Guest Review by Conor Amos: Silent Hill 2

For as long as I can remember, I have always been fascinated by horror and all its isolating and macabre brilliance. Slasher flicks and psychological thrillers from the `70s and `80s were the earliest iterations of horror that I was subjected to. From Stanley Kubrick’s disorientating and beautifully crafted The Shining to John Carpenter’s dark, suspenseful Halloween. 

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Along came the Playstation: a beast of a console that would quickly revolutionise 3D gaming as we knew it. My only gaming experiences up ‘till that point were playing Sonic the Hedgehog 2 on the Sega Mega Drive or Super Mario Bros. on the Nintendo Entertainment System.

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Suffice to say, I was used to playing video games that were fairly innocuous collect-’em-ups with bright colours and somewhat childish imagery (I still love those games, so don’t misconstrue what I say) and so when my older brother eventually bought Resident Evil about three years after it was released, I was naturally as aroused as an eight year-old can possibly be at the prospect of playing a horror game.

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I don’t need to say much about Resident Evil, since you’ve doubtless played it already or at least caught glimpses of the clunky, polygonal exercise in macabre from behind a tightly gripped pillow. However, I will say that it opened up a whole new world of gaming for me. Its gritty visuals, haunting soundtrack and claustrophobic locales and camera angles shook me up something fierce; giving me nightmares for weeks afterwards, yet a thirst for more.

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Now that I’ve given you a somewhat verbose and unnecessarily lengthy introduction to my love for horror, I’ll get to the meat of this piece:Silent Hill.

Silent Hill was released in 1999 by Konami; the same year I had first ever played Resident Evil and this was what is considered by many a momentous occasion for survival horror gaming in general. Although Resident Evil and its sequels were chilling in their own way, they also became more Westernised and formulaic as far as horror and storytelling is concerned. Silent Hill was an entirely different game and Team Silent had the ball in their court (for want of a less flimsy sport analogy).

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At first glance, it’s ostensibly a story about a guy looking for his lost daughter in a town inhabited by supernatural ghoulies looking to nibble on his testicles, but it is so much more beneath the surface. The town of Silent Hill is essentially a playground for a cavalcade of intense psychological distress and torture for its unfortunate visitors. The idea that the town itself is the protagonist’s and indeed, player’s worst enemy, gripped me instantly.

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Silent Hill’s story, upon further inspection seems to be more of a benchmark for Konami’s future investment in the series and is greatly dwarfed by its sequels. It features some interesting imagery, is absolutely terrifying and deals with some very adult themes, but falls flat in many areas – with the introduction of a Satanic cult and attempting to give some semblance of meaning to the town’s ambiguity. However, it did the job in suppressing my appetite for terror as a child and I hoped for more.

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Apparently she’s only 45….Silent Hill cult, not once.

Of course, there were more games, but I didn’t play Silent Hill 2 for many years after it came out. Regrettably, I must say, as it was the one game that changed my entire perspective on video games as a creative medium and their artistic merit within our culture. As a phenomenon perpetuated by a society obsessed with stimulation and expressing ideas, video games are the perfect medium for such, since they are interactive and invest the player’s time and emotions into the story, subtext and characters presented to us.

ARTAlso, I wasn’t intellectually mature enough to understand what the whole thing was about. What the symbolism truly represented and how the choices made by the developers were unanimously integral to creating a world and a story so tragic, so frightening and so human that even the most jaded of pricks would be moved by it.
The enemies in Silent Hill 2 were created with a thematic purpose; an underlying motive behind their behaviours and superficial characteristics. As humans, we fear greatly what is alien to us. Inadvertently: what is considered alien to us, in fact reflects our subconscious in subtle ways. Disfigurements and warped, exaggerated human forms are what Silent Hill 2’s creatures essentially are. They encapsulate an intrinsically human blend of the tangible and intangible, with microscopic attention to detail in its cerebral imagery.

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The creatures are psychological representations of protagonist James’ subconscious. From the faceless nurses with their tumescent breasts and exaggerated curvy forms that represent James’ sexual repression and how he would have viewed the nurses during his wife’s hospitalisation, to the well-known Pyramid Head creature that slightly resembles an executioner and how he sexually tortures other monsters when he’s not toying with James.

Despite the horrific nature of the town’s ‘inhabitants’, it is ultimately the town itself that feels like the real enemy. There is an overwhelming sense of isolation throughout and each disorienting locale feels like a cleverly-designed maze built by Silent Hill to tap into James’ repressed, damning psyche.

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James encounters four equally important characters on his journey. There’s Angela: an ostensibly young, socially awkward girl who always looks uncomfortable around James; Eddie: an overweight twenty-something with a lazy eye and repugnant characteristics (the first time you see him, he is vomiting violently into a toilet and rambling about how he shot a dog); Laura: a temperamental, bratty child that has no qualms about vilifying James and his actions, and finally: Maria.

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Maria is quite possibly the most important character in the game and certainly the most ambiguous. She resembles James’ late wife Mary, who has been dead for three years. He received a letter from Mary claiming that she’s waiting for him in their ‘special place’ in Silent Hill. His grief is what brings him to Silent Hill, despite the idea of receiving a letter from a dead person being totally preposterous (it’s crazy what love can do). Maria is the exact polygonal structure of Mary and is played by the same voice and motion-capture actress. She’s more sexually alluring and is often quite condescending to James, but can sometimes be sweet and in those moments resembles Mary even more. Her presence is the driving force of the plot and she practically strips James down to his core; revealing his idiosyncrasies, his motivations and the conflicting emotions that plague his mind (so elegantly portrayed by the game’s horrific imagery and symbolism).

No game is without a polished sound design and Silent Hill 2 is an example of perfection (no hyperbole here). Akira Yamaoka (the series’ ex-composer) understood the importance of melody, nuance and indeed, silence when painting a picture of horror. His blend of industrial percussion and reverb-drenched blues guitar is ingenious and evocative. From nothing but the echoes of footfall down a dark, narrow corridor in the apartments, to the swing drums and twangy guitar melody in the bowling alley – it all creates a feeling of disconnection between the reality of the town and what James is actually going through.

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The environments and the music evoke a sense of time and place: namely nineteen fifties America soaked in horrific dissonance antithetical to that supposed utopia. It was presumably a tranquil and beautiful town decades earlier and we get to taste that in the soundtrack and the simplistic, modest architecture that the town is rife with.

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Unfortunately, the series’ popularity unceremoniously dissolved with the split of Team Silent and given Konami’s bullshit business practices of late, the future looks grim for Silent Hill. However, Silent Hill 2 will go down in history as one of the greatest examples of horror storytelling in video games and entertainment in general. It is and always will be my go-to game for intense psychological terror and an immensely tragic love story.

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This is only scratching the surface of what Silent Hill 2 really means to people: it has a huge cult following and the fans can talk about the game for hours on end; weaving a web of archives and discussion forums that keep this ship afloat.

It’s an obsession, and one I can definitely identify with.

Written by Conor Amos
Pictures by Mark Tonkin

Why we love Session 9 (and why you should see it)

Well as my colleague continues to beat on with his more relatable posts about films and TV shows normal people actually watch. I’ll cover our indie quota (aka I might have a pretentious taste in movies) and talk about the, should be better known stuff.

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Now with that said, welcome to our belated horror special, to celebrate this month of horror we call October. On today’s menu the 2001 psychological horror, Session 9, and why I love it, and you should see it. I didn’t really need to repeat that, as the title already says it.

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They look pretty guilt ridden. This wasn’t just a pointless image to pad out he words….promise…

Like with mysteries, I’ve always had a fascination with psychological horror. Starting from when I was a young teenager and got into the Silent Hill games (listen out for the coming static), and it mutated from there. But really, psychological is my favorite brand of horror, topping everything from the creature feature to slasher flicks. As I believe the scariest things always come from ourselves, and that’s what the genre reflects. Because what really keeps you up at night? The thoughts of a zombie munching its way through your abdomen, or the guilt over the bad things you’ve done?

Sequence 02To put it in movies, Session 9 is The Shining with a dash of Repulsion, but not as visually out there as either. Set over a week (and yes it even has the obligatory names of the week title cards) it follows a group of five asbestos removers as they work at a condemned Insane Asylum. Which is filmed at the real condemned Danvers State Asylum, where the majority of the film takes place. The work is hard, the personalities clash, and the weight of the place is suffocating. As in a much slower burn (yet much shorter film) than The Shining, our characters begin to crack and question what they’re doing there.

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Danvers State Asylum, classic.

Though still fairly obscure, what’s helped build Session 9’s cult film status (a status any fucking film can lay claim to now a days), is it retrospectively has a great cast. Helmed by Brad Anderson, who would go onto direct The Machinist (aka, HOLY SHIT Christian Bale is an insane method actor). And led by a pre-cheesy one liner spewing, shade darning David Caruso of CSI: Miami fame (or infamy depending on who you ask….infamy definitely infamy), and the genuinely amazing and underrated Peter Mullan.
They and their lesser known co-stars do a perfect job filling out their somewhat stock characters into a likeable bunch. From Mullan and Caruso’s hard-boiled boss and cool right hand dynamic, to the annoying young one, the fun sleazy one, and the smart one whose a bit too obsessed with the Asylum. No one you haven’t seen before, but no one you will forget.

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How is there no cast photo! This was the closest I could get. And it’s still missing the sleazy one!

The reason Session 9 wasn’t a hit is a simple one. It just doesn’t have much mass appeal (or at the time, even much niche appeal). It lacks the bloodiness for gore hounds, or the jump-a-minute scares for tweens. It even lacks the out-there bizarreness of other psycho -horrors like Jacob’s ladder, or the prestige of budding atmospheric driven horrors like The Others (released the same year). But what it lacks in prestige it makes up for in fledgling filmic style. The camera is always moving, and moving with a purpose, to show and to tell, and the editing is the same, carefully cutting with meaning to foreshadow the coming tragedy.

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Okay, it does have it’s speckles of bizarreness.

Walking the line between true film and a bit home movie-ey, it creates a vividly oppressive atmosphere, without losing its sense of realism. You can feel the dust in the air, the sprinkles of asbestos  , the crackle of old tape recordings, and the cold dark as it lurks round every corner. Though never hide-behind-your-hands scary, it’s a creepy film that rots in your stomach and leaves you infected. Even as the plot gets more ambiguous and the characters get crazier, it never loses the feeling of being just five guys doing this shitty job, just to scrape by and gets some cash. Unlike a lot of modern horror films, it never lacks or loses its human centre (cough cough Until Dawn, cough cough, I know it’s a game).

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Even if it wasn’t seen by many people, it has left a long and well warn impression on those who did. Going on to inspire imagery in Silent Hill 3, specifically the hospital level, and though far from a ‘classic’ is now a well-regarded for its atmosphere, story, and themes amongst horror aficionados. And is a personal favorite of mine in the horror genre, if I hadn’t mentioned. It also features one of my most beloved ending lines in cinema, quoted in the picture below, but without the context of the film holds little weight. So SEE IT, if you want to know what it means, and afflict this haunting picture onto yourself.

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It also left us with this; either a funny but completely out of place bit of over the top hilarity, or Brad Anderson can join the ranks of other great directors, like Tommy Wiseau, of unintentionally being funny when trying too hard. But I think it’s probably the former.

If you like Session 9, I also recommend.

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