What I didn't like about the sanity blurry bits was that it was the games almost cheap way of saying we were scared, even if i, the player, wasn't scared. It took me out of the story when the dude was sitting in the dark scared out of his mind, while I was sitting in a completely dark room to play, totally fine.RJ Dalton said:SNIPSilentpony said:SNIP
Mayabe the main character worked at a hospital and lobotomized people, pretty much figuratively beheading them.Silentpony said:That wasn't that scary, actually. No build up, no pacing. Good atmosphere, I'll give them that, but come on! The ghosts were so freaking excited to be on screen! And whats was with the blurring during horror elements? Don't tell me your taking from the Amnesia series and implimenting a sanity mechanic. I loved the Amnesia games, but that sanity bit was the worst part of the first one!
And silent hill is supposed to tailor all the monsters to fit your personal sins and fears. As both the dude and lady monster were headless, am I to assume the protagonist is afaird of headless people? Gee, who isn't?!
I want my jimmies rustled, Hideo, not left thinking 'this seems a lot like Homecoming.'
Final note, this one positive: I do like the idea of 1st person silent hill. That's neat.
Yeah, but see, the static thing worked really well in combination with the fog, because you never knew exactly where the monsters were. The static was the only clue you had that you were getting close and that was frequently unreliable, because it sometimes didn't start until you got really close and there were some monsters that didn't give any static at all until you got close enough to see them and make them come active. And, provided you were playing on easy mode, they could present a physical danger. They could get pretty intense at times. Especially when you had two or three together in one area, so when the static went off, it you would try to move a different way, trying to use the volume of static as a judge for how close you were, but suddenly you find that no direction you run makes the static go away and then, suddenly, you're surrounded. I've nearly shat myself a couple of times in Silent Hill 2 from those moments.Casual Shinji said:What monsters were those though? The kind that hobble along the street and are telegraphed by the radio static? If you had said Resident Evil 3 I would've said yes, but the fear in Silent Hill hardly ever came from the monsters. They were generally presented as the twisted inhabitants that just roamed around, adding to the dark nature of the town, but certainly not by way of physical danger.RJ Dalton said:I'm with you. And I've done the demo, too, which was boring as shit because it lacked the sense of dread from the good Silent Hill games (the sense that comes from feeling like the monsters could get at you at any time) and it had very little build-up to any of its jumpscares, yet despite having no build-up the jumpscares were so telegraphed I spotted them coming and was always prepared for them.
Where's that gif of Charles Foster Kane doing a slow clap. I need that gif for this.Silentpony said:Too many people mix up threatening and scary. Physical harm is scary, sometimes, but not all the time. Shadows of the Colossus. Very threatening, not scary. Doom, likewise. Amnesia, both. Silent Hill 2, scary as all fuck! Little in the way of threat. The monsters were basically wind-up toys to keep the bits between puzzles and story interesting. The fear came from being utterly alone and the sense of dread knowing the town is toying with you, not just trying to kill you. In this new trailer, the doors lock to scare the player into thinking it's a trap or something. In SH2, the doors are already locked and you're just dancing to the town's tune the whole time. and right when the dude looks down the hallway to confirm the ghost is still coming(normal woman ghost, not headless trying too hard ghost) have her disappear, but keep the screams and flickering lights. Now we panic, because we don't know how close she is, rather than seeing a giant clear as day monster shambling towards you. Thus the true essence of fear: panicked helplessness.RJ Dalton said:SNIPSilentpony said:SNIP
"Jacob's Ladder" was the Silent Hill film we never got. I'm actually even a tad bummed out that they originally had a "boss fight" encounter with Jezebel planned for the film that they axed for budget reasons.dalek sec said:This really didn't scare me at all.... It's interesting but nothing scary.
My advice? They should go watch "Jacob's Ladder", hell, it was fuel for the first Silent Hill game and it never hurts to see what helped make the first one again.
I can get behind that, but it does seem too...literal for Silent Hill. Like how about lanky, humanoid monsters in tattered hospital gowns, reeking of filth and soiling(can't clean themselves) covered in bed sores, and their faces are completely blank. Not emotionless, but literally no eye openings, no nose, no mouth. Featureless. And the only sound they make is a static hiss to represent the lackluster service they got (ie, nurses just leaving the in room tv on static, assuming the patient can't understand it anyway)RaikuFA said:Mayabe the main character worked at a hospital and lobotomized people, pretty much figuratively beheading them.Silentpony said:That wasn't that scary, actually. No build up, no pacing. Good atmosphere, I'll give them that, but come on! The ghosts were so freaking excited to be on screen! And whats was with the blurring during horror elements? Don't tell me your taking from the Amnesia series and implimenting a sanity mechanic. I loved the Amnesia games, but that sanity bit was the worst part of the first one!
And silent hill is supposed to tailor all the monsters to fit your personal sins and fears. As both the dude and lady monster were headless, am I to assume the protagonist is afaird of headless people? Gee, who isn't?!
I want my jimmies rustled, Hideo, not left thinking 'this seems a lot like Homecoming.'
Final note, this one positive: I do like the idea of 1st person silent hill. That's neat.
Gloating is not quite right. Schadenfreude is taking pleasure in the misfortune of someone else. Gloating would be something you do when you beat someone at something, say a fighting game. Schadenfreude would be more like being happy when you see someone who was pulled over by the police and are getting a speeding ticket. It could be entirely justified schadenfreude, say that car nearly cut you off as it sped away up the freeway, so seeing the driver get their just desserts is satisfying.Skeleon said:That, too, I'm uncertain about. I often hear the example of "Schadenfreude" being used, but isn't that adequately described by "gloating"?