Silent Hill

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Do GAYmer men really ?
 
What made Blood Curse bad? I have always wanted to play it.
It's basically a very watered-down reimagining of the first game and it's much more combat-heavy, sightjacking is very different and not necessary as much as in the original. It's kind of like Ringu vs. The Ring (even though Blood Curse was made by Toyama and Japanese devs) in that it has a lot of the same major story beats and analogues to the original characters, but it is a very different story overall. It's not as scary or nerve-wracking and the characters are mostly pretty cringy.

I didn't play it but I watched my then-boyfriend play through it and we both enjoyed it, but it was more like... a schlocky b-movie horror romp with more gross-outs than actual scares. It's got a special place in my heart though. I still love those crispy PS3 graphics, the soundtrack has some serious bangers, and it had a Playstation Home themed area. Good times.
 
If you need a character bio in a "horror" game you've already failed storywise.
I disagree here, Fatal Frame 1 used a family tree that slowly revealed itself to give you the deeper story. The story there has too many interpersonal dramas between the different families to have it all in cutscenes and using ghost flashbacks would've cheapened the ghosts.

Simultaneously Fatal Frame 3 has way too much fucking reading material.
 
>be japanese
>feel game is not japanese enough
>enlist help from the mainland
>chang, chen, and huang are such experts on the japanese that you exclusively thank them in the credits to your game
>really you're thanking them for saving you a lot of money by outsourcing the project to the mainland

many such cases.
Not to mention if I check the wiki page of Silent Hill F, one of the designer and illustrator have Indian surnames. I mean I expected this sort of thing but at this point, it's just tiresome to me.
 
I've said it before: Siren is a tremendous game that nails every part of what makes a great horror game... except the game part.

It fucking sucks to play: clunky controls, stiffest combat this side of Silent Hill, annoying enemy behaviour/respawning enemies, autistically obtuse puzzles/secondary objectives...

The atmosphere, story, music, monster design, and general aesthetics of the game are so fucking good that it's easy to forget just how shitty and frustrating playing it actually is. They even get away with making you go through the same levels multiple times (something everyone shits on SH4 for) because they remix them/evolve them in creative and organic narrative ways that make you forget that you've gone through this same area like four times already.

It just blows my mind that in YooL 2025 a game with Silent Hill in the title wasn't able or willing to just copy Siren's homework.
 
You know, if they could remake SH 1 and 3 and re-write the plot to have Harry Mason be a violent drunktard of a father, they would, Im just saying.

I dont mind ShF because, fuck, why should I? I made peace with this series's death since P.T's cancellation, where I took a rejuvinating breath and learned to let go and just be glad the original trilogy exists (plus 4 and Origins if one is into those).

Nothing Konami can do will affect me because I have moved on already. Of course I mocked the remake of 2 and I still think, like many game remakes, it wont have the cultural staying power of the originals. But this game? It just feels so "throwing shit at the wall and see what sticks" and thats a good way to define this new era of SH.

The "Throw whatever at the wall and see what sticks" so basically a very aimless era, we got this F game and a remake of 2 and soon a remake of 1 (because nigger cattle gamers will literally die before taking 10 minutes to learn how to set up an emulator and rom). Its an era clearly abandoned by the veterans who obviously moved on so all we got now are either nostalgia addicts trying to relive the "good old days" and zoomers who never played a single SH game beyond the remake so they now think they "get" this franchise.

The eras before were the "Rest in Peace era" (brought by the end of P.T and the franchise remained "dead" for quite a few years) and then the "Silent Hill 2 clones era" (Homecoming and Downpour) and then the "Extra stuff that was just okay era" (SH 4, Origins and Shattered Memories) and finally where it started with the "Team Silent Trilogy"


A reminder that the last image of the last objectively good Silent Hill game was this

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"Now it's too late
Too late for me
This town will eventually take me
Too late, too late for me
This town will win..."


I disagree here, Fatal Frame 1 used a family tree that slowly revealed itself to give you the deeper story. The story there has too many interpersonal dramas between the different families to have it all in cutscenes and using ghost flashbacks would've cheapened the ghosts.

Yeah but thats Fatal Frame, why is this in Silent Hill?


Its really reaching a point where I think Homecoming and Downpour might unironically start getting some retro-active praise ala Star Wars prequels. Not that they deserve it, mind you.

Its sad how the average and mediocre of 10-15 years ago is now considered great because the quality standards dropped that much.
 
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I don't get the fox symbolism. Foxes are usually tricksters that will create illusions to manipulate people, so at best the main villain want to trick the heroine to marrying him? The version of the heroine with the mask is her manipulating herself?

At best it's basic and lazy. You could do a lot better using objects of worship. The VN Raging Loop does an entire conversation talking on th symbolism with animals.
 
I don't get the fox symbolism. Foxes are usually tricksters that will create illusions to manipulate people, so at best the main villain want to trick the heroine to marrying him? The version of the heroine with the mask is her manipulating herself?

At best it's basic and lazy. You could do a lot better using objects of worship. The VN Raging Loop does an entire conversation talking on th symbolism with animals.
Just my guess, but since the town apparently worshipped Inari, the fox is there to represent the god. The foxes of Inari are not necessarily tricksters, they are more like messengers. So they just picked them as the "cult" symbol, nothing else.
 
Just my guess, but since the town apparently worshipped Inari, the fox is there to represent the god. The foxes of Inari are not necessarily tricksters, they are more like messengers. So they just picked them as the "cult" symbol, nothing else.
That's kinda lame, usually what Japanese usually do for religious cults is having a bastardized form of Christianity/Shinto being worshipped, it doubles as xenophobic and historical in context.
 
I dunno what they were smoking at NeoBards but this game's performance on PC is absolute ass. The weird async shader thing it's doing actively breaks DLSS and turns the screen into a garbled mess. Worse than that, it's impossible to fix without just actively quitting and restarting (sending you back to your last save).

Just literally compile all the shaders on startup you retards. You already take 30 seconds of my time on startup to do some of it anyway.

Anyway, I'm probably going to have to put this on hold until we get some patches because the issues with this game are frankly embarrassing. Not even Oblivion Remastered was this much of a performance clusterfuck.

Also I don't really get why there's such an emphasis on combat and resource management. Why am I juggling weapons for durability? Why am I carrying around like ten different kinds of healing items? What even is the point of a sanity mechanic if it's just going to be a slightly different flavor of stamina?
 
Just completed the game with roughly 9 hours of playtime.
Weapon durability is completely ass and isn't need, especially considering the fact that the cutscenes insist that Hinako always has a pipe with her.

The enemies are kind of jank, it's difficult to determine what some of their attack tells are since the animations are so unnatural-looking, it's not as intuitive as the devs believe the players to think.
I don't know why the fuck there are so many enemy gauntlets, it's just not what the game, the series, is about. The otherworld is just not very visually interesting at all - The main allure of the otherworld in the franchise for me has always been going through twisted versions of the ordinary locations you've been through. The otherworld also emphasised a lot on combat since your weapon options there are unlimited, as well as the whole fox mechanic, it feels tacked on. A lot of the time, the video game parts of the game just feels at odds with the story beats, like they're constantly fighting one another.

I never paid attention to the sanity mechanic at all either. I thought it would be some mechanic that you would have to carefully manage throughout the game, or suffer side effects or even affect the ending.

My main highlights were the school and house sections, they felt fun to explore and go through, but they were over too quickly, and just two fog world "dungeons" in this whole game.
The final act felt like it had too much padding:
Boss fountain "There's no turning back after this" -> empty corridor into yet another boss fountain -> cutscene where she walks -> gameplay segment of an empty corridor -> final boss
 
Downpour had breakable weapons.

Iirc, breakable weapons were a thing in Silent Hill Origins and I remember how much of a controversial decision it was back then to the point many fans refused to even touch the game.

Now here we are, back to this discussion again, except now people are either not caring for it or even praising it. Or they hate it but hey, they played it already so what difference does it make?

Speaking about SH Origins, as flawed as it was, it had an amazing opening song that plays as you run on a dark road covered by smoke.


What even is the point of a sanity mechanic if it's just going to be a slightly different flavor of stamina?

I remember how sanity mechanics were everywhere after Amnesia The Dark Descent and it felt like everyone was following the leader while not understanding why it worked in Amnesia*.

Then suddenly most games stopped using it (I know someone will say "Oh X game had one and Y too" yeah but we are talking about artificial presence, not if the mechanic ceased to be used altogether). So suddenly seeing it here is like a blast from the past in a bad way because I just react the same way I always did.

"Oh, its that thing from Amnesia..."

*It served to weaponize the dark environment around you, forcing you to stick to light and keep you from being able to look at the monsters too much, always leaving an element of the unknown preserved.
 
Finished my first playthrough. Gotta say im surprised how much i enjoyed it. I think its a great spin off. I think the combat system is pretty fun despite it being kinda jank. Though I do question if people calling it dark souls realize that action games existed before dark souls. Weapon degradation didnt need to be in there, but never actually got to the point of actually annoying me. (The first playthrough was on hard). Calling the sanity bar a sanity bar is a mistake. Its a focus bar. Has nothing to do with sanity in the context of how other games in the genre use it.

I found the plot enjoyable enough, though I probably cant say I am done with is since I have to get the other ending. I am familiar with the author and enjoy his other works. Though I do think the dark shrine (or as I call it the groom dimension) is not as cool as the actual silent hill's other world. But I found the mist world to be as good as in other games. I also think its a neat idea to have enemies reskined and subtly different moveset wise depending if youre in groom dimension or mist world. But they could have gone a little farther on the actual variety. Over all it silent hill f kinda gives shattered memories vibes.

Side tangent but if they do another silent hill spin off id like the plot to be more styled like the cult plotline of 1,3,4 and origins. 2 is great and all, but homecoming and downpour arent. While I think F is much better over all then those 2. I have to say the silent hill 2 "town" style plotline is a little tired.
 
At best it's basic and lazy. You could do a lot better using objects of worship. The VN Raging Loop does an entire conversation talking on th symbolism with ananimals.
It's easier to call the walking fedora who wrote this dumpster fire a retarded faggot.
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In 1950's Japan? What part of"it has nothing to do with SH1" did you miss?
 
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