Showing posts with label Silent Hill. Show all posts
Showing posts with label Silent Hill. Show all posts

Wednesday, July 6, 2011

If You Give a Gamer a Camera, Part II

...he'll ask to make more gamer movies.

Pow!

As you may or may not remember from this post I made a while back, when I wasn't frantically writing papers in one night or watching my love live crumble into tiny, possibly tasty pieces, my undergraduate days were filled with jogging about holding a borrowed $5000 video camera in my sweaty hands and editing together comical but slightly disturbing student films for a variety of (mostly evil) applications. I took the opportunity to make as many allusions to gaming culture as I could in my work, on the dim hope that someone in the masses who appreciated Nintendo, Sega and the like as much as I do would take notice, and chuckle knowingly to him- or herself.

The following videos are possibly my greatest contribution to society thus far, a truth that would be merely shrug-worthy were it not for the horrifying fact that they're more than six years old. Also, my Ultra Omnisphere 3000 movie, circa 2001, was probably funnier.


Misprint! - A Reporter's Tale
Starring Matt Frey, Sarah Shepherd, Kristy Wormann, Kara Boivin, Shannon Morris and Dave Kotchie/Dave Frey as The Ninja. Featuring the musical stylings of Sandy Devasia and Jessica Jagielski.


As a Media Studies major, I had to come up with some kind of huge, year-long final project in order to receive a small piece of paper stating that I didn't have to go to class anymore. It was akin to the fabled "thesis" students of some majors are forced to write, only my project was allowed to have ninjas. So I wrote a novella (available online here), crunched it down into a gamer-friendly script, and filmed this bad boy in time to walk at my own graduation.

Featuring lovingly crafted allusions to the Silent Hill series, Super Mario Bros., Fatal Fury, Street Fighter II, Duke Nukem 3D, Metal Gear Solid, Sonic the Hedgehog, the Final Fantasy series and more, Misprint! - A Reporter's Tale is sure to make you feel at least slightly uncomfortable. Also, I somehow forgot Earthbound though, and it makes me sad to this day.

Trailer:



The Feature Film:



Out Takes:

Friday, October 29, 2010

Halloween Games Round-Up; Also a Fake Curse

Ahh! ...those teeth are HORRIBLE.

It's almost Halloween again, Charlie Brown!

Instead of dressing up like Gandhi and egging your neighbor’s tool shed or getting intoxicated at some lame party this All Hallow's Eve, why not do something worthwhile and lock yourself in your room with the following Halloweenful video games. Each is guaranteed to chill you to your very soul! Bwa, ha, ha! Or at least they'll be about vampires or something, which is more than I can say about most local bars.

Also, the picture above, known as "smile.jpg" or "smile.dog," carries a horrible curse that's suspiciously like the plot of The Ring, only much scarier because it doesn't involve some ugly little girl who hangs out in wells/TV sets and really needs to brush her teeth. Supposedly, anyone who sees Smile.dog goes CA-RAZY AND DIES or something! I'm already crazy, and thus, am immune. Enjoy your insanity; it'll enhance your gaming experience.

Anyway, let the games begin!

Halloween (Atari 2600): I know what you’re thinking, but despite the title, this game is NOT about Easter. No, it’s about maniac killing machine Michael Myers. For some reason, Michael is very angry at the local teen baby sitter population, and he proceeds to off them one by one in creative, frightening ways. This Atari 2600 classic has the player - Laurie Strode, the main character from the film - hiding children in various spots and trying to outwit her crazed brother. It never ends well for the player, and for an Atari title, Halloween can be pretty intense.

If you can't tell what's going on here, maybe you shouldn't bother with the game.

Silent Hill (PlayStation 1 and PS3): The original Silent Hill is the most genuinely frightening media experience of my life. The Exorcist hangs its head in shame compared to the first Silent Hill. Silent Hill 2 isn’t as scary, but the story line is so deep and creepy, you’ll find yourself lying awake in bed trying to analyzing it. See also - Silent Hill: Shattered Memories and a good therapist after playing.

That there was a dog; this one ain't smiling.

Resident Evil Remake (GameCube): The original version of this game came out for PS1, Saturn, PC, Nintendo DS, cell phones, toasters, etc. With upgraded graphics, new locations and crazy sprinting “crimson head” zombies, the REmake is hands down the best RE title to use the old survival horror controls and conventions. Other good ones to play are Resident Evil 2 for PS1, Dreamcast, etc. and Resident Evil: Code Veronica for Dreamcast and PS2. Fleeing in terror from swarms of slow-moving zombies to conserve your single BB gun bullet has never been so much fun.

It appears to be made of shredded cheese.

Later incarnations of the series feature more action and less horror, which worked out just fine - unless you're talking about scary games.

Friday the 13th (NES): You might remember that I talked about this gem before, but it bears repeating: This original Nintendo game is actually scarier than the movies. For one thing, the music freaks you out and random Jason encounters leave you paranoid; you’re always terrified that he’ll jump out at you in the woods and kill your character. The other reason F13 so scary is that it’s one of the worst games ever made. It’s frustrating, ugly, and boring. And yet, I love it. Go figure.

That's you, in the purple, vs. Jason... also in purple.

Blood (PC): Blood is what Duke Nukem 3D would have been if  the guys at 3D Realms were really, really into slasher flicks. In fact, it shares its game engine with good ol' Duke, and despite its mushy controls, Blood is a great example of an early first person shooter done right. Time and cash limitations prevented me from finishing this one when I was a kid, but one day I'll tackle the whole game... maybe THIS HALLOWEEN.

Take THAT, random zombie!

Costume Quest (PS3): This game was recently released via PlayStation Network, and despite the fact that it was made by THQ, it's actually pretty fun. When the main character's sibling is kidnapped by mentally deficient zombies, it's up to you to save them! Each costume the player obtains has its own special ability to utilize in Costume Quest's RPG battles, which are reminiscent of Xenogears for the PS1, only I don't want to hurt myself after playing THQ's humorous take on Halloween gaming. Do yourself a favor and download the demo.

Yep, it's Costume Quest.

After hearing about all these choice games, if you’re still thinking about going to some lame party and getting drunk this Halloween, consider this: Waking up next to one of these titles the following morning does not require you to awkwardly ask for its phone number.

And for those of you worried about that "curse" I put on your earlier, don't sweat it. That picture has been proven to be Photoshopped; just look at the dog's mouth and you'll see the same few teeth copied and pasted three times. Last time I checked, demons didn't know how to use photo editing software. So it's not like there's a real curse or anything; it's just a bunch of pixels. Here, look again. Same as before:

Ahh! ...Those teeth are still horrible!

See? Nothing evil about it. In f̡̜̳͖̲͇̗̩a͍͉̹̣͂ͅͅc̞̄͌tͯit's a ͙̹͝f͛͆ͨ̔ͥ̇̚a͍̮̪̬̯̱ͮ͌̓ͭͦ͛ͬl͕͑͐̌͒ͩ̍l͙̱͚̝ͬḁ͎̹ͮc̯͚̪y͖̱̦̙̟̺͕̽̐̈́̀:


Quite ͍̩̱͙̟͓p͚̔ͭ͐͗ͣ̚̚͞l̛͇̼ͬͯ̌a̼̕ỉ̞͙̖̌ͬ͑ͩ͛̄ͅn͓͔͕͇͕ͣͬͪͅl̵͉͈̹ͪͯ̅ͭ͂̌̋y̗̻͊ I̺̹͐̍͐̈,̘͓̤̺̹͒̔ͦͣ͜ ͙̖̙̳̰̼̫͛͌̐̌̇f͙͚̤ͫͭ͛͂̄o̯̜͍͍ͦ̏͢r̖̩͑ͪͤ ̞̣̞̲͈͖͒̆̏ͬ̓͜o̰̝̯͍̪̹̤̐̔n̠̜̣̫̗̏̒͒͌͐ẽ͚͔̘̜̥̊ͬͥ̐͂̈,͙͙͈͝ ̃̿̃ͥ̇̇͏̙̦͇̝͍w̥̟͕̫ͨ̊́̕ͅȍ̲̗̪̤̬ͣ̆ͤu̹̠̳̟̓l͚ͫ̑̽ͬ͗ͥ̓d͕̙̝͓̪͉͉ͭͬ̍ͣ̚ ̤̠̰̖̼͍͒͜l̗̼͕̯͍̋i̗̝̘̔̂͛ͨ͞k͊͏͇̜̝ͅe͠ t̥͛̈͊ͥͩ͐͠ö̦͉͉̲͕́̊̃ ̵̥͎͕̠̰̻̔ͦ̃h̶͓̖̙̙̺̝̖̠̾̈́̉͊̄̿̊͌u̮̤͛ͭ̇̆̓̓̎u̷̵̩̱̽ͫͬ̀u̷̳̓̐̉̇͒͘ủ̄̒͋́̅҉̧͚̝̖̤̖͎̬͙ͅų̸̞͈̼̳̥̻̄ͨ̽̋̈͘u̗̰̠̬̮̣̮͒̿̓̒̒̔̌ͤͅu̴̺̖̖̳͆̉̔ͤ̓̌̂u̷̢͉̠̗̲̜̬̱ͯ̏̇̆͒́̄̚͟ư͇͚̤̾̕͞u͖̯͈͚̺͚̠ͤ̋̈́͡ų͛ͣ̔͆҉͔̲u͍̤ͣṳ̧̱̲̜̮̄̑̌̒ͨ͘u̥͍͔͇̝̮ͦ̂̋ͩͪ̀ͅͅu̗͇ͬ̍ͤ̕ůͯ̐̓̐͋́͞ͅuͤ̍ͪͧ͏̭͍̪̤͔͍͓͚̀

Sunday, October 17, 2010

Silent Hill Sunday #11: "Fan Fiction, Round 2"

This is the second and final Silent Hill fan fiction piece I wrote, this time for a college publication. If you've got any comments, leave them; I don't know if this is great or awful!


Enjoy "Open Wounds!"

I

Richard Galvin was drunk. He sat on the bar stool as best he could, struggling to maintain his fragile balance. It was a sensation Richard had experienced many times before, but he would never be quite used to it. The bartender had stopped serving him a half hour ago, but that didn’t bother Richard. He continued to supply himself from the glass flask of Jack Daniels in his blazer pocket. The bartender simply shook his head with a mixture of pity and disgust and washed his hands of the matter. It would soon be closing time anyway and Richard would no longer be his problem.

Richard wondered what he had done to incur God’s wrath while he sloshed down another gulp of Jack. He knew that everyone had their problems, but Richard’s life was so full of heartache, he was surprised he continued to function. He had been blessed with his wife, Mary, and his daughter, Grace. But everything changed four years ago when Mary…

Richard had loved her completely and unconditionally. With her passing came a constant dull pain. Sorrow had been Richard’s only mistress ever since.

Grace was 12 at the time and Richard mourned for his daughter almost as much as he did for himself. The only thing more horrible than continuing on without his wife was the thought of his daughter growing up without a mother. But Grace was resilient, much more so than her father. Within a year, she had resumed a relatively normal existence.

The clam, however, did not last. A few weeks ago, Grace had her 16th birthday. That’s when everything changed. His happy, active young daughter had became an introverted shell in an alarmingly brief period. Richard thought it was just a phase. He never thought…

His little girl was dead. All he could do was pray that Grace was with her mother now.

Richard felt hands on his shoulders but pushed them away. He was too proud to be escorted out of the bar. He stood up as best he could and stumbled out the door, into the streets. The last thing he saw before passing out was the harsh light of the streetlamp outside of the bar.

When he opened his eyes, Richard was surrounded by darkness. He tried to stand up. Pain shot through his skull and seared his thoughts. Richard had no idea how long he had been unconscious, but he was fairly sober, so it must have been quite a while. Yet it was still dark. Could he have been there all day and into the next night? Richard dismissed the possibility. He hadn’t been drunk enough to lose an entire day, and even so, a policeman or a good Samaritan would have intervened. So how had he sobered up so quickly?

His eyes burned and his face throbbed, but Richard managed to survey his surroundings. He was still propped up against the bar, almost exactly where he had passed out. Richard was alone. And where was the hard light that had been shining down on him? It was just as well; it would have scorched his sensitive vision anyway. The last thing he needed was more pain.

It was going to be a few minutes before Richard could stand again. He tried to regain his composure, but it wasn’t long before he remembered why he had been drinking in the first place. Visions of his little girl, his Grace, flooded his addled mind. How could this have happened? Richard stared into the alley next to the small pub. He was about to allow himself a few tears when something caught his attention.

Something was moving.

Whatever was out there reflected the moonlight every few seconds, each time sending a shock through Richard’s entire body. Although he was several hundred feet away from the creature, He could somehow sense that it wasn’t human.

Adrenaline erased his pain. Richard was on his feet in seconds. He searched through the darkness for a weapon, desperately seeking anything that had even the slightest chance of protecting him – a board with a nail in it, a sharp bit of metal, a discarded length of pipe – but there was nothing.

Richard’s heart pounded so hard it felt like it was going to explode out of his ribcage. He clutched his chest; he could barely breathe. He watched the creature shamble closer and closer. Richard was losing ground quickly. He had to make a decision.

There was no other choice. Richard lurched for the bar door, fully expecting it to be locked for the night. He yanked the knob with every ounce of strength he had. It almost came off in his hands as the door flew open. Richard didn’t look over his shoulder to gauge the distance between him and the creature; fear would not permit him.

The door slammed shut behind him and Richard quickly locked it. The interior of the bar looked like it had been abandoned for years. Wooden chairs were piled in the corner like kindling and a thick layer of dust sat atop everything he could see. The building was lit only by the moon.

He called out. No one responded. As he surveyed the room, Richard felt like he was the only living soul within a hundred miles.

Nestled behind the bar, between empty and broken bottles, was an old rotary phone. Richard ran his fingers over it. They turned black with grime.

He stared at it for a moment. Finally, he grabbed the receiver. No dial tone. It was dead.

Richard carefully returned the receiver to its cradle. He stared at the bottles surrounding the telephone. Perhaps one of them had something left in it. The thought of getting some alcohol excited him greatly. Maybe if he could –

RRRRRING!

Richard recoiled in terror. His eyes darted to the source of the noise. It was the phone.

He stared at it, dumfounded. Maybe… maybe the line got jiggled back in place when he tested it a minute ago? Richard cautiously reached for the receiver.

“…hello?”

“It’s cold, Dad. It’s so cold here.”

“Grace!?” Richard’s jaw quivered uncontrollably. He had to grab onto the edge of the bar to remain standing.

“I’m scared, Dad. I want to see you again.”

“Where… where are you!?” Richard exclaimed. A bead of sweat trickled from his forehead into his eye.

“I’m waiting for you, in our special place. Please hurry, Dad. It hurts so much.” There was a click, but no dial tone. The line was dead once more.

“Grace? Grace!” Richard threw the receiver down in frustration. It fell to the floor, shattering on impact and sending black plastic slivers fluttering through the air. He had to find his daughter! Richard vaulted over the bar and rushed towards the door. He reached for the doorknob.

Something pounded on the other side of the door. Richard quickly withdrew his hand; he could hardly breathe. He stood still for a moment, listening, stuck in the icy grip of horror. The creature had found him! If he was ever going to escape, if he was ever going to find his daughter, he needed to find another way out.

He could hear the hinges creaking loudly behind him, the wood splintering with each strike as he watched in helpless terror. The door was slowly giving way to the creature’s assault. Fear jolted Richard’s memory and he recalled an exit the bartender sometimes used to take out the trash. He took a deep breath and scrambled down a short flight of steps to the door. As he slammed it behind him, he heard wood crunching and falling to the ground from back inside the bar.

Richard was plunged once more into the darkness. He began running down the street as fast has he could. In the stillness if the night, his footsteps were like sledge hammers against steel. He stopped. Richard realized the sounds of his loafers hitting the pavement were like a beacon. What if that thing heard him? But then again, he didn’t have the luxury of stealth. The creature could crash through the door at any second and then what would he do? Richard crept down the street carefully, going just slowly enough to avoid creating any unnecessary noise.

He rounded the corner of the bar. No indication of the creature remained, except for the shattered front door. Richard stared at the hole where the door had been, gathering every ounce of courage he had left. He readied himself for his getaway.

Richard shot past the open door and sprinted towards his sedan. The second bar door burst and the sound echoed through the streets. Richard let out a small yelp. He threw the car door open and dove into the driver’s seat. Mercifully, it started on the first try, the noise of the engine booming through the empty town. His tires squealed. In seconds, Richard was swallowed by the blackness of the night.

II

An ominous fog had descended over the forest. The clouds had separated somewhat, allowing the full moon to shine down. The air was stale. The normal hum of the insect world was totally absent. Richard remembered it the way it was when his daughter was young. The two of them used to take walks nearly every Sunday before winter came and paved the forest floor with impassable snow, but they had stopped going when Mary passed on. Richard always assumed his daughter had outgrown their excursions.

And he knew that his daughter was there now, waiting for him.

He closed the car door. He would have to go the rest of the way on foot. Richard stared down the path he and his daughter had traveled so many times before and hesitated a moment. The night had twisted the once inviting forest into something wholly malevolent. Instinctively, he pulled his bottle of Jack Daniels from his blazer pocket and took a swig, then forced himself down the path. If Grace was there, he had no choice.

Every leaf, every branch seemed to be watching, violating him with every move he made. He shouldn’t have been there. He shouldn’t have been doing what he was doing. The forest had tried to warn him, but he hadn’t listened. Yet, he was prepared to accept the consequences of his actions. He would do it for his daughter.

Richard stopped walking. He put his hands up to his mouth and readied his lungs.

“Grace!”

He listened intently. His only reply was the wind whistling gloomily through the naked branches above him.

The path became narrower as he went on. Richard and his daughter had never traveled much beyond this spot. He worried that he would run out of forest. Maybe his grief-addled mind had concocted the whole ordeal. Grace was gone; he knew it for a fact. He had seen her body. How could his poor child have called him from beyond the grave? Leaves and twigs crunched underfoot as Richard was pulled deeper and deeper into his despair.

“Grace!”

Richard called out again. He listened to the lonely crunch of his footsteps as he waited for an answer. Again there was no reply. He reached into his jacket for the bottle and stopped.

The crunching of footsteps continued.

Richard almost dropped the bottle. He was paralyzed.

“Grace!?”

The noises stopped. Then they started again, closer this time. They were slow, heavy and deliberate. Richard had heard his daughter traverse the forest path hundreds of times.

This was not his daughter.

Through the fog, something flashed. It was the creature! It had found him!

Richard was terrified. His breaths became short and wispy. Without thinking, Richard darted down the small path. A few seconds into his mad trek, there was a break in the small path, and to his left, Richard passed a field. Morbid curiosity got the better of him and he gazed over as he sprinted past.

Through the tall grass of the moonlit pasture, the creature shuffled threateningly towards him, arms outstretched. He could see it was wearing a tattered blazer, but any other details were shrouded in darkness and fog. The flash of reflected moonlight came once more. Richard screamed with such force he could taste blood.

The encounter gave him a temporary burst of adrenaline. All the pain, all the weariness Richard had felt before vanished. He powered down the increasingly smaller path with everything he had to give. Finally, he arrived at the farthest point he and Grace had ever dared to visit.

“Dad.”

The voice of his daughter cut through him like a sword.

Grace stood before him, pale and naked. Her lips were blue. In the moonlight, her hair was more white than blonde and all the life had drained out of her once vibrant green eyes.

“Is this how you liked me best, Dad? Is this really how you wanted me?”

Richard’s daughter stared at him with her piercing, mournful eyes.

“Grace! I… I’m so sorry!” Tears streamed down from Richard’s eyes and warmed his frozen cheeks. “You know that I’m a different person when I drink! I never should have started again… I never meant to hurt you like that!”

Grace spoke with sorrow.

“It hurt so much every time…”

Blood trickled down the inside of her pale thighs.

Richard fell to his knees, crying.

“When your mother died, I couldn’t stand it! I had to start drinking again to dull the pain! I was weak! I’m so sorry, Grace!”

“Is that why you killed me, Dad? Is it because you couldn’t stand to be reminded of what you had done?” A single tear slid down her white cheek. “Is what you did to mw; was it my fault?”

“Of course not!” he yelled. “Don’t you see, Grace? I did it because I love you! I did it to save you!” Richard buried his face in his muddy hands. “I knew… I knew I could never stop drinking again. I knew that I’d never be able to stop hurting my baby. I left you here because I knew this is where you’d want to be. This was the last place that you and I had good memories together.”

Richard reached out and grabbed his daughter’s hand, squeezing it hard.

“I’m sorry, Grace! Daddy is so sorry!”

Grace reached out and dragged her fingers down her father’s wet cheek. Her father wept in her embrace.

“I couldn’t stand to see you so depressed near the end. I knew I had to do something!”

“Dad, I was pregnant.”

Grace’s hand went stiff. Richard stood back up, alarmed.

“Grace!?”

Blood sprayed out of a fresh wound on her chest, splashing over Richard’s white dress shirt. She toppled over next to him, limp and dead. Behind her stood the creature. Richard opened his mouth wide. A primal scream echoed through the lifeless woods.

He was gazing into his own eyes.

The creature wore an old, muddy suit, just like Richard’s. Its skin was rotting and it smelled like spoiled meat. With a demonic grin, it relished in Richard’s pain. It seemed to grow stronger with every negative emotion that Richard had. The moonlight reflected menacingly off of his tarnished belt buckle.

It lunged at him.

Richard yanked the bottle of Jack Daniels from his pocket.

“Leave us alone! Leave us both the hell alone!”

The bottle crashed down on the creature’s head, shattering and spilling alcohol everywhere. It doubled over in pain. Through the open wound, Richard could see he had cracked the monster’s skull. But it wouldn’t be long until it came after him again. He knew he had to work quickly.

With a savage cry, Richard thrust the broken bottle into the creature’s abdomen. He drove it through with all of his strength. Richard could hear the glass tearing the monster’s insides to meaty shreds as he gave the bottle a single twist. Hot blood drenched Richard’s arm. The two figures keeled over onto the cold forest floor.

All was still.

III

Richard’s eyes jetted open. The cement wall he was propped up against bit into his back. Light poured over him from the streetlight, searing his eyes. He had to squint to see. The streets around him were empty. He was back at the bar.

There was some sort of liquid in Richard’s lap. For a moment, he thought he had wet himself. Hadn’t he had a lot to drink that night? Surely, he had conjured the story of the creature and his daughter in a grief-stricken dream. Everything was going to be okay.

But Richard knew that it wasn’t urine that flowed from his body. He put his hand on his lap and lifted it to his eyes.

It was covered in blood. Between the trickles of crimson, his skin had become very pale – almost white. Most of the broken flask was still lodged in his midsection.

Richard let his head fall back against the wall. He stared into the night sky. The clouds had cleared and the stars had come out at last. The moon was full and bright.

As his vision began gradually fading away, a small grin formed on his lips.

“I love you, Grace.”

Sunday, October 10, 2010

Silent Hill Sunday #10: "Fan Fiction Ahoy!"


I suppose the phrase "inspired by" would be more accurate than calling this fan fiction, but this story obviously takes place in the Silent Hill universe, with specific references to the events of Silent Hill and Silent Hill 2.

So what are you about to read? Something I wrote for a class about six years ago. I can't decide if it's brilliant or bullocks, so maybe you'd be kind enough to tell me what you think.

Without further ado: "Lost!"

Leonard Davis awoke in a cold, iron bed. He sat bolt upright, knocking off the dingy covers, and surveyed the space around him. The lighting was dim, but he could tell that he had never been in the tiny room before. A faint odor permeated the air around him. He couldn’t quite place it – it was a cross between blood and rotten meat – but it was very distinct and overpoweringly repugnant. His heart pounded viciously.

The only thing Leonard could recall was an air raid siren sounding somewhere in the distance. But every time he tried to remember, every time he thought about the sirens, horror crept into his soul. At length, he decided there was nothing he could do except figure out what had happened.

He peered out the window of the gloomy, rundown room. It was still light outside, but a thick fog prevented him from seeing much. He could tell he was on the second floor of the building, and on the street below, he could make out a faint movement of some sort.

It looked humanoid, but he hesitated to call it human.

Leonard yanked himself from the window. He bumped into a small table next to his bed that he had not noticed before. A small orange prescription bottle fell to the ground. Leonard hesitated for a moment, then picked the bottle up. He shook it and it rattled. He opened the bottle and peered inside.

Nothing.

Leonard’s pulse increased. He stared at the name on the label: Mary. The rest had been blackened out, apparently by marker.

CRASH!

Someone screamed. Leonard realized it was him. Outside the room, a heavy, metallic object had fallen. He could still hear small pieces trickling down like raindrops on the pavement.

Before putting the bottle back on the table, he unconsciously reread the label: Maria.

“Maria?”

He dropped the bottle.

Creeping over to the door, he noticed an old clock on the wall above the doorway. The glass faceplate bore deep cracks and the hands had stopped moving long ago. He could hardly see the time through the grimy, shattered faceplate, but the clock had stopped at 6:59. Leonard impulsively looked at his own watch, a black digital Timex. It was 14 minutes after midnight.

He gazed out the window once more into the foggy daylight.

Readjusting the collar of his worn leather jacket, Leonard cautiously opened the heavy, sticky door and peered outside. To his right, there was an empty hallway. To his left, he saw the source of the unnerving noise: Part of the ceiling had collapsed. He stared through the hole it had made into the gray sky. Fog slithered into the corridor like a snake through trees; frayed wires flailed from the ceiling like vines. Leonard reached out and grabbed one. Dead. Cold and dead. It hadn’t carried electricity in years.

Leonard knew that he couldn’t go around the fallen ceiling, so he started down the right hall. The rhythmic taping of his leather boots echoed through the lonely hallway. Walking through the empty corridors, he saw not a single soul. The building – or at least, the part he was standing in – was completely empty.

As he explored, Leonard remembered something he had read in a newspaper about a man and his daughter – What was the name? Manson? Greyson? – who had gone vacationing around this area a few years back and simply vanished. Could it be that this is what happened to them? Perhaps they experienced these same bizarre events. Perhaps he would run into them.

The only light in the hallway was coming from the open room and the fresh hole in the ceiling. Leonard could see little besides doors and room numbers. As he walked, he tried to open each door he passed, but he had no luck; they were all locked. As he slowly traveled down the hallway, he ran his hand against the concrete wall. Small pieces broke off and fell to the ground. His fingers turned green with mold.

He was almost to the end of the corridor when he stopped. Leonard was scarcely able to make out a small scratching noise. It sounded like something was trying to claw its way out of one of the rooms. Leonard stood still. His uneven breathing matched his unstable legs and his fear mounted as he listened.

The scratching became snarling, an awful cross between a wolf, a tiger, and a bear. Leonard could hear the struggle. Glass shattered and something heavy was being tossed about like a rag doll.

Leonard ran back to the source of the noises, room 302. He had tried the door just a few moments ago, and it was locked. He put his hand on the doorknob. It felt unusually warm. Turning it, he found it was still locked. Something large hit a wall. Next he could hear something being torn, and a sickening crunch.

Then, silence.

After a moment or two, Leonard cautiously put his ear up to the door and listened. Nothing. He got a little closer, putting his hands on the door to hold his balance. Still nothing. He moved his closer still to the door, trying to get – THUD!

Something hit the door so hard he felt it vibrate in his ear. Leonard recoiled from the doorway and stared at it with wild eyes. Instinct told him to run.

The door slowly swung open with an agonizing creek.

He stared at the slightly open door for a moment. Under normal circumstances, he would not have gone in. But these weren’t normal circumstances. For some reason, he felt a sense of familiarity.

He crept into the room, opening the door just enough to fit inside. The repulsive rotting smell hung in the air, but this time, it was so strong that Leonard had to pull his shirt up to his nose in a half-hearted attempt to block it. The room had no windows. It was black as night.

A single beam of light pierced the darkness and illuminated the walls. Blood trickled down them; tiny rivers that mingled with the mold and grime. Leonard followed the beam back to its source, a flashlight on the floor. As he picked it up, something brushed against his fingers. He pointed the light downward. On the floor was a severed arm, clad in a black leather jacket just like his. The skeletal hand was missing almost all of its flesh. The skin had not merely rotted away – it had been torn off like a glove. He jumped back.

His sudden movement caused something to drop out of his top pocket. He moved the light across the ground searching for the mystery object. Within seconds, the beam landed on his wallet. It had opened when it hit the ground, scattering credit cards all over. Leonard was about to leave the wallet behind when he noticed a picture of a woman and a little boy, about seven years old, stuck in one of the clear plastic sleeves.

“Jesus Christ! How could I have forgotten about them? What the hell happened to my family?!”

Leonard began to panic. Where had they gone? They couldn’t last five minutes in an place like this. They were probably already –

He needed to start looking for them. At least, he needed to start looking for his son, Daniel. He could somehow sense that his wife, Meghan, was not in danger. Whether she was far away from this evil place or if she was stranded in a room like he had been made no difference to him. That meant she was safe, at least for now. But Daniel… he needed his father’s help.

He scooped the photograph off the ground and returned it to his pocket, mashing his hand against the small radio he had forgotten he had. It didn’t matter anyway; the radio had no batteries. Waving his hand instinctively, he tore out of the room and down the corridor. Using the flashlight, he noticed a door at the end of end of the hallway he had missed before. He wondered whether he had really missed the door, or if it hadn’t been there until now.

He pushed it open with all his might. Caution was no longer an option; the father needed to find Daniel as quickly as possible. The heavy door screeched loudly, bits of rust falling into Leonard’s hair as he walked through. He began to run once more, until something he heard stopped him. He stood still and listened.

Whispers.

But not normal whispers. Whispers speaking some alien tongue. Quiet, menacing voices. They surrounded him. He began to feel claustrophobic. His heart raced once more as terror took over. The door behind him made a small clicking noise, jarring Leonard out of his terrified daze. He put his hand on the doorknob and yanked it with all his might.

It was locked.

The whispers continued, soft and sinister. Leonard’s chest ached with horror. He rushed down hallway after black, vacant hallway, each door locking instantly behind him, forcing him forward. At last, Leonard found himself in the final room of the seemingly endless corridors.

The door locked behind him as he entered. The voices subsided for a moment and Leonard took the opportunity to examine his surroundings. The room was clearly lit by a single bulb hanging from the middle of the cracking, neglected ceiling. The walls were in no better shape; cracks in the sheet rock made Leonard wonder if the room was structurally sound. “Who Are You?” inquired a poster hung at a slant from a single tack. There were two old wooden chairs in the middle of the room, facing each other, and a television in the corner, though there was no outlet for it to be plugged in to.

A pipe, nearly three feet long, dangled from the ceiling in the upper left corner of the room. Leonard grabbed it with both hands and jerked it out of the wall. He had the sinking feeling he was going to need it very soon. As he examined the weapon, he noticed a noise - drip, drip. Then again – drip, drip, drip. The walls began to turn red. Leonard stared for a moment before he realized it wasn’t the walls that were turning red. It was the light itself.

He gazed at the hanging light bulb as it filled, drop by drop, with blood. Slowly at first, then quicker and quicker. From outside the windowless room, the air raid sirens blared. Leonard was beside himself with terror and fell to his knees, screaming.

The light bulb burst, killing the light and drenching Leonard in hot blood. The flashlight fizzled out. Leonard’s radio began to crackle loudly, despite its lack of batteries. Behind him, the lock clicked. In the darkness, something crept into the room and shut the door. He was alone with it. Leonard was alone with the creature. His radio buzzed wildly.

Leonard was running on pure adrenaline now. His heart hammered in his rib cage. He readied the pipe. All he could do was swing away in the dark and hope to hit the menacing being. If there was any chance of getting out alive, of rescuing Daniel or seeing Meghan again, he had to take it.

Suddenly, the television flipped on, displaying static. Leonard could see his adversary’s reflection in the screen- gray skinned and wiry; enormous, black eyes. It was right behind him.

It saw him too. Its gaze sent shivers down his spine.

Before the creature could comprehend what had happened, Leonard spun around and swung the pipe as hard has he could. The sickening sound of metal on bone echoed through the small room. Leonard felt something warm splash against his face and the creature hit the floor with a thud. The radio stopped buzzing. Leonard instinctively brushed the bits if brain and skull off his jacket.

Something compelled him to look at his watch. The time was 6:59 a.m., the same as the broken clock in the room he had woke up in.

“What the hel?!” Leonard exclaimed. “It was just midnight!”

Taking the pipe with him, he dashed out of the room. The creature remained on the floor, its gray, blood-soaked skin bathed in the light of the unplugged television.

Everything had changed. Dingy, concrete walls had become rusty iron and steal cages. Each of Leonard’s frantic footsteps brought with it another metallic clang. The ceiling was coiled barbed wire. It did nothing to keep the black of the night out of the structure that was once a brick and mortar building.

Still working off of the adrenaline rush, Leonard spotted a staircase leading down. He jumped every other step, and in seconds, he was staring at the doorway leading out of the building. He ran towards it, but stopped when he noticed a phone on what he assumed was the reception desk. He picked up the receiver. No dial tone. He rammed the receiver back in the cradle and started for the exit once more.

The phone’s ring pierced the silence like a steel-tipped arrow. Leonard halted immediately. Should he answer? The phone rang once more, and he walked back to the desk. He cautiously picked up the receiver.

“Hello…?”

“Daddy! Where are you? Daddy, help me, please!”

“Daniel!”

The line went dead. Leonard stared helplessly at the phone. Abruptly, he placed the receiver on the desk, next to its cradle, and bolted to the exit.

The door was locked. In a fit of rage, Leonard raised the pipe and struck the doorknob over and over until it broke off. Then he delivered a thunderous kick, knocking the door open. Leonard stepped outside and looked at the building in which he had been trapped. A sign above the door read “Brookhaven Hospital.” He stared in confusion for a moment at the sign, then started sprinting down the street. While running, he smacked the side of the flashlight with the pipe. The light returned and Leonard used it to cut through the darkness.

He needed to find Daniel, but Leonard had no idea where to start looking. He stopped his frantic dash and paused to breathe. Looking around for the first time since he left the hospital, he found himself standing on a lonely, silent hill. Leonard sat down in the middle of the road, hoping to figure out what to do next. Before he could begin to sort everything out, he heard something. Through heavy breaths, he listened. His radio began to crackle once again, quietly at first, but then unmistakably loud. More creatures were on the way.

Leonard was on his feet in seconds, sprinting as fast as he could down the street. His heart throbbed even harder than it had before. But he had to keep going. He could see the glimmer of their huge, black eyes through the trees on the sides of the road as he ran. The moon reflected off of them like black pearls. There must have been at least ten pairs of eyes.

The radio buzzed even louder. They were behind him; he could hear them. But he dare not turn around. He desperately wished to stop and rest, but to do so would mean certain death. He had to keep running, for Daniel’s sake.

Leonard turned down a shadowy street and found himself in an alley. His chest was a mass of pain as he jogged down it. His flashlight sputtered out once more and Leonard threw it down in disgust and despair.

He hit a dead end. Leonard stared at the chain link fence blocking his path. The air raid sirens rang out in the background once more; Leonard had no idea when they had started again. But it didn’t matter. He had no strength left. He would have to try to hide somewhere in the alley. But before he could think of a good hiding place, he noticed something grotesque out of the corner of his eye.

There, right beside him, was a man hanging on the chain link fence. His face was so badly mutilated, Leonard could barely make him out as human. It looked as if he had been crucified.

“What is this!?” Leonard exclaimed.

The man was clad in a black leather jacket, just like his. He reached out to touch the hanging man, but he stopped before his fingers brushed the jacket. Leonard had been distracted by his watch. He suddenly forgot everything but the watch. Pushing the glow button, the time was illuminated for him to see: 6:66 a.m.

The radio buzzed out of control. Leonard felt several pairs of hands on his back and arms. He screamed as deafeningly as his lungs would allow, tearing his vocal chords to meaty shreds. He could taste the blood as it built up in his throat. His pulse was beating too fast. Too fast!

With one final, pathetic scream, Leonard’s heart burst. His lifeless body fell crippled to the ground, blood oozing from his nose and mouth out into the darkness.

*   *   *

“He keeps talking about monsters in his sleep, doctor,” said the nurse.

“Monsters? Is that what they looked like to him?” replied the doctor, looking up from a medical chart.

“What do you mean?” The nurse changed the I.V. connected to a needle in the patient’s arm.

“Well, they tell me that he went insane one day and bashed his wife’s skull in with a lead pipe,” replied the doctor. “Then he went looking for his son. Thank God the police were able to subdue him. Cornered him in some alley.” A moment passed in silence. The doctor made a mark on the chart with a red pen. “Something happened to him during the capture, though.”

“Did the police rough him up?”

“No, nothing like that. It’s something I can’t really explain it,” the doctor said, moving towards the exit. “The second the police touched him, he went into a coma. It’s as if he didn’t want anyone to know what was going on in his head, so he simply shut himself down.” The doctor turned and began walking down the hallway. “Oh, and thank you for your help today.”

The nurse nodded.

“One more thing. Please do me a favor and turn off the light when you leave.”

“Of course, doctor,” replied the nurse. The doctor disappeared down the dimly lit hallway.

Walking to the door, she flicked off the light. The moonlight shone into the room and reflected off of her huge, black eyes.

Sunday, October 3, 2010

Silent Hill Sunday #9: “There was a HOLE here...”

...It’s gone now.

From Silent Hill 2: Restless Dreams
Struggling past hordes of lurid, living nor dead creatures and traversing the brutal, hate-soaked terrain of Silent Hill is frightening enough, but what really affects the player after the system has been shut down and a good night’s sleep forfeit are little nuances like this. Clichés generally become the no-thought-required phrases they are because they represent some kind of inalienable truth; thus as much as it’s against my training, allow me to resort to one now: The Devil’s in the details.

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
“Okay, so someone covered up a hole with some newspaper,” you might think when you first see it. “Big deal. Let’s move on.”

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.
It’s almost a decade after James’ journey first graced my trusty PlayStation 2 and I’m still wrestling with this miniscule aspect of the gameplay. That’s not just good programming or even good storytelling on Konami’s part, it’s an intuitive understanding of the human condition. In his decades-old novel “The Stranger,” author Albert Camus plays on humanity’s need for order and our compulsion to find meaningful answers in everything around us, then he presents the reader with a murder that truly has no purpose. Most characters in the novel cannot accept that the universe is inherently chaotic and humans seek order that does not exist, so they persecute the messenger – the murderer in this case – to preserve their artificial sense of purpose in life. The Silent Hill series seems particularly attuned to this aspect of Camus philosophy, called the Paradox of the Absurd (often mistaken for Existentialism), and “There was a HOLE here” is simply one of thousands of chaotic, meaningless musings scattered throughout the series. It’s a brilliant creative philosophy: Throw it out there and allow the player to obsess over it, looking for purpose and meaning that simply does not exist.

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.

Saturday, September 25, 2010

Silent Hill Sunday #8: "Silent Hill Fan Art...?"

When a creative person enjoys a video game - take the Silent Hill series for example - sometimes he or she will compose a well-designed and emotionally fulfilling work to express his or her genuine love and appreciation. This is called "fan art."

When an uncreative person with no talent enjoys a video game, he or she will sometimes scribble a crude doodle in crayon on the back of a place mat at Friendly's while waiting for his or her Oreo Blender Blast to be served. This is fan art as well, but it could also be something called Rule 34; it's complicated and both are frowned upon by the other fans of the series.

Of those two categories, which one do you think my style fits into? See if you guessed right and take a gander at Matt's awesome Silent Hill fan art!

"Some fear death... others pray for it. Silent Hill 2"
Here's a lovely piece featuring Pyramid Head stabbing Silent Hill 2's protagonist, James Sunderland, in the head with a comically oversized spear. For some reason, PH is wearing a vest and James' pistol is approximately the length of a pool cue, but that's what I call "artistic licence." Other people call it "badly drawn," but I challenge them to do better.

"Who has time for tears? Silent Hill 3"

After some backlash from the local art critics who said that my previous works were too "avant guard," and "blood soaked," I decided to take a different route and create something that featured Silent Hill 3's Robbie the Rabbit. Dissatisfied with the piece thanks to a lack of a pink crayon at Friendly's, I decided to add a little crimson to the drawing for contrast. The freakishly massive tree-like structures on the right represent the feet of Silent Hill 3's main character, Heather Morris (or was it Heather Mason? Or Cheryl Morris? Or Cheryl Mason?). She's looking down at the dead Robbie the Rabbit she just found, though judging by the perspective, the (wo)man in the Robbie costume is approximately 11 inches tall. If you're more comfortable thinking of it as a Robbie doll, like in Silent Hill 4: The Room, that might actually be for the best.

Remember the UFO ending from the original Silent Hill on the PlayStation? Although this next piece was inspired by that infamous ending, I think it looks fairly close to the scene depicted in the game. Here, take a look:

"Roswell was REAL! You will be the first to go..."

It's kind of hard to see, but the alien is shooting a yellow Hyper Blaster beam at his unfortunate victim, presumably "the first to go." Perhaps it was for the best, because with such huge feet and sharp fingers (sans thumbs), it appears that the victim was some kind of freak of nature, no doubt doomed to be relentlessly mocked by the neighborhood children well into his 40s. What you can't see in the picture is the zapping noise I make each time I show this piece to another person.

Here's the scene that inspired it:


See? It's basically the same thing, only mine is drawn in crayon using four colors and the original is superior in every conceivable way. Except in the exploding head department; mine's got the original beat there. Take THAT Konami!


Did you know that the first UFO ending was inspired by this trading card from the 1950s series Mars Attacks!? Note the similarities. Also note that this makes my fan art inspired by something that was inspired by something else, so basically my picture is the fan art equivalent of sloppy thirds.

I hope you've enjoyed this guided tour though some of the greatest Silent Hill fan art ever conceived and I look forward to dazzling you all again next week on Silent Hill Sunday!

Friday, September 24, 2010

If You Give a Gamer a Camera...

...he'll ask to make gamer movies.

As an undergraduate I had a duel major. The first was English, which may or may not be surprising. The second was Communications: Media Studies. Basically, the college gave me a high quality, near professional grade camera and told me that as long as I wrote hundreds of essays about Tennessee Williams, Henry James and R.L. Stine for my first major, I could use the camera to film whatever I wanted. All I had to do was adhere to some odd criteria like "video must use rack focus at least twice," "video must depict a jump cut" or "video must incorporate embarrassing photograph of Richard Nixon."

While everyone else was filming criminally acted how-to videos and their cat asleep on the washing machine for 25 minutes straight - all with Intellivision quality sound - I was filming stuff with street fights, guns and allusions to video games - all with Intellivision quality sound. Fresh from the archives, here's a few short films that are sure to inspire a mighty sense of Mario madness! Or the madness might come from the fact that you wasted your time.

Probably the second one.


Outer Heaven

A Metal Gear Solid parody circa 2002. Note that the gun featured at the end of the video is based on Konami's Hyper Blaster design.





Anti Drunk Driving PSA, Nintendo Style

Filmed to compliment a presentation by Sarah Shepherd. She also came up with the "drinking isn't a game" concept, which is why she advertises for a big company now.





Ultra Omnisphere 3000

This is basically my finest accomplishment, meaning that I peaked at the age of 19. And I love this video enough to be okay with that. Featuring my entire family doing silly things and a boatload of references to Silent Hill, Super Mario and more, Ultra Omnisphere 3000 proves that even if you take the player away from the games, you can't take the games away from of the player. Fun fact: The main male character was inspired by the late "As Seen on TV" spokesman, Billy Mays.


Sunday, September 19, 2010

Silent Hill Sunday #7: "Shattered Memories Brings New Soul to the SH Series"

In a meeting room deep in Castle Konami, located near Outer Heaven post #61 and about 15 miles from Tocola Lake and the Belasco Marsh, a handful of men sit in huge, Gothic thrones drinking blood red wine and pondering the fate of the Silent Hill series.


Someone suggests that they center the next game around a widowed man looking for his wife or daughter. Everyone agrees and starts packing up their dance mats and karaoke microphones, until a man with a tan trench coat and an eye patch points out that they already used that angle four times. Shell shocked, the team returns to their seats. It's been hours since pizza time and everyone is low on health. It's silent as the desperate designers attempt to generate just one more winning idea.

Then producer Tomm Hulet stands up, his infinite ammo bandanna fluttering in the sudden breeze. "Let's remake the original Silent Hill, only we'll take out the combat!"

Everyone nods their heads approvingly.

"As for the story, we can focus on both the characters' the player's mental state," Hulet says. "After all, what is a man? A miserable little pile of secrets."

"Yes, but what console should we release it for?" asks a man wearing a Goonies T-shirt.

"The Wii, of course," Hulet replies. "Everyone has one of those, even Bill Gates. Now if you'll excuse me, I've got a plane to catch. I've got be in the Big Apple by 3 a.m."

*   *   *

When the news hit that the next Silent Hill game was going to be a no combat, Wii remake of the first title, it appeared as if Konami was deliberately trying to kill the series, perhaps for the insurance money or because "that damn disease was making her a total b*tch." Some even suggested that we had another Castlevania Judgement on our hands, though really the only way that could have happened is if Konami changed the setting to Boise, Idaho and remade the main character into an overbearing mother-in-law who serves a marginally passable meatsauce with every meal, even cereal. However, our collective shock turned to awe when Silent Hill: Shattered Memories turned out to be the kick in the pants the franchise had needed since 2004.

Instead of battling the monstrous inhabitants of Silent Hill with a variety of oddly-obtained weapons like guns, steel pipes and even rusty knives, all the player has to do in Shattered Memories is to run away like a tiny, tiny baby. (Screaming as you do so is purely optional.) In a way, it's a relief: There's no combat tactics to be attempted, scrapped or reworked, no chance of whiffing and no way to run out of ammunition. On the filpside, what little power you had in the previous games has been stripped away entirely; now there's nothing between you and having your appendix ground into some kind of Satanic sausage but your tennis shoes.

You'll wish he had the Hyper Blaster at this point.

Remember about eight years ago when the Silent Hill series used to be frightening? Thankfully, SH: Shattered Memories provides the creepiest plot since the early days of running and gunning through the Nightmare Town. By focusing on the player's psychological quirks as well as those of the characters in the game, Shattered Memories reaches a level of immersion that's both brilliant and diabolical. Depending on your performance - and frankly, how messed up in the head you are - the outcome of this short adventure could be a poignant tribute to love and memory that's truly worthy of your tears, or a maddening display of cruelty for which you have only yourself to blame. In the same vein, I've never seen a more effective use of the Wii remote than in Shattered Memories: "Phone calls" are sent through the remote's speaker, further enveloping you in Harry Mason's icy world.

HUMOROUS CUTLINE GOES HERE.

Whether it was balls or blind luck that made the risky developmental direction of Silent Hill: Shattered Memories pay off, the bottom line is that for the first time in years, Konami created a SH title that attracted (and deserved) the attention of the mainstream gaming public. I'll always prefer the original, but this engrossing remake single-handedly saved the Silent Hill series from becoming a footnote in gaming history.

Let's just hope the next game can continue that trend.

Sunday, September 12, 2010

Silent Hill Sunday #6: "Silent Hill 2 Goes Straight into the Toilet"

Like many Silent Hill fans, my favorite entry into the everyone's beloved shocker series would have to be Silent Hill 2: Restless Dreams - unless it's one of those days where I'm feeling nostalgic, then my love lies with the original PS1 offering. Anyway, I've been silent up until now on the topic of Restless Dreams for a reason: I'm planning a well-constructed, thoughtful essay on one of the finest games of all time.

But today, I want to talk about toilets.

Here's where James starts his crappy adventure.

Just like real life, there are a lot of johns in the world of Silent Hill. A giant, freaky portal to other dimensions resides in poor Henry Townshed's bathroom right next to the crapper in Silent Hill 4: The Room, Heather discovers her fair share of grimy pisspots in a desolate mall of the third SH game, and Alex Shepherd comes across a nasty, bloodstained surprise when he tries to answer the call of nature in Silent Hill Homecoming.

But it's the protagonist of Silent Hill 2 who takes the most crap from the commode: James starts his misadventure in a bathroom, surrounded by porcelain thrones. He also finds Eddie for the first time tossing his guts into the toilet, like so:

Eddie proves that there's many things you can do with a toilet, not just what your parents taught you to do.

All of that is disheartening, but longtime Silent Hill players are cringing right now, thinking about James's most infamous interaction with the thunder throne: About halfway through his first real challenge - the apartment - James finds a a wallet floating in what appears to be Satan's personal potty.



So of course, James does what any reasonable human being would do:

"The Toilet" By SH Hell
He reaches in, grabs the wallet, reads the note inside AND NEVER WASHES HIS HANDS. No wonder a sissy like him is able to navigate though hours of horror, kill two Pyramid Heads, and beat down his satanic, floating SPOILER in the last level: He's got the devil's dookie all over him. Powered by the evil excrement of the Antichrist, even a weakling like James could power through the terrors of the Nightmare Town and still have enough energy left over to resurrect a dead lady, take care of some bratty little girl, or even be abducted by aliens.

So until I write my Silent Hill 2: Restless Dreams manifesto, I hope this post has been good *cough, cough* bathroom reading for you. See you next time for Silent Hill Sunday!

Sunday, September 5, 2010

Silent Hill Sunday #5: "Sins of the Decaying Flesh"

Open wide and say "AHHHHHHHHH!"

If you’ve played any Silent Hill game without using your joystick to poke out your eyes to avert your gaze from the freakish, unspeakable horrors forevermore, you’ve no doubt come face to faceless with the bloodthirsty nurses who roam the 12,000 hospitals of the horrible nightmare town and the moderately terrifying surrounding areas. Though the Silent Hill series doesn’t have a true “mascot” (though Robbie the Rabbit was trying pretty hard for a while) for many players, the nurse has become as iconic and representative of the series as Super Mario’s moustache, Simon Belmont’s whip, or Cloud’s stupid, stupid amnesia.

By Mark Rivera
You might not notice it when you first encounter them because you’re concentrating on 1.) running away and 2.) regaining you ability to control your own bladder, but those nurses are absolutely dripping with sex – just not the good kind. Like everything in the series, Silent Hill serves up its own bizarre and frightening take on eroticism and femininity, equating it with pain and torture. Yes, I know; that’s all been done before, but not quite like this.

Medical professionals are meant to heal, but these nurses dispense violence and, judging by their shaky swagger, they themselves look ill. We should be horrified of them, yet their short skirts and smooth legs draw the eye whether you want to look or not, and were they not concealed in a bloodstained nurse’s blouse, their ample chests might be just what you look for while people watching at the mall. The nurses’ erotic essence is undeniable, and yet many of us push it out of our minds and feel ashamed when we think about it.

And perhaps rightfully so: Silent Hill is telling us that disgust and revoltion are attractive, that pain is pleasure, and that sex can and should be anonymous. The nurses represent sexual repression and/or frustration for many SH protagonists – James, Travis and Alex stand out the most – but they also represent the player’s sexual frustration and repression as well. Look but don’t touch. Looking is bad, so touching must be worse. Kill but don’t touch. Eradicate deviant desire.

The Silent Hill series is brilliant in the way it toys with the player, like making him or her want to sleep in a suit of armor – you know, just in case. But holding a mirror up to consumers and forcing them to deal with their own dark desires is what makes Silent Hill so deeply personal and enduring, long after the survival horror genre as it existed in the late ‘90s had become passé. The nightmare town nurses encompass everything the Silent Hill series has come to stand for, so it only makes sense that their striking sexual persona has come to represent the franchise itself.

And that’s something Robbie the Rabbit could never do …unless you’re into that kind of thing.

I'm scared.

Sunday, August 29, 2010

Silent Hill Sunday #4: “Time Heals Most Wounds with Silent Hill 3”

In retrospect, Silent Hill 3 is a pretty decent game and an acceptable addition to the SH series. But when it was released in 2003, I utterly despised it.

The problem certainly didn’t lie in the gameplay. The original Silent Hill formula still had some life at this point, and just like games the game before it, SH3 features your main character running around, bashing or shooting horrifying monsters and solving crazy puzzles. Anemic amounts of ammo create tense and often frustrating situations, and as a result, this game is a little shorter, but much harder than Silent Hill 2.

There’s a lot of evil eye candy in this game, starting with the smooth and disturbing textures. In fact, sometimes Silent Hill 3 feels like a demented Pixar movie – think Toy Story as directed by Tim Burton and Stanley Kubric. The trademark Silent Hill blood and iron motif returns, along with a healthy dose of “who turned out the lights?” The character models are no less impressive: For example, the main character, Heather, looks and acts like a typical teenage girl. She’s not overly attractive and the game doesn’t focus on her chest, which adds a bit of realism and believability to the mix.


In a surprising move, Konami bundled the North American version of the game with a special soundtrack CD. You might be wondering why they did it, and the answer is simple: The music of Silent Hill 3 rules. The rockin’ intro tune retains that classic Silent Hill vibe and pumps you up before you play, and the in-game music is as creepy as ever. The ending theme, “Hometown,” is a remix of the original Silent Hill theme, and it’s apparently performed by a cross between a drunken David Bowie and the guy who sits next to you every week at church who can’t quite sing, but belts out all the hymns regardless. That must seem awful to anyone reading this – and it is – but somehow it grows on you, I promise. In the same vein, the only real problem with the sound effects is the silly, annoying noises the monsters make. Instead of scaring you, they simply get on your nerves – especially the teeth-grinding buzz of bug monsters.

Silent Hill 3 suffers from a bit of what I call “Symphony of the Night Syndrome” in the voice department. Heather and Vincent sound fine, but Douglas and everyone else are another story all together. Apparently Douglas owes much of his performance to the Silent Hill cue card company, but they didn’t do a good job directing him, because it sounds like he’s reading his lines from signs that are positioned several miles away and written in yellow crayon: That is to day, one… word… at… a… time.

The same tank-like survival horror control scheme that had been in place since the first Resident Evil makes yet another appearance in Silent Hill 3, and it can be a handful for those who have never played a Silent Hill title before. Sometimes it’s hard to turn around to attack an enemy, accounting for a few otherwise unnecessary deaths and an easy to perform, but fairly useless blocking maneuver will be ignored by all but the most seasoned gamers. Perhaps most frustrating is the fact that several thousand hours of your life will be wasted trying to pick up an object that’s right in front of you.

So if the graphics and sound are both stellar and control is workable, what made my younger self want to toss Silent Hill 3 down the nearest swear grate? As a stand alone experience it’s fine, but when compared to the rest of the series up to that point, the third Silent Hill game feels like a pale rehash of what we’ve already seen in the first two games. The original Silent Hill is a masterpiece of blood and terror. The second in the series loses much of that fear factor, but the masterful storyline is rich in symbolism and intrigue. Silent Hill 3 is neither. Some monsters are scary, but the others are just laughable, like the marshmallow-like “Insane Cancers” that chill the player to the bone with their horrific ability to look like clowns. The storyline takes a major hit as well, eschewing the Silent Hill tradition of forcing the player to complete the game at least one more time to fully grasp the narrative. Much of the fun of the Silent Hill series is trying to crack the unanswered questions, but Silent Hill 3 gives you everything you could have wondered on a silver platter at the end, while simultaneously cheapening the creepy mythos established by the first game.

If you’re a rabid Silent Hill fan, no doubt you’ve already finished Silent Hill 3 about 35 times since its release in 2003. You’ve already formed you opinions and put the game back on your shelf to rot. Like me you might have been upset with the comparatively simplistic story, and also like me, you might have gotten over it in the last half decade or so. But those of us who aren’t obsessed fanboys and have never played the game before will find a fun and somewhat scary adventure in Silent Hill 3.

"Okay, but only if you push me next."