Silent Hill 2

Video games are unique as an artistic medium. Not only do they allow the consumer to interact with a much wider possibility space than other mediums, but they also allow the consumer to directly influence the art itself. The stories, experiences, messages, and meaning that are conveyed are not only subject to the interpretation of the consumer, but they can be directly influenced or changed by the consumer. In some cases, a game can even prey upon the expectations of the player, or the player's desire to complete the game, in order to convey a particular message, or to make a statement about the player's actions.

One classic example of a game that plays the player as much as the player plays it is Silent Hill 2. That game's endings, and the triggers for each ending, have always been one of my favorite design aspects of that game. Silent Hill 2 takes advantage of the player's preconceived notions about how a horror game should be played, and it uses your play to pivot James' resolution (and his very character) in one of several directions.

Watch a video version of this blog post on YouTube!

I'm going to be talking about Silent Hill 2's endings. It should go without saying that this post will include major spoilers for Silent Hill 2. I'll also be comparing Silent Hill 2 to other games such as Mass Effect, Fallout, The Witcher III, The Last of Us, and What Remains of Edith Finch. As well as the post-Team Silent games: Silent Hill: Homecoming, Silent Hill: Shattered Memories, and Silent Hill: Downpour. So there will also be varying degrees of spoilers for those other games as well.


Spoilers incoming for the above games. Consider yourself warned!
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Her Story - title

Having a little bit of free time between playing Madden 20 and starting out this year's indie football games, I checked out a couple indie games that I've had sitting around in my Steam library for months. Both are player-driven mystery games about trying to deduce the events of the past. The simpler of the two is called Her Story, which is a game that released all the way back in 2015. So I'm quite a few years late to this party.

Her Story attracted my attention because it was developed by Sam Barlow. Barlow had previously worked as a writer for Silent Hill: Origins and Silent Hill: Shattered Memories. Personally, I felt he and the other writers at Climax had butchered Origins. His work on Shattered Memories, however, which was not bound by the constraints of established Silent Hill canon, went in a more interesting direction. Maybe not as interesting as if they had gone with the initial Cold Heart pitch, but whatever. I was curious to see what Barlow would do when completely free of the Silent Hill namesake.

I was curious how Sam Barlow would handle himself when free of the Silent Hill namesake.

Down the deductive rabbit hole

Her Story stands out because it is a completely player-driven experience. You have almost free access to a database of interview answers from a woman who is a suspect in the disappearance (and murder) of her husband. The game consists of searching through a series of live-action videos of interview questions, in which every word of her answers have been indexed for search. The catch is that you can't simply watch all the clips in order, and the game will only give you (at most) the first five clips at a time (in chronological order). You also don't know what questions are being asked, so you don't necessarily have the context for her responses.

Each response is laden with bread crumbs of keywords that you can pick out and search in subsequent queries in order to find related videos and discover additional details about the suspect's life, the victim's life, and the events leading up to the disappearance of her husband. This is where Her Story really shines. The game starts with the word "murder" in the search bar, and each clip that you watch will reveal new names and places. This should lead you towards going down the rabbit hole of searching for each new name or place until you eventually come to the weirder and more interesting testimony.The scripts is expertly designed to distribute bread crumbs in such a way to dole out the story over the first hour or two in order to build up the mystery.

Pick out key words from her testimony to find related statements.

There's also no hand-holding or guidance of any kind. It's just you and the search engine. It's entirely up to the player to input the words you want to search for. You can follow-up on a particular clip by searching for a keyword in her response, or you can search for some completely different, random word(s) instead. The game doesn't highlight the next words for you to search. It doesn't stop to tell you that you've "solved" some mystery or completed some objective. There's a widget that shows you how much of the database you've viewed, but other than that, there is no in-game progress-tracker. In fact, there's not even a real end goal.

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The Evil Within 2 - title

Okay, I said I would give up on Shinji Mikami after the first Evil Within game, but here I am giving that IP a second chance. I had heard that the expansions for Evil Within were actually pretty good, and that they even made the base game better by filling in some of the narrative gaps. But I was so furious with the base game that I sure as hell was not going to shell out more money for DLCs. If they were that integral to the core game, then they should have been included with the core game. Now that my furor over the original has faded a bit, I was hearing that the sequel is also much better than the original game and leans more heavily in the horror camp than the action shooter camp. I was dismissive of the game's announcement, and I was skeptical of the claims that the sequel was actually good, so I picked up a [relatively] cheap used copy off eBay so that I could give it a chance over the Halloween week without necessarily giving any more money to Bethesda.

The Evil Within 2 - Kidman
I feel like I missed something...
Maybe I should've played the DLC?

Besides, Shinji Mikami isn't the director this time around. Instead the sequel is directed by John Johanas, who was the director of the [supposedly] good DLC expansion packs. The first game actually did have some good ideas and set pieces within, so maybe a different directorial approach could bring those ideas out to their full potential?

A more focused package

To Johanas' credit, the game, as a whole, definitely has a more "unified" presentation. The first game felt very scattershot with regard to how it wanted the player to play. It's early chapters (which were also the most enjoyable parts of the game) were focused mostly on stealth, with a few pursuit and escape moments thrown in. It was slow, somewhat atmospheric, and built incredible tension. But those mechanics were quickly dropped in favor of shooting gallery set pieces, constant scripted ambushes, set piece boss encounters, and frantic, funhouse-ish trap / puzzle rooms. The sequel, thankfully, is much more focused. I didn't feel like I was wasting my resources by putting points into Sebastian's stealth skills (a skill tree that was completely absent from the previous game), as you can actually continue to use them over the course of the entire game. Sure, there's still scripted ambushes and puzzle rooms, but the focus is much more firmly planted in sneaking around, exploring the environments, and generally avoiding detection.

Unfortunately, there's still a bit too much of a focus on frenzied action. It detracts significantly from any sort of horror or tension that the game might be trying to build up. The autosaves are fairly generous (even though there are also manual save points in each of the game's safe houses), so enemies come in hordes, hit very hard, and deaths are going to happen. Chapter 3 basically completely desensitized me to death and put me in the habit of just standing up and letting the monsters kill me if I ever screwed up the stealth.

The Evil Within 2 - learning curve
The early combat encounters are not gentle, as they put you up against hordes of enemies.

There's a greater focus on open-ended exploration this time around, and Chapter 3 is the first open map that the player is free to explore. There's basically two main paths through it: the hard one and the easy one. The easy path is basically a straight line due north from where you start, but the game throws some curveball objectives at you that basically encourage you to try the other paths that end up being much harder. You're told about weapon caches and NPCs that you're supposed to try to save. One such weapon is the crossbow, which is actually a pretty necessary tool (because, you know, every game has to have a crossbow). It's right off to the side of where you start, but picking it up can easily lead you down a much harder path to your actual mission objective...

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Stranger Things season 2

The first season of Stranger Things was a mysterious and intriguing piece of television that successfully channeled an eclectic collection of 80's and 90's nostalgia (from E.T. to Stephen King to The X-Files to Dungeons and Dragons). Instead of being a cynical piece of derivative nostalgia bait (or an outright cash-in on established intellectual property), Stranger Things somehow felt wholly fresh and original.

Unfortunately, season 2 lacks a lot of that mystery and originality that made it's predecessor work so well. Season 2 just feels too familiar. We already know about the Upside Down, and the Demogorgon, and Eleven's psychic powers, and the secret government research lab conducting shady experiments. None of that can really carry the show anymore. But that's about all that season 2 has. There's nothing very new. There's no surprises.

The introduction of a new girl creates tension within the group.

Compounding this problem is that plot points and set pieces feel recycled from last season. Most are inverted in some way, as if they are Upside Down reflections of the previous season's events. But that isn't nearly as clever as the wordplay might make it sound. For example, there's a sub plot of tension among the boys because a new girl has entered their group. This time, it's Max instead of Eleven, and it's Mike who's unhappy with the new dynamic of the group instead of Dustin and Lucas. Midway through the season, there's a set piece in which Will draws a bunch of pictures and hangs them up all over the house. It feels like a repeat of Joyce hanging up the Christmas lights, except that it's Will trying to communicate with the Upside Down instead of Joyce trying to communicate with her son. And the group even takes in another stray and tries to hide it; except this time, it's a baby demogorgon instead of Eleven.

There's a sort-of new monster in the form of the "Shadow Monster" that haunts Will. This shadow monster, however, doesn't really do anything, and we're left with only the army of dog-like demogorgons. It takes an approach similar to James Cameron's Aliens , in that it multiplies the number of monsters, gives them a "nest", and adds some big "queen" that seems to be controlling everything. This comparison is driven home by the shadow monster's resemblance to a ghostly xenomorph, and the inclusion of a scene that was basically pulled straight from Aliens (right down to the beeping motion detectors). But unlike Aliens , I never felt threatened by the surplus of demogorgons, and the Upside Down never seemed as mysterious as the xenomorph hive or their horrifying queen.

The "Shadow Monster" is a threat that never really pays off -- at least not this season.

While the first season didn't revel in sudden character deaths for the sake of shock value like Game of Thrones , the sudden death of Barb midway through the season did manage to raise the stakes for everyone else. Season 2 has nothing like that. There's no sudden or unexpected deaths of any characters who aren't obviously disposable from the moment they arrive on scene. And even among the cannon fodder characters, the death count is still ridiculously low...

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Stranger Things

After P.T. took the PlayStation Network by storm two years ago (geez, has it already been that long?), I set up my Google news feed with a subcategory specifically for Silent Hill news. I wanted to keep up with the progress of the game, since it looked like the most promising project the series had seen in a decade. After the traumatic cancellation of Silent Hills, that news feed has been mostly populated with articles mourning the loss, or with conspiracy theories about the game's return. Lately, however, a new story has been repeatedly populating that news feed: reviews and interpretations of the Netflix original series "Stranger Things".

With the internet's insistence that Stranger Things is "the show that Silent Hill fans have been waiting for", and some recommendations from co-workers and friends, I decided to give Netflix's new horror thriller a chance. So while House of Cards and Daredevil still sit unwatched in my Netflix queue, my girlfriend and I powered through all eight episodes of Stranger Things within a week.

Stranger Things reminded me a lot less of Silent Hill, and a lot more of Twin Peaks and E.T., but I loved the series nonetheless. I found myself amazed by just how much the show looks and feels like something from the late eighties or early nineties, and by how well it manages to capture a sense of nostalgia for its sources of inspiration without having to license them outright. Hollywood could learn a thing or two from this show. The insistence on reviving franchises like Star Trek, Star Wars, Ghostbusters, Transformers, Ninja Turtles, Power Rangers, The X-Files, etc., is starting to wear very thin. At best, these films feel like high-budget fan fiction. At worst, they feel like cynical attempts to play off of nostalgia for a quick cash-grab. Very rarely do they feel like genuinely inspired works of creative art. This reliance on adaptation instead of inspiration has created a dearth of creativity that in many cases has tarnished once-venerable intellectual properties.

Stranger Things - the Upside Down
The internet claims that Stranger Things is "the Silent Hill show that fans have been waiting for".

Stranger Things doesn't stoop so low. It wears its influences proudly on its sleeves, but it also remains, thankfully, it's own entity. It never feels derivative; it never feels stale; and it never feels creatively bankrupt. It's not exactly original (as it blatantly incorporates elements of its inspirations into its plots and characters), but it also manages to occasionally surprise with its clever subversions of genre tropes. It never feels like the shallow fan service that I've gotten so used to seeing from Hollywood blockbusters, and (most importantly) I could enjoy it without the baggage of expectations from a recognized namesake.

Much of this is due to the characters and performances, all of which are great...

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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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