For Halloween this year, and in anticipation of Konami announcing new Silent Hill titles, I have adapted an old blog post about the Lakeview Hotel of Silent Hill 2 into a YouTube video essay. The video essay includes some revisions, including clarifications of certain points, further explanation of some of the assumptions and head canon that go into my interpretations, and so forth.

This video essay was available exclusively to Patreons for 2 weeks prior to public release.

This video was available exclusively to Patrons for 2 weeks prior to its public release. If you would like to support my content creation, and get perks such as early access to content, please check out my Patreon page and consider becoming a contributor. And be sure to take the Patron entry survey to tell me which content you like the most, so that I can try to produce more of that type of content.

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Editing of the video and its release to Patrons was completed a couple days before Konami announced its upcoming livestream in which it would announce new games, so I sadly did not know about the new slate of Silent Hill games (including the official announcement and trailer of the Silent Hill 2 remake). At the time of releasing this video, all of that was still rumor -- and not entirely convincing rumor, considering the bevy of Silent Hill rumors that have been floating around since the cancellation of Hideo Kojima's Silent Hills all the way back in 2015.

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The rumors regarding new Silent Hill games are true. Well, some of them anyway. It doesn't look like Hideo Kojima or Guillermo del Torro will have anything to do with any of it. Konami finally broke the silence regarding its plans for the Silent Hill franchise, and announced 4 new games and a new movie! I have very mixed feelings about all of this.

Market saturation

First and foremost, announcing 4 new game projects all at once feels like overkill to me. I really hope that these games are spaced out and aren't all released at the same time or in quick succession. Remember the last time Konami tried releasing a bunch of new Silent Hill content in its 2012 "Month of Madness"? Yeah, that didn't go over too well.

I'm having enough trouble keeping up with the oversaturation of streaming Franchise TV series.

More generally, keeping up with the oversaturation of content from franchises like Star Trek, Star Wars, Marvel is already difficult, and I can't keep up. I don't need all my favorite video game franchises piling onto that oversaturation. People have lives outside of media consumption, and I'm sick to death of these corporations thinking that they have a right to monopolize our time by throwing dart after dart at walls in the hopes that some particular dart sticks in the bullseye. I do not owe Disney, or CBS/Paramount, or Konami any of my time, and I've gotten to the point that I don't offer my time unless I have an expectation that it will be worth it. So if any of these Silent Hill games does not look worth my time, I won't play them, and they can go in the pile of un-consumed content along with Book of Memories and most of the crappy graphic novels and comics.

That being said, I'm expecting that most (if not all) of these titles will be relatively short, niche horror games -- "short" compared to the massive open world grind-a-thons that other studios keep trying to shove down our throats. I don't expect any of these new Silent Hill games to be 100+ hour, open world, live service games that are designed explicitly to waste my time and try to steer me towards buying "time-saver" micro-transactions and loot boxes. That doesn't mean that Konami won't find a way to put micro-transactions and loot boxes into the games. But I expect these games will likely be more traditional, conservative 8 to 15-hour horror campaigns. This means that I will likely have time to split between these games and other games, and also between these games and each other (should they all be released contemporaneously, and I chose to play them all).

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Chicago Bears alt logo

With every new coaching staff or general manager for the Chicago Bears, I think they can't possibly be more disappointing and embarrassing than the last. But somehow, this organization always finds a way. Ever since firing Lovie Smith (and aside from one stand-out season in 2018), the Bears have been a slow-motion train wreck and can't seem to do anything right.

Drafting Justin Fields with the 11th overall pick in 2021 seemed like a slam dunk. But the Bears have squandered the pick with coaching staffs who seem completely unwilling to play to Justin Fields' strengths, and the offense has floundered.

I get that it's Fields' second year, and the Bears just hired a new coach and are in a rebuilding year. I've tried to temper my expectations and be patient. But it's hard to remain patient when there is a complete lack of any signs of development or forward progress. This is one of the worst offenses in the league, and it seems to be getting worse.

Justin Fields frustrated
Photo credit: Micheal Reaves, Getty Images
I'd be frustrated too if I were Justin Fields and have to put up Eberflus' and Getsy's awful play-calling.

It would be easy to blame Fields, and say that he's just a bad player and a bust. And yes, he does have some mechanical and accuracy issues to clean up, and he also needs to make decisions faster. It's just his second year; those things will hopefully come in time. But I don't think it's that simple. Matt Eberflus and Luke Getsy are refusing to take advantage of Justin Fields' physical talents. He runs a 4.44-second 40-yard dash. He is one of the fastest players on the team, and one of the fastest players on the field. Yet the Bears are not calling any designed QB runs, or read options, or even much in the way of rollout passes or designed bootlegs to get him out of the pocket where he excels as a dual-threat passer. They did a little bit of rolling out here and there in the loss to the Commanders, and were generally successful. So why aren't they doing more of it, especially in critical situations?

In the loss to the Commanders, Fields ran 12 times for 88 yards, and almost scored 2 TDs on the ground. Yet I don't think a single one of those runs was a designed QB run or read option. When he gets outside the pocket, it's also rarely because the play was a designed rollout. Usually, it's because he's flushed out by the pass rush and lack of an open receiver. Yet these plays are often his most successful, as both a passer and a runner. Some of his best highlights of the year have started with him getting outside the pocket.

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Elden Ring - title

I always considered the first Dark Souls to be an "open world" game in all the ways that matter. The world is interconnected, coherent, and surprisingly functional. Almost every location in the game is walkable from almost any other location, and every distant landmark is an actual place that you can go, which usually has a big, scary monster waiting to show you the "YOU DIED" screen for the thousandth time.

As such, I didn't really expect that a transition to an actual open world would in Elden Ring would really make all that much difference -- either positive or negative. Dark Souls, Bloodborne, and Sekiro already felt open and exploratory despite being a series of linear corridor crawls cleverly interconnected into a tight helix. So I didn't expect Elden Ring to really feel all that much more open or exploratory. Further, all of From Software's games are also designed from the ground-up with a play-at-your-own pace paradigm of story delivery -- in that From's games are more about doling out "lore" in piecemeal rather than about a linear narrative with a clear-cut beginning, middle, and end. So I wasn't terribly worried that a transition to an open world structure would break any narrative flow or the sense of stakes for the character, as it does in so many other open world games.

From Soft's brand of player-driven lore discovery is well-suited to an open world format.

What I didn't expect though, is how the open world would dramatically improve both the accessibility and the challenge of the game.

Elevating the genre

Having transitioned to a more traditional open world design, Elden Ring does suffer from some of the same problems that plague the sub-genre. Assets, enemies, bosses, traps, and so forth are all re-used throughout the map, and many of the dungeons look like they were pulled straight out of Bloodborne's Chalice Dungeon generator. Each region of the map will assuredly have at least one mine tunnel full of upgrade stones. It will have at least one crypt dungeon (usually with a Burial Tree Watchdog boss that looks like a cat statue). It will have at least one set of ruins with a boss waiting in the basement. And they'll all have a minor Erdtree with an Erdtree Avatar (or similar) boss.

That being said, I haven't come across any of these dungeons that feels to me like it was just haphazardly thrown together. Each dungeon has its enemies, traps, and setpieces thoughtfully arranged to test various gameplay skills and the player's power of observation and thoroughness of exploration. Each one also has a unique piece of loot offered as a reward for defeating it -- usually a weapon, talisman, or spirit ash. Unlike, say, Skyrim, which just rewards all of its dungeons with disposable weapon or piece of armor that is level-scaled and arbitrarily magical, each dungeon in Elden Ring rewards a unique item that conveys a piece of lore. Early in the game, almost all of this loot is something that will be useful to most builds, which really helps to encourage the player to continue exploring these mini-dungeons. And later, even if the item isn't useful for a build, it might still reveal valuable lore.

Bosses are frequently re-used, but none of the dungeons feels haphazardly thrown together.

The sheer volume of places to go and things to do might seem overwhelming, but it's also a huge boon to new or struggling players. They have plenty of options for alternative challenges to try, which vary in difficulty. Getting stuck on the main quest path, or in a particularly nasty optional dungeon is easily alleviated by simply wandering off in another direction -- any other direction -- and trying something new that might be a bit easier to conquer, or which might provide loot that is useful in the places where you are struggling. Or you can just wander around the overworld and grind.

A lot of these dungeons can also start to feel tedious and unnecessary. I can go through entire dungeons, beat a boss, and still not have acquired enough runes to gain a single character level. On the one hand, this is frustrating, and some of these dungeons feel like a waste of time for a mid-to-high-level character. On the other hand, the increased desire to hold onto these runes means I'm more inclined to run away from a fight that I'm not equipped to handle, which forces me to engage more with that open world by trying to find another boss or another dungeon that is more my level, rather than continuously bash my head against the same boss wall over and over again.

If you get stuck on a boss, explore somewhere else.

Players are much more free to follow your own path through the game. In fact, From included plenty of opportunities for sequence-breaking for particularly inquisitive and observant players. Dungeons and bosses that seem like a mandatory bottleneck for progress can sometimes be skipped entirely. And honestly, it's not even all that hard to find these bypasses, since they are often out in plain view for anybody who bothers to deviate off the main path at all.

And this process of exploration really does provide a sense of genuine discovery in ways that most other open world games fail to deliver. The full scope of the map is hidden to the player at the start, so reaching the crest of a hill and finding an entire continent that wasn't on your map a moment ago is genuinely surprising and awe-inspiring. The fact that every notable point of interest is not immediately marked by climbing a tower or finding a checkpoint really facilitates a sense of exploration and adventure. It really feels like there's always going to be something new and interesting over every hill, around every corner, and within every dungeon.

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A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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