Title: Silent Hill 2 ( Playstation 2)
Publisher: Konami
Summary:
You are James Sunderland, a widower of
three years, who has received a letter from
his dead(?) wife urging him to come an meet
her in the strange town of Silent Hill.
Desperately trying to locate her you maul,
maraud and bludgeon your way through the
streets, solving puzzles and collecting
clues.
Thoughts:
Over the years, video games have been becoming
increasingly more complex; Silent Hill 2
is an evolutionary leap in terms of both
graphics and storytelling. At it's core,
this game is a story about guilt and personal
redemption; an introspective portrait of
a life made up of difficult choices, painted
with a palette of clubbing humanoid shapes
into goo.
As the story unfolded and the imperfections
of the main character were revealed, I found
myself increasingly drawn into the game
world. The use of fog to limit visibility
and radio static to foreshadow danger combined
to create a truly spine tingling effect.
The grotesque cast of enemies elicit a
strange sense of deja-vu, as if remembered
from a half-forgotten dream. They range
from the simply bizarre to the extremely
menacing, and as is typical with the undead,
they need to be clubbed exhaustively into
submission.
One of the most amazing things about this
game is that is happens in real-space. A
twenty minute walk across town actually
takes twenty minutes, there are no jump-to
shortcuts. As a result the tension built
up in gameplay is never released, I wandered
around Silent Hill constantly in a state
of mild panic.
This game uses a number of 3D tricks that
are of interest to any 3D graphic artist,
primarily the use of fog. The fog not only
serves to create a terrifying atmosphere,
but it also allows the game developers to
draw in the far clip plane of the camera.
Since only the foreground is visible at
any given time, the visual resolution of
the entire game can be increased. The developers
have leveraged this advantage to the hilt,
what little of the environment is visible
is stunningly detailed and non-repetitive.
To conclude, I return to where I began,
the story. Everything in this game serves
the plot, graphics, audio and pacing. In
a world with so much 3D for 3D sake, it
was a frightening pleasure to take a walk
in Silent Hill.
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