Video games will never be considered art as long as the gatekeepers (games journalists essentially) keep insisting that "movie with some gameplay stapled to it" is the highest form of it. Mixtape is the latest example because it's a Netflix story with some QTEs attached. In my mind, an "artistic video game" uses the unique property of video games (interactivity) to do something nothing else can in the same way that a good film uses visuals or audio to do something that the written word alone can't. I could type a ten page rant about good and bad examples of "video games as art," but I'll spare everyone the autism.
Silent Hill 2. Because the
ultimate spoiler of the game wasn't necessarily
James killing his wife - it was the fact that almost all the psychological horror in the game was DUE to James. This really requires someone to get into the headspace of a 2001 gamer who played SH1 to truly understand how brilliant it is. As a sequel to SH1, the average gamer would assume the game would be about another troubled character's mind, i.e. getting to experience the trauma of another person 2nd hand like Harry did with Alessa. You play the entire game getting peaks into the minds of other characters like Eddie and Angela, so you would be safe in assuming the game was about them, or Laura, or maybe even Mary... but no, once it is revealed that
James killed Mary, the entire game is recontextualized.
SH1 let you explore the tortured mind of someone else, but Silent Hill 2 was a sequel in the truest sense, an advancement of the formula in the most logical way possible. Now the player character himself was the tortured mind being explored, and some of your decisions influenced who James was as a person. This was a fundamentally different experience from SH1. Silent Hill 3 and especially 4 do not have the same kind of evolution that 2 had, you retread old ground, and explore the player character's mind or someone else's.
Ironically, although the concept was completely botched, Silent Hill Shattered Memories hinted at what could have been the next big evolution in the Silent Hill formula - delving into the mind of the person playing the game. Which is what the psycho-analytical sections of the game were about, changing the game to match the gamer's mind. But again, its execution was terribly lacking and ultimately flopped.