it on the road to hopefully not imploding on itself and being discontinued. Final Fantasy XIV took this principle and ran it right into the ground, being such a complete train-wreck on launch that practically everyone who touched the poor thing, including reviewers, said they thought it would be canceled within a month. If not less.

Before we hold hands and skip merrily down the road to answering if XIV is finally fixed or not, some backstory is needed behind the game's very dubious development history; and much like the series it spawned from, this history is very convoluted and long-winded. Okay? Okay. Let's go!

Development of the wacky Final Fantasy that is XIV reportedly started significant development when the Chains of Promathia expansion pack to Square-Enix's previous MMO, Final Fantasy XI, was just about wrapping up during the 2004-2005 period. The game was originally given the codename Project Rapture, and a quick tech-demo was showcased at E3 in 2005. XIV, like XI, was directed by Hiromichi Tanaka (who also worked on titles like Final Fantasy III, Chrono Cross, ect) which made a lot of fans very nervous, even back then. The biggest concern was what was going to happen to Final Fantasy XI, as it was going really quite strong at the time. The second was that, well, Mr. Tanaka was quite infamous among the community for green-lighting very... quality-ambiguous gameplay mechanics.

Specifically, Tanaka seemed to enjoy the prospect that players would have to earn or wait significantly in order get to what many would call the 'fun' aspects of the game. If this was a good direction or not would be, and still is, constantly debated among the players of XI and XIV. The more important point here is that Tanaka would basically be controlling two games at once, which might partially explain what happens below.

At E3 in 2009, Square-Enix revealed that Project Rapture would, of course, be Final Fantasy XIV.  Like with every game ever created in the series, this news split the gigantic fanbase apart and created roughly several hundred million threads on forums, with people going on about either how awesome this was going to be, or how it would devour babies and slap everyone's mother before defecating on the carpet. Shortly after its announcement, we started getting juicy gameplay details, like how "growth is not based on EXP", it would be released on the PC and PS3 worldwide simultaneously, and all sorts of other neat stuff.

Stuff that never actually came true.

On April 2010, Final Fantasy XIV entered its Alpha testing stage. The lack of information about the game up to and including this phase of development startled quite a few potential fans, but anyone who was familiar with FFXI and Tanaka's involvement there just shrugged it off as business as usual. We got some very pretty screenshots and a quick trailer here and there, which was keeping most people nice and happy. Overall, the game was still highly anticipated by many, myself included. What started to make the internal alarms of the ol' noggin' blare, however, was that the Beta period was going to start in mid-June. Which wouldn't have been a problem if the game wasn't just announced to be released in late September.

In short, XIV's beta was only going to be three months long; which is a far-cry off the original estimate, and MMO genre average, of six months. Unless XIV was somehow mysteriously already polished to a shine (and therefor eliminating the need for a Beta in the first place) the proper testing phase of the game was going to be way, way, way too short for any feedback from the testers to make it back into the product to any significant degree. With MMOs, and any game worth its salt, a well-made product needs to be constantly tested in every regard over a significant period of time. Solutions to problems need to be implemented, then those solutions need to be tested to make sure they don't cock anything else up. Then when that inevitably happens, you need to test everything again anyway. It's long, hard work, and Final Fantasy XIV seemed like it was going to try and barrel right through this as quickly as it could.

To say this would come back to bite them in arse is a gross underestimate of the derriere-chomping that would follow.

The Beta phases came and went as quickly as expected. We were only given the city of Limsa Lominsa and a small chunk of the outlying fields to explore. The game definitely showed a lot of potential, and actually delivered pretty well on a fair few of its concepts. The biggest problem here was the game very obviously wasn't finished, what with it being a Beta and all, but a majority of the feedback players were giving seemed to fall of deaf ears. There most likely wasn't anywhere near enough time for the developers to read through all the feedback, and Tanaka and his crew never gave any real indication that they were even reading them in the first place, outside of a few tiny, tiny things that could be fixed while the Beta flew by.

In a wonderful case of 'open mouth, insert foot', I wrote a very long and mostly pretty-praising article about XIV, believing that the developers would fix all the known issues amongst the playerbase before launch, just a day before the Open Beta really got underway and the big bomb was dropped on everyone. XIV's Open Beta, which was just the closed Beta in content but with more areas, was going to be the entirety of the game at launch. The game barely had any proper content (including no definable way to consistantly level and just a few cutscenes for missions here and there), the launcher was glitchy (you couldn't even alt-tab out of the game without it crashing), it was hideously optimized for the PC and... well, felt like a damned Beta. But here we were with Square-Enix and Tanaka basically kicking its arse out the door and screaming "It's done~!"

The backlash from this is what you'd expect.

Final Fantasy XIV absolutely tanked upon release. Square-Enix tried to hide the game's shoddy state from the general public by placing an embargo on mainstream game reviewers until a couple of weeks had passed, but word was already spreading across the Internet from the players themselves. The game was nowhere near ready, and it was considered by many a downright insult for Square to expect people to pay for this. When the reviews did come out, hoo-boy. Let's just say they were about as forgiving as the players were.

Less than a month later, we received this lovely little gem from the developers.


Since the official launch of service on September 30, 2010, we have received a wealth of constructive feedback from the FINAL FANTASY XIV community, and the development and management teams would like to take this opportunity to express their sincerest gratitude. For those who purchased the collector’s edition and began to play one week before official service began, the month-long free play period is drawing to a close. Considering the nature of much of the feedback we received, however, and the current state of the game, we have decided to extend the free trial period for all users. Please continue reading for further details.


Hola~!



A few days ago I finally got my sorry, lazy arse around to buying a HDD for the Xbox 360; a problem I was well aware I'd need to solve since around mid-September. I don't use my Xbox 360 for much these days, but in order to play co-op Campaign or Firefight on Halo: Reach, you need a HDD. I think that's kind of stupid, but I found a HDD for super-cheap so I should probably stop complaining now.

To celebrate my getting around to doing something I logically should've done half a year ago, a friend and I are playing through Legendary (with certain skulls on) on ol' Reach, a playthrough I've wanted to do for the longest time. Honestly, I'm generally not a fan of playing solo campaigns in the Halo series. They just don't seem all that enthralling to me. However, playing through on Legendary, especially with a friend in 3/ODST/Reach, has become one of my favorite gaming habits. It's the way Halo was meant to be played, dang it!

Normally, I can't play co-op on Halo with m'colleague shown above, because in Hola 3 and ODST, the coding was arse-backwards, and playing co-op with anyone outside your own country was often like trying to wade through a swamp of pure lag-soup. I think that's still the case if you want to play with 2-3 people outside your country, but with just 1 other person the lag is pretty minimal.

The worst you'll get is a one-second delay on movement and jumping, which is... kind of annoying when you start, but you quickly adjust. Considering I'm playing with someone literally on the opposite side of the world, it's pretty darn good. The input lag only gets in my way when I'm trying to dodge incoming plasma grenades and the like, since I have to be aware of them one second faster than usual, which I never am. Knowing my playing skills, or lack thereof, I wouldn't dodge them anyway, so it's a moot point.

Anywho, I thought it might be marginally entertaining to write up my thoughts and feelings about Reach as I go through it for the second time (or at least the bits I find noteworthy). I... wasn't really a fan of it on the first playthrough. The mission design and overall gameplay flow was good, as is to be expected from a Bungie title, but I just never got any emotional connection with the setting, characters or anything like that. Hell, I couldn't (and still have trouble) remembering the names of the Spartans in Noble Team. It was never bad, but.. it just wasn't memorable to me.

But, hey, I like to think I've got an open mind, so let's give it a second look at, shall we?

Return to Vana'diel 2: The Sequel

Not Shown: Crotch protection and actually useful stats.


In the week since the last entry I've probably seen the best and worst that Final Fantasy XI has to offer. Part of the charm of an MMO is that each time you play can be completely different from the last. Sometimes things go your way, and sometimes it seems the game has achieved sentience and is fueled by sudden and pure hatred for everything that is yourself.

Dragoon continues on it's path rather spiffily, and thanks to events mentioned below, I've actually more or less completed the leveling stint of the job already. So now I move on to the next tasks on the To Do list, of which there are at least several billion. It'd be daunting if I wasn't looking forward to 90% of it, but more on that later, as there's other pointless crap to discuss first!

Since I somehow managed to jump from 50 to 85 in about a week and a bit, it's given me a lot of time to look over the new EXP system and a lot of the older stuff I never got to fully experience, like Level Syncing. For me, I think the leveling system from 1-50 is about as good as it's ever going to get. The levels come fast, most Fields of Valor pages are designed to be tackled by small, moving parties of 2-4 people, and you get to move to enough areas and fight different mobs that it keeps things rather fresh. As I said last entry, it does get repetitive, but the only way to really combat that would be to completely redesign a nine year old game, which I doubt is on the table. Basically, if you have the interest and/or dedication to hit the higher levels, it's more than easily achieved now!

50+ however, there's a bit of a snag. Y'see, with every level in FFXI before this magical stage the EXP only rises by about 100-250 EXP. So, for example, at Lv.25 you need 5,200 EXP to level, and at Lv.26 you need 5,300. It's a perfectly respectable increase, and it stays that way until Lv.50 (which used to be the original level cap waaaaaaaay back before any expansions were released), then the EXP needed to level leaps up by about 1,200-1,500 a level. As a result, by the time you hit Lv.60, it can take quite a while before you'll get to that next level increase.

This increase was okay back when 6-man parties used to dominate the landscape, and getting 7,000+ EXP an hour was the norm. You could get 1,500 EXP is, what... 10 minutes, at the longest? Then, of course, Treasures of Aht Urhgan introduced Colibri and Imps, and the EXP rates shot straight through the roof! These days, those areas are now empty and the idea of a 6-man party before Abyssea at 75+ is all but extinct, which is both good and bad.

The good news is that with 6-man parties no longer the norm, as I mentioned last entry, you can freely pick dozens of wonderful places to level with a small group of friends, and you no longer have to park your butt in the corner for a couple of hours, just killing the same mobs again and again and again. The bad news, however, is that unless you do have a friend or two online who want to level, you're going to find out that leveling before Abyssea at Lv.60+ is now nothing short of asinine. Or, god, even worse if you're a White Mage or something, who statistically have the offensive capabilities of a damp scone.


Return to Vana'diel



As the old FFXI forums used to claim, usually quite rightfully, you never truly quit Final Fantasy XI, you just take a sudden, extended break. For me, that 'break' has been since about... March/April 2009. I left the game in quite the huff due to Wings of the Goddess being embarrassingly milked out, despite the severe lack of content it could display in comparison to the other expansions, and the ever-growing realization that the development team at the time was just pissing about.

A Crystalline Prophecy was the first mini Add-On released at the time (early March, if memory serves) and the final boss still reigns in as the champion of horrible battle design. Shame, too, since I'd actually rather like the Neuvo armour that comes from it, but oh wells. Anyway, between that gigantic waste of $10 and the decision of the development team to not work on balancing jobs or fixing levels or events, but instead to focus on goddamn bell emotes-- to the point where you need a frackin' chart just to follow it --I decided this clearly wasn't the game for me and left.

While I've signed on and off every couple of months during that time, it was almost entirely to just chat to friends I couldn't reliably contact elsewhere, and very little else, outside of a brief checking out of Abyssea.

Anywho, within the last few months, Final Fantasy XI has gotten a new Director, and a entirely new breath of life since that massive pile of awful gameplay decisions known as Hiromichi Tanaka was given the boot to work on FFXIV, and then subsequently given the boot from that as well. With this has come a... honestly, nice new approach to the game.

First off, Square-Enix did what nobody ever expected them to do, and opened up a Twitter account, and actually responds to fans and makes whimsical, non-PR-bullcrap, messages on it. While this is standard for most games/companies, for this to come from XI honestly nearly made my, and others, jaws drop.

To be truthful, it was probably that alone that made me start contemplating playing XI seriously again. Nothing dissuades me from an MMO faster then the feeling that the company in charge doesn't give two shits, so XI's Twitter account being surprisingly light-hearted, yet still informative, was a very welcoming move.

So, I dusted off the ol' PlayOnline account (which, after XIV's 'update' process, feels like a work of genius in comparison) and thought I'd take an honest stab at leveling a new job, to test out all the new stuff. After a whole.. 30 minutes of thinking (or what I do that may or may not actually be considered thinking by some) I picked up a lance and decided on the always awesome Dragoon, for two reasons:

1) I get an adorable Wyvern pet.
2) Most of my favorite characters in the series have been Dragoons, so fuck it, why not?

Return to Pulse



As is my custom on weekends or stretches of time which involve me doing absolutely nothing of importance or worth (ie: 99% of the time anyway), I was browsing some gaming news sites on the Interwebs and came across a rather interesting article. It's an in-depth discussion of Final Fantasy XIII by director Motomu Toriyama and developer Akihiko Maeda.

While the knee-jerk reaction from most commenters on any site it's been posted on (commenters on the Internet being just one step above your average primate in terms of intelligence and judgement) are "LOLZ DEY R SAYIN TEH GAEM IZ BAD LOLOLOL" the discussion between the XIII crew does bring up some interesting insights to how Square-Enix was operating at the beginning of this generation.

Ridge Racer



With Final Fantasy XIV being unfortunately disappointing right out of the gate, and the playerbase for said game seeming to consist of very elitist and... well, typical Internet goers., this journal has been unfortunately rather bitter as of late. In an attempt to alleviate that, I thought I'd write another long-arse look into one of my favorite video game series.

Mo' liek Gran DULLse

/witz

It's 3:00am here. I'm waiting for Alien Swarm to download off Steam (it's within my budget range). I have two days left on my four-day weekend thingy. I'm looking for something to kill the time!

I my usual traversing of the Interbutts, I found an interesting interview regarding Square-Enix's goals over the past year. Not much of it is really worth noting here, except this little blurb about Final Fantasy XIII.



"Now that Final Fantasy XIII has launched globally, in the end were you satisfied with its performance and the audience reaction to the title?
YW: Looking at the numbers alone, it is pretty good, because we were able to release the latest Final Fantasy in all three markets of Japan, United States, and Europe in a very short period of time, and we were able to reach 5 million units rapidly -- and I think this product will grow further. But when it comes to the customers' reaction to the quality of the game, some value it highly and some are not very happy with it.


What do you think about how the game turned out?
YW: I think this is a product that was able to meet the expectations for those who know Final Fantasy. There are all kinds of games around in the market today. Should Final Fantasy become a new type of the game or should Final Fantasy not become a new type of game? The customers have different opinions. It's very difficult to determine which way it should go."



I find this sort of thing intriguing, since I'm one of.. two/three people I know that actually liked Final Fantasy XIII. And probably the only one that loved almost everything about it. This journal is usually a place for me to rant angrilly about games I dislike, but I always like writing about games that I have an upopular opinion of. Especially if my opinion is, shockingly, the more positive one.

Which is to say the correct one!

Well, not really.

I should probably clarify. When I mean 'unpopular', at least in the case of XIII, I don't mean in sales or anything like that. As the interview states, Final Fantasy XIII has done pretty darn well for itself. It's nearing 6 million sales now, and is the fastest selling title in the franchise. By 'unpopular' I mean the general opinion I've seen from both the Internet and people I know. So if you're surrounded by people who loves them some XIII (and why wouldn't they?) then this post won't make a terrible lot of sense.

Not that any of my posts ever do to someone who isn't myself.




Vana'diel

Let's just get this out of the way first. I have many issues regarding Final Fantasy XI's gameplay and the direction it's gone since that massive pile of disappointment otherwise known as Wings of the Goddess was released. However, one thing I'll always defend are the areas/zones in the game. While other MMOs have come along and trumped XI in graphics technical-wise, the asthetic and atmosphere XI has created for its world is still (until XIV anyway) completely unmatched.

Since I'm back in XI to help a good friend out with finishing Chains of Promathia like he always wanted to to, I figured I'd give Vana'diel a nice little tribute on this obscure and pointless journal before I set sail for that wacky place known as Eorzea. A land I still don't know how to properly bloody pronounce yet.

The list is in no particular order, except the last one, which is there for a reason.






~ The Republic of Bastok ~





"In the southern reaches of Quon lies the Republic of Bastok, a nation founded by the technologically gifted Humes. The president, elected from among the Hume population every few years, takes an active role in leading the government.
Bastok was originally built on the wealth gained from the mining of mythril, a precious metal. But with recent developments in metal refining and processing techniques, Bastok has become famous as a craftsman's town. The southern area of the city is home to many Galka, a race of hulking humanoids. They have made valuable contributions to the expansion of the mines, but despite this, there is a deep-seated tension between the Galka and the Humes."

Silent Hill - Part Four

Well, okay, not really. But the new trailer for Silent Hill popped up earlier today, and since I did just finish my annoyingly long personal view of the series, I thought I'd share my thoughts and feelings on this trailer.

Now, with it being a trailer and all everything can easily change, but let's see what we have so far!







The biggest change for the series comes through in the music. Akira Yamaoka, who's done the fantastically unsettling score of the series up to this point has left, so they got in.. er.. that guy who does the music for Dexter. Never seen the show, but I rather like the music in the trailer. It's different, but its still very somber and oppressive at points, which is all you need.

As long as the music doesn't go obviously and obnoxiously spastic with fear every time a monster pops up, I'm happy.

Another big change is the design of Silent Hill itself. It could be an entirely different part of the town, of course, but the look and feel of it is rather different. In the past the town was rather bare and empty, while here everything seems much more overgrown and cramped. The amount of litter scattered in the alleyway puts a nice emphasis on the sense of abandonment and isolation. Though exactly how alone you are in the game will obviously be deterined later.

Aside from that, not much else to say that can't be assumed by just watching the trailer. The lighting effects are very impressive, and the transition to the Otherworld (especially where a long hallway appears in real-time where there was originally just a wall) is all sorts of awesome and freaky looking!

I like the design of the new Otherworld. The long rows of bars and very grey aspect of it neatly represents either, uh, Whathisface's life in prison, or fear of it (since he was just on a prison bus). It's much better than Homecoming's, which was just Silent Hill 1's Otherworld, for absolutely no reason.

The idea of having a convict visit Silent Hill is a really cool one, in my opinion. It's an idea I'm surprised hasn't been thought of before in this series. The amount of backstory, and especially symbolism, you can get from something like that is fantastic. I really do hope they go down this storytelling path, instead of the old and tired The Order-related shenanigans.

As far as what else I'd like to see in this new title.. er.. can't think of much. But I'll list down the few I can.


1) Slowly build the anticipation.
As I said in my Homecoming spiel, the best aspect of any Silent Hill title is the long, dreadful build up of anticipation for something to leap out and bite your face off. If you throw people right into the deep-end, they don't feel scared. Make them panic about what's coming next, then throw something entirely different at them. Or nothing. So when you do, they'll be scared shitless.

2) Keep it symbolic.
Doesn't seem like it'll be an issue, especially since its a series staple, but you have to make every monster have a purpose for being. Everything has to have a message, either in how it reflects on an aspect of the character or how it forshadows a future revelation. Or something else entirely. Who cares? It just has to make the player look at the monster's design and go, "Huh!"

Speaking of..

3) Don't reuse monster designs.
Every non-Team Silent game has done this for some extremely baffling reason. It kinda fucks up the symbolism when you start doing that, especially if it's from Silent Hill 2. So, yeah, original designs plz. It's not that bloody hard!

4) And especially no Pyramid Head.
He doesn't need another paycheck going towards a yacht. He can find gigs elsewhere!

Though with Pyramid Head also being something of a creature representing redemption and punishment, this title might actually be the first since SH2 to have it make sense for Pyramid Head to be in it. Assuming of course our convict character actually goes down that path. Even so, an original stalking (and possibly rape-loving) monster would be so much more effective.

5) Puzzles.
Either make them hard or don't put them in at all. Homecoming had the worst puzzles in the series. They were few and far between, annoying when they popped up (due to pacing reasons and placement) and could usually be solved in about 40 seconds. Better yet, put in a Puzzle Difficulty option when starting the game, like the old Silent Hill titles had.

6) Just make it good.
I want a fantastic Silent Hill title again. Origins was average and Homecoming had a nice story, but the symbolism kinda floundered in areas and the gameplay was rubbish.


I'm not going to get my hopes up for this new Silent Hill title (unless it turned out Team Silent was making it), but so far it does actually seem very promising. I love the idea of a convict character hitting town, the new Fog/Otherworld designs are good, the lighting effects are even better, and.. well, yeah. I hope we see more of it in the near future.

Just don't fuck it up!

Silent Hill - Part Three

Well, time to visit the trainwreck portion of the series, my darlings. Team Silent (or most of it. Akira Yamaoka, who provides the excellent soundtrack, was hired by the other teams for a while) has left the building and now we get to see how the series fares without them.

In short? Not very well.

The next Silent Hill projects aren't terrible, but they're certainly a giant slide in quality and will often forget or drop many of the most important aspects of the series for absolutely no reason, other than the people behind them missing the bloody point. This (at least to me) isn't a case of, "They Changed It Now It Sucks", I more than welcome change in a franchise, it's just that the changes have to be for the better.

Well, let's start off this trip into the source of all this mediocrity.







It's probably worth noting before we start that, in the movie's defense, one of the major problems with it wasn't planned when they sent it into the studio. Annoyingly, the studio took one look at it and went, "Nope. We'll only green-light it if you add this in!" Morons.

Of course that wouldn't save the movie, as it's still a festering pile of Ugh, even if you took that out.

The Silent Hill movie is meant to be based on the first game, which is kind of amusing when you think about it, as it featured almost none of the characters (Alessa being the only one) the backstory is entirely different and the central plot makes no sense and is only very loosely tied to the first game. I don't mind a reshuffling of the story from the game, especially since I found it to be especially doofy and awkward, it's just that they kept the horrible bits about it and changed the good bits to match it.

Not match it from a storytelling perspective, mind, just change it to be equally as stupid.

The movie starts with a woman named Rose Da Silva worrying about her daughter Sharon, who's been frequently spazzing out lately and standing over cliffs at night, which is generally not a normal thing for children to do. She's also been mentioning Silent Hill when in this weird trance-like state. And by mentioning I mean she just screams out, "SILENT HILL! SILENT HILL!" As we'll see, subtley is not to be seen in the same room as this movie. Or even on the same damn continent.

Anyway, Rose and Sharon go to Silent Hill, they crash their car just outside of it, Rose looks for Sharon in much the same way that Harry did Cheryl, and she sooner or later finds herself getting tangled up in the ol' Silent Hill experience.

This is probably the only real highlight of the movie, which is annoying since it only lasts a handful of minutes. Seeing Rose walk down the convincingly empty streets of Silent Hill as fog and ash cloud her view really does give you that sense of being totally alone. Remember this, as pretty much the rest of the movie dedicates itself to ruining that idea.




Also of note in the video are the little grey, burning children near the end. They're our one monster that gets any real symbolism in this movie. Yaaaay! They represent Alessa being burnt as part of the ritual The Order forced her to partake in. Other monsters show up throughout the movie, but they're all either directly taken or heavily based on ones from previous games, so that kinda fucks up the symbolism a bit. Or entirely.

If you watch just that bit of the movie, it actually looks pretty good. Atmospheric and downright unsettling when it needs to be. Like any good Silent Hill. However, all this will be ruined by two things.

1) The story making absolutely no fucking sense.
2) Sean Bean's character.

I'll explain the second point first, because I'm weird like that. Sean Bean's character was the addition mentioned above that the studio demanded be put in. As Rose and Sharon are trapped in Silent Hill with The Order and all the abominations, almost every 10 goddamn minutes we're ripped away from that to scenes showing Rose's husband Chris running around doing things which can only be described as 'totally fucking irrelevant'. His scenes are full of exposition about Silent Hill's past and horrors and whatnot, which not only ruins the mystery and dread behind the town, it also ruins any sense of issolation and fear the viewer could possibly get from the Rose/Silent Hill scenes because THE MOVIE KEEPS TAKING US AWAY FROM IT.

Imagine if in Silent Hill 2 the game randomly went off to show you a scene of, I don't know, a paper bag stuck in James' car every single time something spooky could possibly show up. And these scenes went on for arguably just as long as the actual Silent Hill sections of the Silent Hill title.

The paper bag is probably more interesting and charismatic then Sean Bean's character as well.

Anyway, moving swiftly on (something those scenes certainly don't), Rose finds herself heading to Midwich Elementary School and through her exploring of it (for a whole two minutes) she finds herself getting sucked into the Otherworld, where she encounters Pyramid Head.

Wait, what?




What the fuck is Pyramid Head doing here!? He's the embodiment of both the horrors of the town's past as well as a punisher and sign for James Sunderland's sins. This movie has already stated that Silent Hill's past was more about a coal fire then it was about any dark rituals or Civil War attrocities, and Rose hasn't done anything terrible in her life. So.. uh.. what the fuck are you doing, Mr. P-Head?

Oh, fanservive. Of course..

Mark this moment down, dearies, as this is point where every single Silent Hill project from now on feels it must cater to massive amounts of fanslurping in one way or another.

Ah, crap..

Anyway, long story thankfully less long, Pyramid Head does pretty much nothing of worth except ripping some woman's skin straight off her body, because subtlty is for dickheads apparently, and Rose uncovers the whole ritual bullshit behind The Order and blah, blah, blah we've been here before and it didn't work then either.

The gore and themes are completely over-the-top in sections, the symbolism doesn't make a lick of sense outside of one monster and the story is almost non-existant. The only way you can make sense of the movie is if you've played the game, mostly because the movie kind of doesn't explain almost.. well.. anything.

The only noteworthy parts of the movie are the few minutes I linked to above. Other than that the whole damn thing is just a mess. It's like if the writers and director looked at the game for about four seconds, saw it was really foggy and occasionally hell-ish and went, "BRILLIANT!" and kind of forgot about the whole story, symbolism and subtlty things.

And then they asked the Internet for monster advice, because I'm pretty sure that's the only fucking way Pyramid Head and other Silent Hill 2 monsters made their way into this thing.

Also Pyramid Head needed another yacht, and he's not above whoring himself out to get it.

The Silent Hill movie was not recieved well by critics, people who saw it or anyone who didn't but had a functioning brain anyway. This is worth noting because the next two games will blatantly copy aspects of the movie for some goddamn reason. Apparently someone at Climax Studios and Double Helix liked the movie.

The poor, damned souls.








Silent Hill: Origins, in case the name somehow didn't give it away for you, is a prequel to the series. Not entirely sure why, as Climax Studios doesn't explain anything we didn't already know and essentially has to make up and resolve its own damn story mysteries instead, but whatever, Origins takes place before any of the games. Good-o.

I mentioned a while back that I never finished Origins for one reason or another (mostly I found it boring as all get-out) but I'm pleased to announce that I have now, so I get to blab on pretentiously about it like I have every other title. Y.. Yay?

Origins deals with Travis Grady, a truck driver who gets thrown into the events of Silent Hill because... er... um. He.. just does? He does have his own issues, but if Silent Hill just sucked in everyone who had mild frustrations and troubles in their past then the place would be more packed than a Pyramid Head cosplay convention.

The game goes on about discovering Alessa's past and all that stuff, which is entirely pointless because we already know the important details. Hell the first game in the series did that. I think you're a decade late to the party, Origins.

Oh, wait, we find out in Origins that Alessa once visited a theatre. THIS IS CRUCIAL INFORMATION.

Travis gets a bit of character exploration, but it's extremely half-arsed as well. He discovers that his father commited suicide and his mother went completely insane at some point in his childhood. He fights bosses that embody his parents, as well as Pyramid H-Er.. I, uh, mean The Butcher, kills it and gets over his past. That's about it, really.

Silent Hill: Origins doesn't win any points for story. Or symbolism, as its the same stuff the first two games pulled. Some stuff embodies Alessa's fears while others embody Travis' sexual repression from being a truck driver, as well as other stuff. I have no idea how or why two different people have their monsters invade the same world (especially one Alessa is responsible for), but.. um.. whatever, I suppose. At least it's better than what the movie tried.

Not that that's saying much.

The only moster design I can say I really liked was the Carrion, which had a really unsettling walking animation (pushing itself with its back legs and dragging its head around) and represented the guilt Travis felt for running over animals throughout his career.




The Remnant's weren't too bad either. They were strange female-figured shadows that stalked the Sanitarium and were symbolic of Travis' fears of visiting his mother in the female dorm of the asylum when he was a child.




The story was rather weak, but at least functional, which sadly can't be said for the gameplay. The combat system was entirely ruined by there being breakable weapons. In theory it sounds good, as it might create a scenario where you're being attacked by multiple monsters and you have to rush for a weapon, but you encounter a replacement every couple of minutes, so it's entirely pointless. Its only purpose is to annoy you now, not scare you.

But easily the worst thing about the gameplay is the ability to shift to and from the Otherworld yourself. This.. is just plain retarded. Throughout the series the Otherworld has been something of mystery and panic. You had no real idea what caused it, when it would happen or where you'd be when it did. Hearing the sirens start blaring in the distance and getting the feeling that the town itself was somehow after your blood as well was a fantastic and absolutely dreadful experience. Giving the player control of this, just so they can solve puzzles?

No.

No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No.

No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No.

No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No.

No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No.

No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No.

No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No.

No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No.

No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No.

No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No.

No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No.

No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No.

No.












NO!

You.. just don't do that, Origins. You don't! Giving the player control of the one huge mysterious force in a SH game removes pretty much all semblence of tension and fear. What's there to fear if you can just mosey on between worlds whenever you damn well feel like it? It created some mildly interesting puzzles, sure, but you've just completely sacrificed all horror in your horror game to achieve it.

Was it worth it?

Was it really?




Silent Hill: Origins is a rather poor introduction to the Team Silent-less series as we now sadly know it. I commend the developers for wanting to try their own thing with the franchise, but I think they may have skipped over the whole 'making it scary' thing. Which is.. kind of a problem. It also doesn't help that it didn't explain the origins of anything important the first game in the franchise didn't already tell us about.

I'm not entirely sure why Konami didn't move Climax Studios onto the next game in the series, except possibly for the reasons above (but that doesn't seem likely, as they let them take a crack at Silent Hill: Shattered Memories a few years later, so..). But whatever the case it was time for the series to leap to the next generation of consoles, and it was up to Double Helix to try and renew faith in this now shaky franchise. Could they do it?

Well...








Yes, and no.

Silent Hill: Homecoming returns (mostly) to the functional, but intentionally poor, gameplay and good storytelling the series is very well known for. However, sadly it trips and fails to an almost magnificently stupid degree over the whole 'actually being scary' part.

Let's just get this out of the way right now, Homecoming absolutely fails at setting you up for caring about the characters and making you dread the unknown. Within about four minutes of playing the game you'll be sucked into the Otherworld and stabbing Nurses in the face with a knife. Proper pacing and subtlty are not welcome in this game. At least as far as gameplay is concerned.

Who are you playing as? Why are you in an abandoned hospital? Why the fuck are there monsters about? The game answers none of these during the starting bits of the game and it drags the whole experience down because you know the only reason they designed it this way was because they wanted to appease the rabid fanbase by going, "LOOK! MONSTERS AND CRAZY STUFF. SEE?! THIS IS SILENT HILL! SEE?!?!"

Also equally possible is that they figured most survival horror fans must be fucking retarded and want crazy shit immediately. Nevermind that the actually successful Silent Hill games all took their time setting you up for the mind-fucks. Nope, we're having none of that in this game!

You really get the feeling that Homecoming is trying way too hard to be like the Team Silent titles. It throws all the old staples of the series at you within the first dozen minutes and figures it can get around to the whole characters and story aspect later on when it feels like it.

Sorry, Homecoming, but that's not how shit works around these parts. The player can't be scared if you don't properly put them in the right mood for it. Throwing spooooooky things at them just doesn't work.





Just watching that, did you feel scared? Most likely not. Well that's just how the player feels, because they have had barely any control over the game yet and they don't know what the frig is going on. You have to create atmosphere first, game!

On the plus side, Silent Hill: Homecoming does have a mostly pretty darn good story full of foreshadowing and symbolism. There is a bit of problem with some of the symbolism, but I'll get around to that in a bit.

In Homecoming you play as Alex Shepherd, who is returning to his hometown following a supposed discharge from the military and after spending some time in hosptial. If you've played a Silent Hill game before you can probably guess what the plot-twist is just from the first sentence alone, but the game does a decent enough job of hiding it until the end.

As you make your way through the game you uncover the history of Alex's hometown and why it is connected to Silent Hill. Specifically the founding fathers of the town split from Silent Hill 150 years ago, yet kept the same traditions and beliefs of The Order (yes, them again..) To appease their God and delay the spread of 'the darkness' each founding family would have to sacrifice their first-born child in some way. However on the 150th year someone failed in sacrificing their child and the effects of the Otherworld have started to seep outwards.

I have no idea if this was the intention, but since the prescene of the Otherworld only really came into prominence since Alessa triggered it, it may have been that the founding families who believed in The Order were simply batshit insane, and the timing of the Otherworld creeping over Alex's hometown and the sacrifice of his generation going wrong was simply just a coincidence.

Anyway, the second plot for the game focuses around Alex himself, and trying to find his brother Joshua. This is where the rather obvious, but still not glaringly so, plot-twist mentioned above comes in. It turns out that Alex has never been in the military at all, and has been in an mental institution for the past five years following the death of Joshua, which Alex was somewhat responcible for. It's a pretty standard twist, but still a good one.

Especially so when you watch the second last cutscene of the game (the one that reveals that Josh died and how) and look at the watch that Alex's father is wearing. It says its 2:06am. Throughout the game the number 206 appears quite a number of times, including every single clock in the game to be stuck at that time. Which makes sense, considering that it was at that time Alex became so struck with grief over accidently killing Joshua.

I have to say finding out that Alex was meant to be the sacrifice for his family this generation, but it 'failed' because Joshua died instead, and the reason Alex's parents were always so cold to him was because they couldn't bear to love him, knowing that they'd have to sacrifice him one day is actually a really good story piece. Hints to the sacrifice and Alex's subconcious knowledge of it are all throughout the game.

Like how each of the first three bosses represents the other children this generation who had to be sacrificed, and how their families went about unfortunately doing it.


: Sepulcher :


The representation of Joey Bartlett, who was buried alive in a bag. Sepulcher rises out of the ground where Joey was killed and is surrounded by, and originally enclosed in, a giant flesh-like sack. On top of that, Sepulcher kills Mayor Bartlett when he first appears, making the allusion of it to Joey quite clear.



: Scarlet :


The most obvious of the allusions, if only because Dr. Fitch's daughter was also called Scarlet, so.. yeah. Fitch sacrificed Scarlet by dismembering her, which also comes through when fighting her, as each melee strike you cause creates those disturbingly large gashes on the porcelain-like body, which also is meant to symbolize Scarlet's love of her collection of dolls.



: Asphyxia :


The name and appearance of the monster symbolize how Nora Holloway died. She was, obviously, stranged to death. The multitude of grappling arms and tortured animation of Asphyxia show how Nora was restrained and mudered.

To no surprise, one of Asphyxia's attacks involves strangling Alex.


A reference to the deaths that many probably didn't catch, or did but it was too early on for them to remember/put the pieces together was that in the very first cutscene of the game you see Alex being carried past multiple rooms. The events of each room represent how the three other children were killed. One room has someone being pushed into a hole, another has a child lying on a table and someone coming at them with a sharp instrument, and the final room has someone being chocked to death.

It's not Silent Hill 2 levels of foreshadowing and subtlty, but its still a pretty impressive piece of planning. Even if nothing else about that section makes much sense and is poorly paced.

However, the story does lose points by symbolism being a bit scattered when it comes to regular monsters. The original monsters for the story all fit the bill rather nicely, but then, like the movie, there's the problem of the monsters taken from other games (including Pyramid Head AGAIN). How do they fit in? Where's the symbology behind that?

Sadly there isn't much. If any. They're just there for fanservice.




He needed another yacht, you see.

Well the story holds up pretty well, but how does the gameplay?

Oh, it doesn't.

As mentioned before the pacing is all over the place, at least for the first half of the game. It throws all its card onto the table immediately and goes, "SEE?! SEE?! I'M A REAL SILENT HILL TOO, YOU KNOW!" Yes, yes, that's nice, dear. But could you please have proper pacing? It also doesn't help that each new monster is introduced by a very over-the-top cutscene, as if the game's actually screaming, "LOOK AT THAT THING OH MY GOD IT'S SO SCARY PLEASE BE SCARED NOW PLEASE AHHHHHHH"

No, it doesn't work that way.

The scariest thing about new enemies in previous games was that you'd just run straight into them 90% of the time. There were no cutscenes, no really obviously freaked-out soundtrack. You'd just be walking down a hallway or into a room and see one of these new abominations twitching and stalking its way over to you. Usually at an alarmingly quick rate.

Throwing around cutscenes of introducing the monsters isn't as effective. We can't control a cutscene, so we feel no real tension. At least not in comparison to stumbling across them ourselves.

Neither, for that matter, is forcing the player to fight every single monster. Now, to be fair, the combat system is pretty decent for this title, unlike Origins. However, running from a monster is almost never an option in Homecoming. Or at least not a terribly smart one. The game pits you into combat with so many monsters over the 12 or so hours that they.. well, they just stop being scary after the first or second skirmish.

They're freaky-looking, sure, but once you've seen them up close over a dozen times, know their attack patterns and that they'll almost always crawl out of a hole in the ground when you walk near, as opposed to always being in the room/hallway just waiting for you, you don't feel scared. They become nothing more than an obstacle to you. Which completely undoes their entire friggin' purpose in the series.

Marks for effort, Homecoming, but please work on the execution.

Actually the only enemy I really found scary were The Order Soldiers after the half-way point in the game. This is when Homecoming finally finds its groove. Everything slows down and the game lets you get absorbed in the atmosphere and progressively darker settings it sends you towards. Then, with absolutely no warning, strange helmeted people start showing up with weapons, waiting to bash your head in. There's no warning and no massive cutscene to alert you to their presence.

They don't even register on the radio, so you're always listening out for them. You'll never know where they really are for certain until you can see them or they attack you from behind.

Fantastic!

The moments when you first encounter them kind of throw your brain into a loop, which is how monsters and areas should be reacted to when you first find them in a Silent Hill title. Sadly, however, the game starts throwing too many of them at you near the very end and they stop being scary.

Oh well.

All in all I'd rank Silent Hill: Homecoming at.. just a bit under Silent Hill 4. Both have, for different reasons, rather terrible gameplay, but their stories and overall atmosphere (once Homecoming figures out what the frig it wants to do finally) are just as good as the rest of the series. If Double Helix could calm themselves down and stop trying too hard I'd happily let them take another crack at the series.



While there are other Silent Hill games in the series (Shattered Memories for the Wii/PS2/PSP, The Escape for the iPhone, ect) I either don't have access to the systems they're playable on, or they're not available down here. Hell, the only way you could find an in-store copy of Shattered Memories was to pre-order it, as they never produced any more copies after that.

That's just friggin' weak.

In any case, I hope reading my rather pretentious opinions on the Silent Hill series was at least somewhat interesting. There's a new title being announced at E3 in a few days, so let's hope its a return to form for this once-brilliant (and still potentially so) franchise!

Silent Hill - Part Two

Right, now that I've managed to get my hideous, sucking lips away from Silent Hill 2, let's see how the rest of the series fares, shall we? While I personally feel it's pretty much all downhill from this point on, the next two titles were incredibly solid in their own right and showed that Team Silent was still perfectly capable of scaring the ever-loving shit out of players.

So back to Silent Hill aga-.. Oh, wait, the next game doesn't start in Silent Hill.

Right. Off to Whereverthehellthiscityisville Towne.

Also, again, MASSIVE SPOILERS, ect, ect.






Silent Hill 3 was one of the very few games that was actually released in PAL regions before anywhere else in the world. A very nice gesture on the part of Konami, since so many gamers over here simply loved the second entry.

While Silent Hill 2 was all about rampant symbolism and the crushing dread of feeling truly alone in a world that hates you, Silent Hill 3 was all about truly screwing with your head. It twisted everything about itself at every opportunity just to make it very clear that you're not leaving this experience sane. Silent Hill 2 didn't pull of many mind-fuck moments, instead letting everything slowly boil. Silent Hill 3 took that aspect and cracked it over its knee, instead making an almost non-stop 12 hour long pants-shittingly disturbing game that nothing in the series has been able to top.

However, let's get the big negative about this game out of the way. Yes, it's about The Order. That stupid cult that really should've just stayed in the first game. Granted, SH3 does a damn good job making you actively want to pursue and hate the people who now follow it, but.. I don't know, I always liked the 'Unknowable Evil' that SH2 projected. That's more just personal preference then anything the game actively does wrong, but I just find any story with The Order in it to feel a bit cheesy and awkward.

The poor sap who gets sucked into the events of Silent Hill this time around is Heather Mason. I'm just going to very quickly leap through the background here since, as said, it's a bit awkward and silly. At the end of the original Silent Hill Alessa and Cheryl (Harry Mason's adopted daughter) formed together and gave Harry a baby girl which is a reincarnation of the merged Alessa/Cheryl soul.

As you do.

I'm not entirely sure by what means it happened (possibly because Alessa/Cheryl were meant to birth God at some point, so Heather now has that too) but.. yeah, Heather has a fetal form of The Order's God in her, which is the major focus for a lot of the symbolism in this game.

To be perfectly honest, the plot takes a bit of a back seat in this game to the scares. The game is absolutely terrifying, but the story, while makes sense, does seem very convoluted at times, which is shame coming from Silent Hill 2's very small, character driven story of excellence.

Also of note, before I move too far on and forget, is that SH3 is the first game in the series to have a song with vocals done by Mary Elizabeth McGlynn (Most well known for the voice of Major Kusanagi on Ghost in the Shell). It's become a tradition to have several songs by her in each new Silent Hill game, and pretty much all of the songs are rather spiffy. Silent Hill 4, personally, having my favorite of the bunch.




As I've mentioned a few times now, the reason Silent Hill 3 is still an especially good sequel is that it changes the most important formula for the series, yet keeps it incredibly effective. It's no longer about slow building dread, about the idea of being alone in the world. It's now about being in a world where everything is out to get you, and those that aren't are either just as screwed as you are, or will eventually turn hostile. The overall feeling I get from the game is one of, "Don't trust anything." Even inanimate objects on a few occasions manage to screw with your head and freak you out.

If Silent Hill and Silent Hill 2 were the slow, stalking, oppressive build-up then Silent Hill 3 is the explosive finale.

While Homecoming later tries this idea, it fails there for one very important reason. It didn't bother making you care about the characters. Silent Hill 3 throws you into the scares with an almost alarmingly speedy pace, but yet still gives you plenty of time to get to know Heather. She's a very snarky/sarcastic, somewhat-rebellious teenager who finds herself in a situation she has absolutely no control over due to events she was too young to have any knowledge about. The player quickly becomes as eager to escape the nightmare and figure this all out as poor Heather is.

The story, while still taking a bit of a backseat, is also helped by it doing something legitimately shocking, even after all the plot-twists and threads Silent Hill 2 managed to cover.

Throughout the first half of the game Heather is simply trying to get home to her father after all the creepy events start to occur. She can pull herself through the nightmare knowing that if she can just get home then everything will sort itself out. Her father's been through these events before. We should know, as we played the silly doof a couple of years ago.




The scene is especially tragic after you find out just how much the two cared about each other. Despite all the disturbing things that happened in Silent Hill and knowing that he'd never get Cheryl back, Harry happily took Heather and treated her like he would his own daughter. Going to extreme lengths just to try and keep her safe from The Order, who's been tracking her down for years (due to the whole God-birthing thing). Heather always knew the sacrifices Harry took for her, and while she was a bit rebellious (making implications that she once smoked/drank at a few points) she always deeply loved her adoptive father and tried to support him in everything he did for the two.

You can really see why Heather would be so hell-bent on revenge. The Order took away the only things she believed in living for. With the world distorting around her and the cult making it abundantly clear that they'll do damn well anything they can to have their dream of 'Paradise' come true, Heather really felt like she had nothing else at this point.

And only then, half way through the game, do you actually travel to Silent Hill.




To quickly go over the symbology of Silent Hill 3, the theme this time around is of sexuality/motherhood and the general anxiety of growing up through the teenage years. While in Silent Hill 2 the monsters took the form of female creatures, a lot of the creatures in SH3 are male, or are generally phallic in design. Like the very obvious Split Worm shown in the first video above.

Most of them are pretty easy to guess the symbolism about, but there was always an interesting bit of foreshadowing with the Numb Bodies. These creatures first appear to be really tiny, and grow progressively larger as you make your way through the first half of the game. Once Heather realized the whole 'God Birthing' thing and is in Silent Hill, the creatures never show up again, possibly symbolizing the fetus growing inside of her and are a subconcious hint to her about the event. The design of the monster heavily supports that idea.

The Otherworld itself taking on a very vien-filled/flesh tone, to symbolize motherhood and birth.




There's also the case of Valtiel, a strange monster that often appears in cutscenes/in the background throughout your journey through Silent Hill 3. He even appears to occasionally drag Heather's corpse away should you get a Game Over. The reasons for his appearance often depend on the view of the player, but the most common and logical one is that Valtiel is a protector. Not so much of Heather, but more of the God growing inside of her.

Almost every time the game shifts into the Otherworld Valtiel can be seen turning a valve, which symbolizes rebirth and possibly points towards Valtiel having some sort of control over the shift between worlds. At least for Heather.





Aside from those, there's nothing particularly astounding in the symbolism this time around. The game's much more focused about scaring the crap out of you to worry about such things like that. There are some really fantastic set-pieces, like the mannequin room, which is just full of creepy looking figures looking at you until you turn around the corner, one of the mannequins lets out a scream and when you rush over to where you heard it the mannequin has been decapitated and there's blood leaking all over it.

Why? Because it's frigging creepy!




Or when you make your way through Brookhaven Hospital (the same one from SH2) and Heather finds progressively creepy and forward love letters written to her from a man named Stanley Coleman. The game implies he's very much dead, but the letters show that he's been following Heather's activities throughout the Hosptial.



"This day has finally come.
That's right -- the day when you and I will meet.

I was always thinking of you, here in this gloomy cell.
I never even knew your name or face until today.

But now I know.
I know you're the one I've been waiting for.

And haven't you been waiting for me, too?
That's why you came to rescue me.

Oh, how I love you, Heather.

I want to give you my prized doll I made to commemorate our meeting, the start of this everlasting love.
Ah, I can already see your smiling face."





"The Organization has me shut up in here.

They need to break my will, to make me forget about all that.

But I'll stay sane even if they throw me in here with lunatics.

How about if I stick this to the wall?
That would be worthless.
You can peel it off, can't you, with that junk those nasty wenches won't stop using?

If a thing has no meaning, there's no reason for it to exist at all.
Just as you exist for me.

But why haven't you taken my doll with you?
Ah, my gift must've embarrassed you.
How cute you are, Heather!"



"Flowing freely, your ebony hair
Like the night sky,
scattering fragrance

My heart, clamoring in my chest
Like a storm, you trifle with it

Your pristine glance
Like a feast, when you smile

My thoughts disturbed, my breath
Like opium, it drives me mad

...Eric, a great poet who conveys
my feelings so well.
I shouldn't have let this place get to me, should never have gone crazy.
But it's superbly enjoyable to drown in my love for you.

But why won't you accept
proof of my love?
Don't stand on ceremony, now.

After all, you and I exist as one.
What I give to you is the same as what I give to me."



Fucking. Creepy.


So, yes, Silent Hill 3's story does tend to dive into the campy-Cult area of awkwardness more then I'd like it to, but its characters are extremely strong, the scares even stronger and.. well, it just contains some absolutely brilliant mind-fuck moments. Like the one below I'll leave you with before moving onto the next game!




It serves no purpose to the plot, and the room is actually entirely skippable. So why does it exist?

Because it's fucking creepy!











Silent Hill 4 originally wasn't meant to be even be a Silent Hill title. It was going to be an entirely new survival horror project until Konami insisted it be put into the series. Thankfully that was early enough in the project to make the story related to the series, but the gameplay is nothing like the old (for better and worse). It's also the last Silent Hill game Team Silent (as a whole, individual members came and went) made before they seperated and went onto seperate projects.

Silent Hill 4 almost completely changed every aspect of the series. The melee system was given an overhaul, there were First-Person sections, the game didn't even go to Silent Hill at any point, and the game did what Devil May Cry 4 would annoyingly copy and had the second half of the game be essentially a backtrack through the first half.

The First-Person sections were great, but everything else about the game, from a gameplay point, was quite weak. Fans of the series often proclaim Silent Hill 4 to be the point where the series completely lost any sense of itself (jumping the shark, essentially). I disagree almost entirely. The gameplay was the crowning achievement of underwhelming, sure, but I felt the story made up for it. To me, it rivals Silent Hill 2 in that department.

Like SH2, The Room focuses very much on its characters. While the story does feature The Order again, it's much less about the group itself and more about the effect such an organization can have on its members. It focuses around Walter Sullivan, who fans remembered as the person in the Silent Hill 2 newspaper article screaming about the "Red Pyramid Thing!" after killing two children.

When Walter was a baby, he was left abandoned in Room 302 of the South Ashfield Heights apartments. Once discovered he was handed over to the nearby hospital and was then adopted by the Wish House orphanage, which was run by The Order. Throughout his childhood, he would constantly try to return to Room 302, as he believed his parents (specifically his mother) were still in there. When the tenants of the apartment grew annoyed by his constant visits as the years passed by, he started to see them as nothing more than obstacles getting between him and his mother.

As he grew up within The Order, their horrific teachings and abusive methods of raising children twisted Walter beyond belief. When Dahlia taught him of a ritual called the 21 Sacraments, and how it could "awaken" his mother in Room 302, Walter started preparing for it.

Unfortunately, the ritual required 21 sacrifices.

Long story less long, through his shattered mind and knowledge of The Order, Walter soon became sucked into the nightmare of Silent Hill, taking everyone who was either connected to him or Room 302 along with. Including poor Henry Townshend, the protagonist of the game and current resident of ol' 302.

What makes Silent Hill 4's story so good is that, like 2 before it, the game focuses entirely on the characters and puts a heavy amount of symbolism into it. The antagonist is just as important (if not more) then any other character in the story, and each world reflects upon either Walter himself, or the history of Silent Hill. The Order is rarely seen, and instead you just see the after effects of their ways. It's a much more effective way of making them seem creepy then what other games have, and, ugh will try.




Almost all the monsters, and especially the Ghosts that float around the areas are representations both of the horrible murders Walter has commited (the above picture being the two children he murdered as part of the 21 Sacraments) as well as being manifestations of Walter's fears and views of life as a child.

Like the Rubber Face enemies, who look incredibly disfigured and act rather dim-witted were how Walter views most of society, and especially anyone who gets between him and Room 302. In his mind they're nothing but idiotic monsters that deserve to be put down.

The best part about Silent Hill 4's story is its slow, foreboding build up. You don't learn about the 21 Sacraments until its way too late. As the story continues (Henry being trapped in Room 302, save for mysterious 'Holes' that appear in the walls that take him to manifestations of Walter's past) everyone around poor Henry starts to get killed off in rather disturbing ways.

Just before the half-way point of the game, Henry's neighbour Eileen (the only person he's really been able to see, due to a hole in one of the walls) suddenly goes missing. While it doesn't take much to deduce what's up, the incredibly creepy message that's pasted on the wall opposite the Room 302 peephole ("BETTER CHECK ON YOUR NEIGHBOUR SOON!") puts you in just the right mood to be seriously weirded out by it. At that point I know many friends of mine actually started panicking when they saw the position of a certain doll in Eileen's apartment.

The entire apartment is empty, save for one of Eileen's dolls on the bed, which is currently pointing straight at you with wide-open eyes.

You're next.

Henry is trapped in a very cramped apartment while the world outside of it starts to undergo the usual Silent Hill treatment (aka: be pants-ruiningly terrifying), he can't escape and the one person who's responcible for all of this is coming for him next, and he has no idea when, or even what he looks like. To be fair, Henry takes it surprisingly well (Henry having the emotional range of a starched potato) but many, many people I know who were playing were panicking like nothing else then.

By themselves, the writing and the doll aren't much, but it's the multi-hour build up of mystery and dread that completely sells it. It also helps that while you're in Room 302 you're looking through Henry's eyes, so, you know, if something is going to sneak up on you there's not a damn thing you can do about it.




In the second half of the game Room 302, your one sanctuary against the constant nightmare, is constantly under attack by otherworldly forces. It honestly gets to the point where a lot of players feel safer in the Otherworld then they do in Room 302.

Outside of the room, the game was pretty standard, with no real mind-fuck moments, ala Silent Hill 3. The best bits were definitely in Room 302, but the story was completely solid throughout. Especially the multiple endings, where it was entirely possible to lose the final fight and have Walter complete the 21 Sacraments. It gave the fight a level of tension you rarely see in other games.

Oh, and while that Twin monster in the picture above seriously weirds many people out, that's nothing to seeing them instantly snap around when they spot you down the hall, point at you with wide eyes and whisper "Reciever... Reciever..." before absolutely charging at you with a high-pitched shriek.

Or the Ghosts. Who can't be killed. If you see one crawling or floating ominously around the area, you drop everything you're doing and run.




Well, that ends the Team Silent part of my entirely pointless look back on the Silent Hill games. Take a loooong look before I write up my next post, as the quality of the series is entirely frigging downhill from here. And by downhill I mean its practically a sheer cliff-drop.

But, hey, if you like seeing me act incredibly pretentious and bitter you're in for some crazy good times as I explain my thoughts on the Silent Hill movie, Origins and Homecoming.