I've heard that a lot of players are complaining about the save system of Capcom's new Resident Evil 6. I haven't played the game yet because RE5 sucked, and the demo for RE6 sucked, so I can't comment on that game. What I can do, though, is take a moment to reflect on the genius of the classic Resident Evil save system.
Most of my readers know me as a Silent Hill fan [boy], so it's uncommon for me to heap praise upon Resident Evil. But I actually am a big fan of the original game (it was one of my favorite PlayStation games). Maybe some day, I'll get around to writing about how Resident Evil 4 killed my interest in the franchise...
Would you like to save your progress? [YES] NO
Resident Evil took a unique path in terms of it's save-game system. I'm not sure if it was the first to use this particular style of system, but it was definitely one of the best implementations that I played!
During the PSX era of the late 90's, game saves generally took one of 3 forms:
Resident Evil falls firmly in that last category, but with one significant (and game-changing) caveat: in addition to only being able to save at pre-defined locations, the ability to save was also tied to a consumable inventory item! [More]
11efae01-91a1-4c73-9ff1-8965e9a48534|9|4.2
Tags:Resident Evil, Resident Evil 5, Resident Evil 6, Shinji Mikami, save, save system, autosave, checkpoint, survival horror, resource management, typewriter, ink ribbon, Silent Hill, Amnesia: the Dark Descent

One of the greatest strengths of the early Silent Hill games - developed by internal Konami studio Team Silent - is their exceptional character design. The characters presented in these games are among the best in all of gaming history at illiciting emotional responses from the players - both positive and negative.
It all starts at the top, as the protagonists of all three games stand tall and proud as paragons of game character design. This blog will contain major plot spoilers for Silent Hill 1-3. Read at your own risk!
Having relatable and likable characters is essential to the success of just about any horror story (whether in the form of a book, movie, game, or any other medium). It's hard to feel afraid for a character that you just don't care for.
Harry Mason of Silent Hill is a great example of a relatable "Joe Everyman" protagonist. Harry is a simple writer trying to take his daughter on a vacation. He wrecks his car and wakes up to find his daughter is missing in a seemingly deserted and haunted town that is closed off from the outside world. Harry isn't a superhero or elite special forces operative. He's just a guy. He could be anybody. This makes him instantly relatable to an audience. [More]
Fathers in video games don't typically turn out to be very good role models or successful parental figures. Often, they end up being surprise villains, or they turn out to have been neglectful or abusive (physically or emotionally). A lot of times, parents in video games turn into cannon fodder, dying early in the game in order to push the protagonist into his or her heroic role.
Very rarely do you have a father character in a video game who sticks around and actually gives his children any amount of love or support. That's why I think Harry Mason is such a special character in video games, and quite possibly the best video game dad of all time. So this Father's Day, I'd like to take a moment to pay tribute to this wonderfully-designed gold-standard of video game parenting.
Harry Mason goes through hell and puts his life on the line to protect his seven-year-old adopted daughter in quite possibly the most fatherly display of love and dedication that you will find in a video game.
I recently had conversations with an old friend of mine from high school (screenname Huh?Mr.Box!) who had recently played the Silent Hill games for the first time. I expected to hear that his favorite game was Silent Hill 2, and that his favorite character would be James or Pyramid Head. I mean, that's what every Silent Hill fanboy says, right? Personally, I'm fond of Heather from Silent Hill 3. I'll admit, I had a huge crush on her when I played the game for the first time (and before you start calling me a perv, I was 17 when that game released!) because it was so unusual to see such a well-developed female character in a game.
I was surprised, however, when my friend's favorite character ended up not being James, or Pyramid Head, or even Heather, but rather Heather's father: Harry.
I guess with all the crazy characters that the Silent Hill series is known for, Harry kind of gets lost in the shuffle as being too "normal". But when asked why he liked Harry so much, my friend eloquently responded: "because he's such an awesome dad!"
And you know what, Harry is an awesome dad!... [More]
be3720db-cf6c-4bff-8f74-1c699fac1a42|6|4.5
Tags:Harry Mason, Father's Day, father, single father, parenthood, adoption, gender equality, Silent Hill, Silent Hill 3, Cheryl Mason, Heather Mason, Alessa, Christophe Gans, Huh?Mr.Box!
Much ado has already been made about the re-recorded dialogue that is to be used in the Silent Hill HD Collection. Critics like myself have already been accused of being “haters” and "unwilling to accept change". Fortunately (or is it unfortunately?), Konami has given "haters" like me plenty of reason to hate the Silent Hill HD Collection.
Table of Contents:
I have extra copies of the original games. If you want to play them (and you know me personally), you can borrow them! [More]
9dc814aa-a1a1-4a9e-b864-3cb50f4bcaa1|8|4.9
Tags:Silent Hill, Silent Hill HD Collection, review, Silent Hill 2, Silent Hill 3, Konami, Hijinx, PS3, PS2, Team Silent, KCET, James Sunderland, Heather Mason, Douglas Cartland, Claudia Wolf, Laura, survival, horror, survival horror, XBox 360, Eddie Dombrowski
With the Silent Hill HD Collection being lambasted by fans and critics (my review now available here!), I thought I’d take a moment to discuss exactly why I feel it was so important for the original voice acting of the games (Silent Hill 2 specifically) to be retained. And it isn't just a matter of personal preference based on my familiarity with the original actors; although, that is definitely a contributing factor.
Critics tend to make a simple equivocation fallacy when describing the voice acting of Silent Hill as "awkward" and then calling it "bad". But "awkward" does not necessarily mean "bad". In fact, the awkward voice acting of Silent Hill 2 is actually a benefit to the game's narrative and mood. This is something that should be apparent to anybody who is actually paying attention to what's happening in the game.
Let us first take a step back and look at the design principles that went into Silent Hill 2.
James begins to doubt his own mental stability
Silent Hill 2 is a particular kind of horror game. It differs from other horror games at the time - such as Resident Evil and even its own predecessor Silent Hill - in that it is a very emotional brand of horror. The horror doesn't come so much from being "afraid", but rather, from being depressed, confused, and unsure of what is going on around you. Silent Hill 2 is a very dark and gloomy game, and definitely deserves its "M for Mature" rating with its story and themes alone. Team Silent accomplishes this by immersing the player in decrepit environments and introducing elements of surrealism to the game's reality. They then supplement this by slowing breaking down the foundational pillars of what the main character thinks is real, and then forcing the character and the player to wonder whether their own senses can be trusted. [More]
56dfd391-12ca-465c-a1b2-248e2df8691e|10|5.0
Tags:Silent Hill, Silent Hill 2, Silent Hill HD Collection, James Sunderland, Angela Orosco, Eddie Dombrowski, Konami, Team Silent, PS2, PlayStation 2, horror, depression, equivocation, fallacy, voice acting
|
12 | | | | | | | 60 | 11 | | | | | | | 55 | 10 | | | | | | | 50 | 09 | | | | | | | 45 | 08 | | | | | | | 40 | 07 | | | | | | | 35 | 06 | | | | | | | 30 | 05 | | | | | | | 25 | 04 | | | | | | | 20 | 03 | | | | | | | 15 | 02 | | | | | | | 10 | 01 | | | | | | | 05 |
|