Silent Hill Bernard Perron

Total Page:16

File Type:pdf, Size:1020Kb

Silent Hill Bernard Perron Silent Hill Bernard Perron Published by University of Michigan Press Perron, B.. Silent Hill: The Terror Engine. Ann Arbor: University of Michigan Press, 2011. Project MUSE., https://muse.jhu.edu/. For additional information about this book https://muse.jhu.edu/book/13007 Accessed 13 Jan 2018 23:39 GMT 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 his- tory. 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 technol- ogy, 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 DIGITALCULTUREBOOKS, an imprint of the University of Michigan Press, is dedicated to publishing work in new media studies and the emerging field of digital humanities. Silent Hill The Terror Engine Bernard Perron The University of Michigan Press • Ann Arbor Copyright © by Bernard Perron 2012 Some rights reserved 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 A 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 794.8—dc23 2011028327 Acknowledgments I would like to thank: Shantal Robert and Léa 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; Sébastien Babeux for his comments and great help through our constant nocturnal correspondence; And everyone else that helped me in one way or another: François Lévesque, Lorenzo Bassanelli, Jean Châteauvert, Carl Therrien, Dan Birlew, Peter Nguyen, Mark J. P. Wolf, Pierre Fontaine, Serge Cardinal, Serge Fortin, and Andréane Morin-Simard. Contents Introduction 1 1. Survival Terror 10 2. Characters’ Nightmarish Delusions in a Resort Town 33 3. Designers’ Cinematic Depiction of a Game World 65 4. Gamers’ Terrifying Exploration of Silent Hill 95 Conclusion: An Endless Nightmare 126 The Silent Hill Franchise (1999–2009) 136 Notes 139 Glossary 149 Bibliography and Ludography 151 Index 159 Introduction The way is the goal. —Theravada Buddhist proverb The typical starting point for any discussion about Silent Hill is a compari- son 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 obliga- tory reference. However, as the Official U.S. PlayStation Magazine stated on the cover of its issue of March 1999, SH11 was “more than just a Resident Evil Clone” (quoted in Davison 2001, 130). At the time, the technical and aesthetic progress was the first thing noticed. The 2-D prerendered real- istic backgrounds of Raccoon City were replaced by Silent Hill’s real-time 3-D environments. In addition, the fixed camera angles began to move in a dynamic fashion. Although both titles aspired to create a cinematic horror experience, the references were not the same. Resident Evil has always been compared to Night of the Living Dead (George A. Romero, 1968) and Silent Hill to The Exorcist (William Friedkin, 1973). This comparison also enabled the differentiation of the overarching scenario of each series: in one, mem- bers of Special Tactics and Rescue Service are progressively uncovering the evil doings of “the Umbrella Corporation” and battling a cadre of flesh- eating zombies and biotech monstrosities; in the other, ordinary individu- als2 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 frame- works eventually gave birth to two different games. Resident Evil is more 2 • Silent Hill 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 reflec- tion 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.3 In the Making of SH2 (Beuglet 2001), the subtitle Alchemists of Emotion really is an appropriate title, refer- ring as it does to the now famous “Team Silent,” the development team responsible for the first four games of the series.4 It is for this dimension that millions of copies of the Silent Hill series have been sold to date. There- fore, although I’ll be discussing SH: 0rigins (2007), SH: Homecoming (2008), .
Recommended publications
  • Efootball PES 2021 MOBILE REACHES 350 MILLION DOWNLOADS
    Nov 12, 2020 10:08 GMT eFootball PES 2021 MOBILE REACHES 350 MILLION DOWNLOADS The milestone will be celebrated with three in-game campaigns Konami Digital Entertainment, B.V. today announced that eFootball PES 2021 Mobile has been downloaded more than 350 million times. To commemorate the milestone, along with this year being the franchise’s 25th anniversary, KONAMI will be running three in-game campaigns starting from today. Between November 12th – November 19th, users who log in will receive three Special Agents for Juventus Iconic Moments. One week later, between November 19th – November 26th, users who log in will receive three Special Agents for Manchester United Iconic Moments. During the campaign period, November 12th – November 30th, mobile and console users will also receive the following items as a reward as each total goal milestone is reached: • 50M - Black Ball x1 • 100M - Black Ball x3 • 150M - Contract renewal ticket x35 • 200M - Level trainer (Big) x35 • 250M - myClub Coin x350 • 350M - Legends: Worldwide Clubs x1 KONAMI has also announced the introduction of Player Packs for Mobile – purchasable packs focusing on one individual superstar player. Each pack comes with their Iconic Moment variant, myClub Coins, an original menu theme and Special Agents. Only one Player Pack can be purchased per account, costing €17.99 / £15.99 each. The three available packs are as follows: • "The Kiss" Messi Pack • "High-Flying" C.Ronaldo Pack • "Step and Fire" Rashford Pack Finally, KONAMI has announced a new loyalty scheme for the eFootball PES series, starting with PES 2021 – eFootball Points*. This cross-platform reward system gives players additional ways to earn amazing bonuses by engaging with core titles in the PES franchise.
    [Show full text]
  • UPC Platform Publisher Title Price Available 730865001347
    UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435
    [Show full text]
  • Super Bomberman R Online Erscheint Schon Bald Auch Für Playstation, Xbox, Switch Und Pc
    PRESSEMELDUNG 16. März 2021 SUPER BOMBERMAN R ONLINE ERSCHEINT SCHON BALD AUCH FÜR PLAYSTATION, XBOX, SWITCH UND PC Konami Digital Entertainment, B.V. verkündete heute, dass SUPER BOMBERMAN R ONLINE schon sehr bald Free-to-play* für PlayStation®4, Xbox One, Nintendo Switch™und PC via Steam als digitaler Download zur Verfügung stehen wird. *Je nach Plattform kann ein kostenpflichtiges Abonnement zum Onlinespielen benötigt werden (separat erhältlich). Ursprünglich für Stadia veröffentlicht, orientiert sich SUPER BOMBERMAN R ONLINE an beliebten Spielelementen von Super Bomberman R – natürlich samt Rückkehr der acht Bomberman Bros – und bietet den Spielern einen aufregenden Online-Battle-Royale mit bis zu 64 Spielern im für die Reihe neuen “Kampf 64”-Modus. Official Website – LINK Stadia Store Page – LINK Während Bomberman mit dem Gameplay zurückkehrt, welches das Franchise einst zu einem Partyspiel-Klassiker machte – durch Schlachtfelder sprengen und versteckte Power-ups finden und diese nutzen, um Gegner wegzupusten – bricht die Action in SUPER BOMBERMAN R ONLINE mit dem “Kampf 64”-Modus zu neuen Höhenflügen auf. In diesem originellen Battle Royale-Erlebnis verteilen sich bis zu 64 Spieler auf 16 Start-Schlachtfelder. Mit jedem beendeten Schlachtfeld und besiegten Spielern verringert sich die Anzahl der zur Verfügung stehenden Schlachtfelder weiter, bis zum ultimativen Kampf um den Titel zwischen den letzten Überlebenden. SUPER BOMBERMAN R ONLINE bringt über 100 Individualisierungsmöglichkeiten wie zahlreiche Kostüme, Accessoires und, zum ersten Mal überhaupt, Skins für die Bomben, die sowohl die Bombe selbst als auch die Explosion der Bombe optisch verändern. Die Spieler können sich mit dem optionalen Premium-Pack (UVP 9,99 €) noch weiter von der Masse abheben und erhalten Zugriff auf 14 zusätzliche Bomber-Charaktere, die eine Hommage an klassische KONAMI-IPs wie Gradius, Silent Hill, Castlevania und mehr darstellen.
    [Show full text]
  • PT, Freud, and Psychological Horror
    Press Start Silent Halls Silent Halls: P.T., Freud, and Psychological Horror Anna Maria Kalinowski York University, Toronto Abstract “What is a ghost?” “An emotion, a terrible moment condemned to repeat itself over and over…” —The Devil’s Backbone (Del Toro, 2001) This paper analyses P.T. (Kojima Productions, 2014), a playable teaser made to demo a planned instalment within the Silent Hill franchise. While the game is now indefinitely cancelled, P.T. has cemented itself not only as a full gaming experience, but also as a juggernaut in the genre of psychological horror. Drawing from Sigmund Freud’s concept of the uncanny, the aim of the paper is to address how these psychological concepts surface within the now infamous never-ending hallway of P.T. and create a deeply psychologically horrifying experience. Keywords psychological horror; the uncanny; Freud; game design; Press Start 2019 | Volume 5 | Issue 1 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Kalinowski Silent Halls Introduction The genre of psychological horror is a complex one to navigate through with ease, especially for those that are faint of heart. Despite its contemporary popularity, when the sub-genre first began to emerge within horror films, it was considered to be a detriment to the horror genre (Jancovich, 2010, p. 47). The term ‘psychological’ was often used to disguise the taming of horror elements instead of pushing the genre into more terrifying territories.
    [Show full text]
  • “The Power of Football” Continues with PES2019/WINNING ELEVEN As KONAMI Announces 9 New Authentic League Licenses
    Konami Digital Entertainment May 23, 2018 “The Power of Football” Continues with PES2019/WINNING ELEVEN as KONAMI Announces 9 New Authentic League Licenses Konami Digital Entertainment has today announced that PES2019/WINNING ELEVEN will feature nine new fully licensed leagues, with seven confirmed and two to be announced at a later date. This announcement is part of KONAMI’s ongoing commitment to increase the number of licenses within the PES series. The confirmed seven new authentic leagues available in PES2019/WINNING ELEVEN include: Danish Superliga, Portugal’s Liga NOS, Belgium Pro League, Swiss Super League, Scotland’s Ladbrokes Premiership, Superliga Argentine, and exclusive to PES2019/WINNING ELEVEN, the Russian Premier Liga. All teams within the leagues will be fully licensed in PES2019/WINNING ELEVEN as well. KONAMI is especially thrilled to have signed the rights for the Russian Premier Liga exclusively, making PES2019/WINNING ELEVEN the only football game on the market where fans can have access to the entire league featuring top clubs such as CSKA Moscow, Zenit St Petersburg and Spartak Moscow. With the latest PES instalment being made available on 4K HDR across all platforms as well as the use of ‘Enlighten’ software for true-to-life visual effects and real time ‘Global Illumination’ lighting and shadows, PES2019/WINNING ELEVEN will offer fans improved in-game graphics. This means better crowd detail, real grass textures and the return of the incredibly popular snow weather effect making those matches in Moscow even more realistic! PES2019/WINNING ELEVEN will be available on PlayStation®4, Xbox One™ and PC via Steam on August 28th in the Americas and August 30th globally.
    [Show full text]
  • P.T Game Pc Download Punity
    p.t game pc download Punity. Punity is the Windows adaptation of the brilliant game P.T., the Silent Hills technical demo by Hideo Kojima and Guillermo del Toro that so thoroughly amazed and terrified players on Playstation 4. In this tribute to the Konami classic, players walk through the legendary terrifying hallway. The game system in Punity is very similar to the original P.T. Players can walk up and down the sinister hallway and take in all the details. The sounds, bumps, and strange movements you'll start noticing are what make this game amazing. The game has very similar graphics to the technical demo mentioned earlier. Most surprisingly, it uses the versatile motor Unity, so if you have a powerful operating system and can set the graphics at the highest settings, you'll be able to enjoy this spectacular terror even more. Silent Hills' P.T. teaser is now playable on PC thanks to fan remakes. P.T. was the playable teaser for Silent Hills—the reboot of the Silent Hill series that was cancelled in 2015—and even though it was short it still ranks among the best horror games of all time (and certainly one of the scariest). It never made it to PC, but thanks to a couple of fan remakes you can now give it a whirl on your mouse and keyboard. The first remake is called Corridors, and is a recreation of the game in Unreal Engine 4. It's still very much a work in progress (expect bugs), and creator SmoggyChips plans to update it with more levels in the future.
    [Show full text]
  • Mason 2015 02Thesis.Pdf (1.969Mb)
    ‘Page 1, Panel 1…” Creating an Australian Comic Book Series Author Mason, Paul James Published 2015 Thesis Type Thesis (Professional Doctorate) School Queensland College of Art DOI https://doi.org/10.25904/1912/3741 Copyright Statement The author owns the copyright in this thesis, unless stated otherwise. Downloaded from http://hdl.handle.net/10072/367413 Griffith Research Online https://research-repository.griffith.edu.au ‘Page 1, Panel 1…” Creating an Australian Comic Book Series Paul James Mason s2585694 Bachelor of Arts/Fine Art Major Bachelor of Animation with First Class Honours Queensland College of Art Arts, Education and Law Group Griffith University Submitted in fulfillment for the requirements of the degree of Doctor of Visual Arts (DVA) June 2014 Abstract: What methods do writers and illustrators use to visually approach the comic book page in an American Superhero form that can be adapted to create a professional and engaging Australian hero comic? The purpose of this research is to adapt the approaches used by prominent and influential writers and artists in the American superhero/action comic-book field to create an engaging Australian hero comic book. Further, the aim of this thesis is to bridge the gap between the lack of academic writing on the professional practice of the Australian comic industry. In order to achieve this, I explored and learned the methods these prominent and professional US writers and artists use. Compared to the American industry, the creating of comic books in Australia has rarely been documented, particularly in a formal capacity or from a contemporary perspective. The process I used was to navigate through the research and studio practice from the perspective of a solo artist with an interest to learn, and to develop into an artist with a firmer understanding of not only the medium being engaged, but the context in which the medium is being created.
    [Show full text]
  • Emulating Authentic Dialogue in Roleplaying Video Games
    Tips of Fingers, Tips of Tongues: Emulating Authentic Dialogue in Roleplaying Video Games Stephanie Caskenette The Department of Art History and Communication Studies, McGill University, Montréal October 2017 A thesis submitted to McGill University in partial fulfilment of the requirements of the degree of a Master’s of Arts (Communication Studies). © Stephanie Caskenette, 2017 1 Table of Contents Abstract ........................................................................................................................................... 3 Acknowledgements ......................................................................................................................... 4 Introduction ..................................................................................................................................... 5 Chapter 1 – Game Feel and Other Methodological Considerations ............................................. 22 Chapter 2 – Dialogue Systems in Roleplaying Games ................................................................. 44 Chapter 3 –Evaluating Contemporary Dialogue Systems ............................................................ 62 Chapter 4 – Designing Around Hardware Limitations ................................................................. 77 Conclusion .................................................................................................................................... 94 Works Cited .................................................................................................................................
    [Show full text]
  • The History of Video Game Music from a Production Perspective
    Digital Worlds: The History of Video Game Music From a Production Perspective by Griffin Tyler A thesis submitted in partial fulfillment of the requirements for the degree, Bachelor in Arts Music The Colorado College April, 2021 Approved by ___________________________ Date __May 3, 2021_______ Prof. Ryan Banagale Approved by ___________________________ Date ___________________May 4, 2021 Prof. Iddo Aharony 1 Introduction In the modern era of technology and connectivity, one of the most interactive forms of personal entertainment is video games. While video games are arguably at the height of popularity amid the social restrictions of the current Covid-19 pandemic, this popularity did not pop up overnight. For the past four decades video games have been steadily rising in accessibility and usage, growing from a novelty arcade activity of the late 1970s and early 1980s to the globally shared entertainment experience of today. A remarkable study from 2014 by the Entertainment Software Association found that around 58% of Americans actively participate in some form of video game use, the average player is 30 years old and has been playing games for over 13 years. (Sweet, 2015) The reason for this popularity is no mystery, the gaming medium offers storytelling on an interactive level not possible in other forms of media, new friends to make with the addition of online social features, and new worlds to explore when one wishes to temporarily escape from the monotony of daily life. One important aspect of video game appeal and development is music. A good soundtrack can often be the difference between a successful game and one that falls into obscurity.
    [Show full text]
  • Silent Hill: Book of Memories Enters New Chapter on November 8 Th
    Silent Hill: Book of Memories enters new chapter on th November 8 Konami Digital Entertainment GmbH has announced the Australian release date for Silent Hill: Book of Memories on PlayStation(R)Vita, as November 8th. Sydney, Australia, Oct 11 - Developed by WayForward, the new game marks the first appearance of the acclaimed horror series on PlayStation(R)Vita. The game also introduces multiplayer elements to the series for the first time, as players work together within the mist-shrouded areas of the titular town. Silent Hill: Book of Memories begins with the player selecting a customisable character. The player then receives a book which, it transpires, has the power to change the past. The action takes the form of a skewed top-down adventure with the emphasis on action and exploration. Players are thus challenged to solve a series of tests and puzzles which rewards them with puzzle pieces that are needed to access the next area. A wide range of Silent Hill elements and adversaries make a welcome return as the player finds out more about the book, and in multiplayer mode players work together in a quest to gather the puzzle pieces and conquer the huge boss creatures which punctuate the gameplay. Silent Hill: Book of Memories also allows users to share Items between characters, including items to restore lost health and to boost endurance. With a soundtrack by Dexter composer Daniel Licht, Silent Hill: Book of Memories opens a new chapter on terror, as players become embroiled in another terrifying visit to KONAMI’s horror series. The game will be available as both a physical product and to download via PlayStation(R)Network.
    [Show full text]
  • Restless Dreams and Shattered Memories: Psychoanalysis and Silent Hill
    B R U M A L Revista de Investigación sobre lo Fantástico DOI: http://dx.doi.org/10.5565/rev/brumal.182 Research Journal on the Fantastic Vol. III, n.° 1 (primavera/spring 2015), pp. 161-182, ISSN: 2014–7910 RESTLESS DREAMS AND SHATTERED MEMORIES: PSYCHOANALYSIS AND SILENT HILL Ewan Kirkland University of Brighton [email protected] Recibido: 25-01-2015 Aceptado: 18-05-2015 Abstract This paper applies psychoanalytic frameworks to the survival horror franchise Silent Hill, a series which is itself informed by psychoanalytic themes. Concerns include the construction of game space as maternal womb, cinematic sequences as primal fanta- sies, and the representation of memory across the games within a psychoanalytic con- text. The horror genres’ preoccupation with monstrous mother figures is evident in boss battle adversaries, the depiction of gamespaces as bloody «maternal caves», and in narratives concerning characters’ searching for their parental origins Distinguishing between videogames’ playable sequences and cinematics as conscious and sub-con- scious aspects, cut-scenes are analysed as reproducing primal fantasies, serving to ex- plain protagonists’ backstory and situating play within narrative contexts. Such mo- ments intrude into the game, marking transformations between the ordinary world and the abject Otherworld, or heralding the emergence of psychoanalytically-resonant monstrous creatures which the protagonist must destroy. Finally, Silent Hill: Shattered Memories is examined as a game which, even more than others, foregrounds the series’ explicit reference to psychoanalytic preoccupations, engaging with contemporary un- derstandings concerning the relationship between memory, media and fantasy. Keywords: Silent Hill, survival horror, psychoanalysis, videogames, memory. Resumen En el presente artículo se aplica el marco de estudio psicoanalítico a la serie de survival horror Silent Hill, ella misma basada en temas psicoanalíticos.
    [Show full text]
  • Proposal for the Analysis of a Video Game, a Film, and Their Relationship
    DEPARTAMENT DE COMUNICACIÓ AUDIOVISUAL I PUBLICITAT Proposal for the analysis of a video game, a film, and their relationship. (Silent Hill as a subject of the horror genre) Martha S. Ramos Ibarra Director: Dr. María T. Soto Sanfiel Bellaterra, Junio de 2012 INDEX INTRODUCTION 1 I. OBJECT OF STUDY 9 II. OBJECTIVES 11 1. Objectives 11 1.1. General Objectives 11 1.2. Specific Objectives 11 III. THEORETICAL FRAMEWORK 13 1. What is a Narrative? 15 1.2. Parts of a Narrative 15 1.2.1. Story 16 1.2.2. Discourse 19 1.3. Levels of a Story 21 1.3.1. Level of Functions 21 1.3.2. Level of Actions 23 1.3.3. Level of Narrative 23 1.4. Time and Space 24 1.4.1. Time 25 1.4.2. Space 26 1.5. Propp‘s Functions 27 1.5.1 Mischief 28 1.5.2 Spheres of Action 30 1.5.3. Types of Heroes 31 1.5.4. Character attributes 32 1.6. Suspense 32 1.7. Denouement 35 2. Narrative Formats 37 3. Literary Genres 38 4. Introduction to Horror Literature 39 4.1. Fantasy Literature 39 4.1.1. The supernatural unknown element 40 4.1.2. Identifiable Universe 41 4.1.3. Radical break between the protagonist and the universe 41 4.2. Horror Narratives 42 4.2.1. Origins of horror fictions 44 4.2.1.1. Gothic Novel 44 5. Themes and Structure of Horror Narratives 53 5.1. The Complex Discovery Plot 53 5.1.1. Onset of horrific event (evidence).
    [Show full text]