Episode 4 is up! And, I have to say, at this point the first three feel like an elaborate throat-clearing exercise. This is where the deep dive really begins. Script below the jump.
Episode 3 is up! I’m planning to step up the pace on these massively, far beyond the one-dropping-per-month rate I’ve been going at so far. Hoping to get 3 more posted by the end of the year. Script below the jump.
Episode 2 is up! In hindsight, I should have released the first one on October 1st, instead of October 31st. That way I could have produced a steady stream of them while people were in a spooky mood. At the rate things are going now, I’m going to be releasing subsequent episodes of this series on Christmas, maybe even Valentine’s Day. Whoops!
This one is on the Silent Hill series, so there’s aspects of this post and this post folded into it. There’s also plenty of new materials, though. Keep you eyes peeled for episode 3. Script, as usual, is below the fold.
I have wanted to write about the original Silent Hill (Konami Computer Entertainment Tokyo “Team Silent,” 1999) for a very long time. But it has been difficult to find a “way in.” Unlike its pseudo-remake, Silent Hill: Shattered Memories (Climax, 2009), which I have successfully gotten around to writing about, Silent Hill doesn’t have much in the way of interesting flaws to pick apart. It has flaws, to be sure. But its flaws are banal. It falls prey to the “let’s belatedly explain our incoherent story via some back-loaded cutscenes” problem so typical of games of the original PlayStation era, especially those produced in Japan that I have only ever experienced in English translation. Its successes, meanwhile, are numerous. But I’ve never found a way to approach them with intellectual rigor. My reaction to the game is a primal one, and I have struggled to conjure critical thoughts beyond, “my, it really is surprising how effectively scary this game still is, despite the limitations of its visual style.”
But, what the hell: I’m going to give it a shot, in the form of one of my “hodology of videogames” series of posts. Since it’s been awhile, here’s a quick refresher on the ground rules: “Hodological space” refers to the space that humans inhabit: not a space made up of strict coordinates, but a thicket of preferred paths, affected by factors such as interest, distraction, fatigue, and urgency. It’s a term that originated in the writings of psychologist Kurt Lewin, and which traveled by way of Sartre into the realm of phenomenology. Today, I’ll be thinking about the paths players take through the town of Silent Hill.