Silent Hill

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Genuine question: when did people involved in the series decide that every game has to be about some character with some hidden tragic or mysterious backstory? I think I already know the answer which is that 2 did it and everyone loves 2 ergo vis-a-vis Do What 2 Do but is it so easy to forget that in 1... Harry is just Harry. 3 you might be able to argue for but just because Heather has a secret background doesn't make her someone with this super cereal tragic past necessarily. And of course in 4 one of the biggest complaints was that Henry was basically a blank piece of paper (I quite liked him actually, similar to Harry in a lot of ways and there's tons of emotion there that people forget about).

It's so tedious that I genuinely cringe when they set up some sort of mystery with the protagonist because my faith in the writers to actually come up with something that isn't some contrived, lazy backstory is next to zero. F Fucked this up badly and every western release has done it too. Also, what's the over-under on RACISM being an underlying theme? I'd personally put it lower than I would have if this had come out 5 years ago but can't rule anything out.

The lead being black almost makes me feel like they're trying to create some prophylactic against backlash so people can just handwave away legit complaints by pointing to him and accusing you of being raciss.
It's the inevitable results of a single entry being treated like Gospel. Flanderize and attempt to copy. Same reason every recent Silent Hill game has to have their version of Pyramid Head, these brain dead devs think "well we have to do this thing, or that thing because that's Silent Hill!" Instead of asking: well why did this system work? Why was this even in the game? What made this moment so effective? What's something that hasn't aged well mechanically that can be improved? Etc...

Then you have something worse that I think contributes to the flanderization and overall "blandification" and that's failed "Movie Makers" for lack of a better term. You know the types, they hate videogames and resent that they are stuck making them when they just want to make "their vision." They'll steal other ideas from games they don't fully understand because they don't fully understand why videogames as a medium are successful.
Don't want to play the same needlessly bloated game 6 times for the true ending? Well that's too bad here are 5 shit endings that they will claim you dont understand. Silent Hill was an actual place? Fuck you, now it's a concept, aren't I so deep? My game will have a better story because I have a degree!
 
Steve Urkel Hill.
steveurkelhill.png

:story:
 
What is Silent Hill even about anymore? It used to be about being tormented by your inner demons but obviously that ship has long since sailed.
 
Townfall is gonna copy sh2 again but black this time.

2004...?
I forget 4 came out in 2004, I also said 2007 because while I've never played it, 0rigins doesn't look like complete dogcrap so I included it as an umbrella, but I could be wrong, maybe if I could actually find a copy online somewhere I would be able to tell you.
 
Honestly, Townfall looks like it could be a good horror game and I like the first person perspective, but just like F, it has no business attaching the silent hill title to it. Fingers crossed there's no political BS in Townfall and it tries to actually tell a story and not push some agenda.
 
In my restless dreams... Townfall was the RE6 of Silent Hill where the actual town of Silent Hill sort of buckled under the weight of its own psychic power in a catastrophic disaster. With the shell of Silent Hill in pieces, its energy would spread like nuclear fallout, carrying the resonance of the previous titles as a sort of sonic boom to the unprepared masses in vicinity of the town. It's radioactivity would taint the waters of Toluca Lake, and its rot would spread down the waterways until it reached the ocean and finally achieved Complete Global Saturation.

It would lean Action with Horror aesthetics kind of like Evil Within and its score would be 6/10 on IGN but 4/10 with players and the consensus would be that the script was too bloated for its meager budget and it probably should have narrowed its scope to be more effective.
 
Townfall is gonna copy sh2 again but black this time.
Lmao as if any developer is based enough to write a story about nigger who offed his ho because she stopped giving up da pussy
 
One thing that Silent Hill should have had is some sort of mechanic where the enemies behavior and tactics change in response to your gameplay style as well as the type of monsters they are. I think it would make it a lot more interesting if the environment you are in starts to regard you as more of a "threat" or the monsters themselves try and adapt to counteract you as the game goes on and then beef up their efforts to try and stop you.

Some monsters might try and use squad tactics to take you down and dogpile you in large enough numbers and then there could be some enemies that actively hunt you down, sneak up on you, and some that will retreat and possibly return later with more allies. There might even be some enemies that are intelligent enough to salvage weapons from other areas and use them against you.

I like it when you have settings in which the enemies are something that have their own dynamics and can still keep the player guessing by the end of the game.
 
One thing that Silent Hill should have had is some sort of mechanic where the enemies behavior and tactics change in response to your gameplay style as well as the type of monsters they are. I think it would make it a lot more interesting if the environment you are in starts to regard you as more of a "threat" or the monsters themselves try and adapt to counteract you as the game goes on and then beef up their efforts to try and stop you.

Some monsters might try and use squad tactics to take you down and dogpile you in large enough numbers and then there could be some enemies that actively hunt you down, sneak up on you, and some that will retreat and possibly return later with more allies. There might even be some enemies that are intelligent enough to salvage weapons from other areas and use them against you.

I like it when you have settings in which the enemies are something that have their own dynamics and can still keep the player guessing by the end of the game.
Sort of like a genre-appropriate version of the MGS5 enemy squad adaptations? Do lots of sniped headshots, they start wearing helmets; assault checkpoints mostly at night and they start wearing night vision and using mortar flares, etc.

The monster forms could change in addition, or maybe that’s part of what you were getting at - appropriate, as ever setting is in some way the protagonist’s own subconscious, nightmarish making
 
That sounds dangerously dynamic and vaguely interesting, guys. But what if instead I traded you for another tortured backstory that is gradually and cryptically revealed to you throughout the course of the events of the game? And what if the majority of these reveals were done by reading expanded info about pickups via inventory menu subscreens, complete with an annoying little exclamation mark semi-permanently there letting you know about all the entries you haven't read yet.
 
In my restless dreams... Townfall was the RE6 of Silent Hill where the actual town of Silent Hill sort of buckled under the weight of its own psychic power in a catastrophic disaster.
I thought Downpour filled that role in 2012, the second worst game in the franchise that got decrowned by Silent Hill F.
One thing that Silent Hill should have had is some sort of mechanic where the enemies behavior and tactics change in response to your gameplay style as well as the type of monsters they are. I think it would make it a lot more interesting if the environment you are in starts to regard you as more of a "threat" or the monsters themselves try and adapt to counteract you as the game goes on and then beef up their efforts to try and stop you.

Some monsters might try and use squad tactics to take you down and dogpile you in large enough numbers and then there could be some enemies that actively hunt you down, sneak up on you, and some that will retreat and possibly return later with more allies. There might even be some enemies that are intelligent enough to salvage weapons from other areas and use them against you.

I like it when you have settings in which the enemies are something that have their own dynamics and can still keep the player guessing by the end of the game.
Konami did something similar with Shattered Memories where the enemies changed their appearance and behavior based on your actions throughout the story. It was a little bit too bland for a spin-off game but the concepts were good imo.
 
Konami did something similar with Shattered Memories where the enemies changed their appearance and behavior based on your actions throughout the story.
They did not change behavior. There was a single monster design with 4 variants for each ending with different tiers based on how far you were into the game. But while the visuals changed slightly they always functioned the same.
 
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