The depiction of the town of Silent Hill in its titular game has lead to a lot of confusion and over-analysis from many casual and some hard-core Silent Hill fans. The stories of the first few games are told in very indirect manners, with the player often being shown the story through the acquisition of clues and context, rather than being directly told what is going on by an objective character or outside narration.
One of the most common misconceptions about the games is the idea that the “Otherworld” in Silent Hill is some kind of “parallel dimension” that exists in conjunction with, but separate from, the “real world”. Alternatively, some fans claim that the games utilize some kind of “parallel perception” mechanism, in which everything that happens in the games that is even remotely supernatural is all just happening inside the character’s mind, such that separate characters can be in the same place at the same time, but see things differently. These interpretations have lead to many misunderstandings about other elements of the town and events, such as Alessa having hostile motivations, the residents of Silent Hill being turned into monsters, or that the people who visit the town can never truly leave.
These ideas are all fallacious, and they are derived from fundamental misunderstanding due to how the game presents information, or by a reliance on out-of-game information that presents a false picture of what is happening in the games.
What’s worse, these misguided ideas have found their way into “official” Silent Hill material, including the motion picture and all of the post-Konami-developed games in the series.
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d1af12ac-cc8c-45d2-bda0-bdcb4badf1f1|23|4.5
Tags:Silent Hill, Otherworld, parallel dimension, Konami, Silent Hill 2, Silent Hill 3, Silent Hill 4: the Room, Harry Mason, James Sunderland, Heather Mason, Alessa, Twin Perfect, DerFuzhwar, Fungo, Rosseter
I’ve played quite a few Spider-Man games in my time. With that, I’ve played a lot of pretty bad Spider-Man games. But Edge of Time just might take the cake. After Shattered Dimensions proved to be a fun and well-designed (if not a bit rough around the edges) game, Activision apparently decided to let Beenox try another Spider-Man game, and made the horrible mistake of trying to rush it out before Batman: Arkham City sucked up all the comic-book-gamers’ attentions.
Edge of Time forces us into another game featuring multiple Spider-Men, but this time, instead of a dimension-hopping adventure, we get a time-travel story. The basic premise is that some bad guy from the future (2099) has built a time portal at the Alchemax building and is trying to kill the modern (Amazing) Spider-Man. Spider-Man 2099 discovers the plot and takes it upon himself to go back and prevent this from happening. Fortunately, the designers kept their ambitions constrained to just those two Spider-Men, and didn’t try to complicate matters by going further back in time to encounter, say, Black-suit Spider-Man, Scarlet Spider, Man-Spider, or any other Spider-Man variants from Marvel’s history. Just Amazing and 2099.
The time travel story gives the game is primary gimmick: the things you do in one time period (usually the past) can affect the other (usually the future). This seems to be an effort to correct one of my primary complaints with Shattered Dimensions, which was the overall lack of integration between the Spider-Men in the various dimensions. In this game, both Spider-Men now directly interact. In fact, they spend pretty much the entire game talking to each other through some time-traveling communicator thingie. Kudos to Beenox for trying to address a criticism of the previous game. It’s too bad they totally blew it. [More]
0ae29cbc-1277-4032-ac8e-1b83a30882d2|4|2.0
Tags:Spider-Man, Spider-Man: Edge of Time, Spider-Man 2099, Beenox, Activision, PS3, PlayStation 3, PlayStation, comic book, Neil Patrick Harris, time travel, review, action, adventure, platformer
I made quite a splash with the fine folks who made "The Real Silent Hill Experience" videos on Youtube the other day with a comment that I placed in their "part 13b - Questions Unanswered" supplementary video.
About three and a half minutes into the video, Rosseter and DerFuzhwar begin discussing their views on the fate of Cybil Bennett from the first game. They assert that the Good+ ending (in which Cybil survives) is likely to be the canonical ending, even though conventional Silent Hill wisdom suggest that the Good ending (in which Cybil dies) is supposed to be orthadox, and they present the following quote from the first game's event programmer, Hiroyuki Owaku:
Hiroyuki Owaku (one of Silent Hill's event programmers) on Cybil Bennett's fate.
After reading this quote, I left a comment on the video saying:
Actually, if "what happens to [Cybil] afterwords is up to the player's imaginations", then that would REQUIRE that the Good+ ending be canon. Because in the Good ending, she dies. There's no ambiguity to be left "up to the player's imaginations". - MegaBearsFan
This quote apparently impressed the folks at Twin Perfect so much that they highlighted this post and replied:
HUGE BUMP. EVERYONE PLEASE READ. - TwinPerfectChannel [More]
9fd8bf25-5c0d-499e-aa79-69c02e22e8c2|3|5.0
Tags:Silent Hill, The Real Silent Hill Experience, Twin Perfect, Fungo, Rosseter, DerFuzhwar, Cybil Bennett, Hiroyuki Owaku, Facebook, YouTube, Good vs Good+
The comic book video game genre has been one of the most disappointing genres of video games in history. Almost as bad as movie-to-game adaptations (neither of which is worse than game-to-movie adaptations, though). You'd think that with all the awesome source material at their disposal, that game developers would have been able to come up with some pretty amazing games. But other than a few stand-outs, Spider-Man held the crown as the king of good comic book video games for almost a full decade during the 2000's before Rocksteady blew all previous comic book-themed video games out of the water and gave us the first truly great comic game with 2009's Batman: Arkham Asylum.
I cannot sing that game's praises enough. It was like a video game love letter to Batman fans (and all comic book fans in general). Despite being a little tedious towards the end, this game delivered an unparalleled experience that made all comic book games before it look as embarassing as Super Mario Bros. the Movie! Elements of Arkham Asylum's design (such as the free flow combat system) have even found their way into other games and genres such as Spider-Man: Shattered Dimensions and Uncharted 3.
A sequel was inevitable, and hopes were high for Arkham City (which the developers had enough foresight to tease with a secret room showing the sequel's map in the first game). Arkham City promised an open-world map with a longer story, more villains, and Catwoman as a playable character. “Bigger, better, more” seemed to be the motto going into this game. Well, they definitely got the “bigger” and “more” parts, but not necessarily “better”. [More]
74848086-f6f5-41c8-a7e5-8ff91a0abb15|4|4.0
Tags:Batman, Batman: Arkham City, Batman: Arkham Asylum, Rocksteady, PlayStation, PlayStation 3, PSN, Catwoman, D.C., action, adventure, comic book, Warner Brothers, Joker
Once again, this review is exceptionally late. The football season is almost over, and Madden has already sold its bazillion copies for this year. So anything I say here is kind of moot when it comes to helping people decide whether or not to buy this year’s game. But maybe – just maybe – my critiques will help the developers provide us with a better game in the 7 or so months that they have left to make Madden 13.
After being thoroughly disappointed with last year’s Madden game, and not being won over by either the new demo or the gameplay in NCAA 12, I didn’t rush out to buy Madden 12 on day one. I waited till September and bought the game used. This also contributed significantly to the tardiness of this review.
Overall, Madden still just seems uninspired, even when compared to EA’s NCAA Football game. All the same gameplay enhancements go into both games each year now, but NCAA has at least taken some efforts to better represent its sport. Setting up “linked” plays is simplistic but was a start towards a better representation of football strategy. Integration of the No-Huddle offense into the game is a bit clumsy, but is a major component of modern college football, and is thusly represented in that game. Requiring the QB to “read” the defense on option plays doesn’t work as well as last year, but it’s actually an important part of the option strategy. The collegiate look and atmosphere really looks and sounds like Saturday afternoons, and the ESPN integration is actually pretty slick at times.
Table of contents:
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8ec92367-66fe-485c-9235-e2033973a84e|2|3.5
Tags:Madden NFL 12, Madden NFL, NCAA Football 12, EA, EA Sports, Tiburon, sports, football, simulation, review, ESPN NFL 2K5
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