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Perron - Silent Hill: The Terror Engine

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Perron Silent Hill: The Terror Engine
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Page i Page ii LANDMARK VIDEO GAMES The Landmark Video Games book series is the - photo 1
Page i Page ii
LANDMARK VIDEO GAMES

The Landmark Video Games book series is the first in the English language in which each book addresses a specific video game or video game series in depth, examining it in the light of a variety of approaches, including game design, genre, form, content, meanings, and its context within video game history. The specific games or game series chosen are historically significant and influential games recognized not only for their quality of gameplay but also for setting new standards, introducing new ideas, incorporating new technology, or otherwise changing the course of a genre or area of video game history. The Landmark Video Games book series hopes to provide an intimate and detailed look at the history of video games through a study of exemplars that have paved the way and set the course that others would follow or emulate, and that became an important part of popular culture.

Myst and Riven: The World of the D'ni
by Mark J. P. Wolf

Silent Hill: The Terror Engine
by Bernard Perron

DIGITAL CULTURE BOOKS, an imprint of the University of Michigan Press, is dedicated to publishing work in new media studies and the emerging field of digital humanities.

Page iii
Silent Hill

The Terror Engine

Bernard Perron

The University of Michigan Press
Ann Arbor

Page iv

Copyright by Bernard Perron 2012
Some rights reserved

Picture 2

This work is licensed under the Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 United States License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.

Published in the United States of America by
The University of Michigan Press
Manufactured in the United States of America
Picture 3 Printed on acid-free paper

2015 2014 2013 2012 4 3 2 1

A CIP catalog record for this book is available from the British Library.

Library of Congress Cataloging-in-Publication Data

Perron, Bernard.
Silent hill : the terror engine / Bernard Perron.
p. cm. (Landmark video games)
Includes bibliographical references and index.
ISBN 978-0-472-07162-3 (cloth : alk. paper) ISBN 978-0-472-05162-5 (pbk. : alk. paper) ISBN 978-0-472-02783-5 (e-book)
1. Silent Hill (Game) I. Title.
GV1469.35.S54P47 2011
794.8dc23 2011028327

Page v
Acknowledgments

I would like to thank:

Shantal Robert and La Elisabeth Perron who let me spend sleepless nights in Silent Hill throughout the years;

My parents, as always;

Matteo Bitanti and Costa Nolan who published an earlier version of this book in Italian in 2006;

Thomas Dwyer and his team at the University of Michigan Press for their great support regarding this current version;

Shanly Dixon and Kelly Boudreau who have revised the manuscript with care and, above all, have helped me have clearer thoughts all along;

Clayton George Bailey for his initial and much appreciated literary advice;

Sbastien Babeux for his comments and great help through our constant nocturnal correspondence;

And everyone else that helped me in one way or another: Franois Lvesque, Lorenzo Bassanelli, Jean Chteauvert, Carl Therrien, Dan Birlew, Peter Nguyen, Mark J. P. Wolf, Pierre Fontaine, Serge Cardinal, Serge Fortin, and Andrane Morin-Simard.

Page vi Page vii
Contents
Page viii Page 1
Introduction

The way is the goal.

Theravada Buddhist proverb

The typical starting point for any discussion about Silent Hill is a comparison to Resident Evil. Given that Capcom's big hit console series (1996) was introduced before Konami's Silent Hill (1999), it was and still is the obligatory reference. However, as the Official U.S. PlayStation Magazine stated on the cover of its issue of March 1999, SH1 are caught up in the evil plan of a religious cult known as The Order and have to battle monsters and other humanoid creatures that spring forth from the supernatural power of tortured minds. These narrative frameworks eventually gave birth to two different games. Resident Evil is more Page 2 action-oriented, focusing on quick thrill jumps, scares, and gory images, while Silent Hill is devised to be more psychological in nature, more about character and atmosphere, intending to convey a tone of dread, anxiety, and helplessness.

Since playing games can become a passion, discussing Silent Hill with specific reference to Resident Evil (or vice versa) often leads to inflamed debate. Various fan sites and discussion forums are the theater of such clashes. Reviewers also frequently refer to one game or another to express their opinions. For example, Michael Riser's web review of SH3 (2003):

Stretching aesthetically beyond the confines of the genre, the first two Silent Hill games occasionally felt more about experience and reflection than actual gameplay, but they have enjoyed a large cult following since their inception. Whilst I loathe making this completely inevitable comparison, there are still many who continue to hold Resident Evil's zombie-blasting mediocrity in higher regard simply because the game-play can feel a touch more focused. These are the same people who don't really understand what the Silent Hill games are all about, either because they don't try very hard, don't want to, or simply don't (personal taste plays a part in all things, no less here than anywhere). This isn't to make fans of the series sound like elitists, for all the Silent Hill games have had their share of flaws, but this is more to show that it takes a certain kind of person to enjoy a trip to the Hill. No matter how much the games are praised or chastened, there will always be those who hate or love them for various and completely valid reasons. But if you're one who's willing (and brave enough) to spend some time in thought about the series' demented subject matter, you may find yourself wallowing in a deeper experience than you bargained for.

These remarks illustrate an ongoing polemical mode of inquiry that I will forego. I will however, use a portion of Riser's comments as my point of departure. The extraordinary power of Silent Hill, as many reviewers have noted, lies in the fact that the series isn't simply a game but rather a uniquely powerful emotional experience. It is for this dimension that millions of copies of the Silent Hill series have been sold to date. Therefore, although I'll be discussing SH: 0rigins (2007), SH: Homecoming (2008), Page 3 and SH: Shattered Memories (2009), as well as talking about SH4: The Room (2004) in the conclusionand explaining why I do it at this late point, this book will deal primarily with the emotions inherent in SH1, SH2 (2001), and SH3, the three games that set the core game mechanics that make the series what it is. I will not focus on the induced stress common to all video games, but instead investigate the specific fears survival horror games are designed to provoke.

An Experiential Route of Fear

My recollection of the beginning of SH2 This was such a great relief.

We can all agree that there is a big difference between the search I've just described and its alternative, where, for example, we know the flashlight is in Room 205 (and we know that at one point we will find this flashlight from our previous playing of

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