|From Silent Hill 2: Restless Dreams|
And someone at Konami knows their clichés.
The player doesn’t have to find the “HOLE here” message to successfully finish Silent Hill 2 – the locale simply contains hints on where to go next. It’s tucked into an area that veers from the critical 10-star ranking path, which means that only those intent on thoroughly exploring the Nightmare Town will likely ever come across it after their first playthough. So why waste your time with it a second, third or even fourth time around? Simple: It’s a reward of sorts; a cerebral sucker punch appealing to the visceral, masochistic psyche that attracts many players to the series in the first place.
|James walkin' around SH|
But then you start to wonder: What kind of a hole was it? A hole in the wall or a hole to …somewhere else? How did the hole get there in the first place, who covered it up, and why would they feel compelled to scrawl the situation on the newspaper they used to fix it? Does this tie in with SH2’s correlation between jumping into holes and diving deeper into James’ fragile, damaged consciousness? Or was it a clever reference to the predicament of Silent Hill 4’s protagonist nearly three years before SH4 was released?
|No, I can't explain the cover.|
|Camus himself looking pale and tragic.|
The results are fantastic. What Konami and the Silent Hill series have done to my congenital need for order – and that of many others as well – is the exact opposite of what that cryptic message scribbled in red on old newsprint proclaims: There wasn’t a hole, but it's here now.