Loss, Guilt, and Restless Dreams
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Silent Hill Le Moteur De La Terreur
Bernard Perron SILENT HILL le moteur de la terreur Traduit de l’anglais (Canada) par Claire Reach L>P / QUESTIONS THÉORIQUES L’auteur emploie le titre Silent Hill pour désigner l’ensemble de la série. À la mémoire de Shantal Robert, Silent Hill (sans italiques) désigne la ville éponyme. lumière dans l’obscurité Et pour chaque jeu en particulier, les abréviations suivantes : SH1 Silent Hill (PS1), Konami/Konami (1999). SH2 Silent Hill 2 (PS2/PC), Konami/Konami (2001). SH3 Silent Hill 3 (PS2/PC), Konami/Konami (2003). SH4 Silent Hill 4: The Room (PS2/Xbox/PC), Konami/Konami (2004). SH: 0rigins Silent Hill: 0rigins (PSP/PS2), Konami/Konami (2007). SH: Homecoming Silent Hill: Homecoming (PS3/Xbox 360/PC), Double Helix Games/ Konami (2008). SH: Shattered Memories Silent Hill: Shattered Memories (Wii/PS2/PSP), Climax Studios/Konami (2009). SH: Downpour Silent Hill: Downpour (PS3/ Xbox 360), Vatra Games/Konami (2012). INTRODUCTION Le chemin est le but. Proverbe bouddhiste theravada Toute discussion sur Silent Hill débute immanquable- ment par une comparaison avec Resident Evil. Cette série de jeux sur console très populaire de Capcom (1996) ayant été lancée avant le Silent Hill (SH1) (1999) de Konami, elle était et demeure à ce jour la référence obligée. Toutefois, comme le soulignait l’Official U.S. PlayStation Magazine en couver- ture de son numéro de mars 1999, SH1 était « plus qu’un simple clone de Resident Evil 1 ». On a d’abord remarqué les progrès techniques et esthétiques. Les arrière-plans réa listes et pré calculés en 2D de Raccoon City cédaient la place aux environnements en 3D et en temps réel de Silent Hill. -
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. -
Silent Hill 2 PC Manual (Digital)
ABOUT PHOTOSENSITIVE SEIZURES A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms including: Lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms–children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by: • sitting farther from the television screen, • using a smaller television screen, • playing in a well-lit room, and • not playing when you are drowsy or fatigued. If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing. AVOID DAMAGE TO YOUR TELEVISION Do not use with certain televisions. Some televisions, especially front-or rear-projection types, can be damaged if any video games, including Xbox games, are played on them. Static images presented during the normal course of game play may “burn in” to the screen, causing a permanent shadow of the static image to appear at all times, even when video games are not being played. -
Repositorium Für Die Medienwissenschaft
Repositorium für die Medienwissenschaft Martin Hennig Why Some Worlds Fail. Observations on the Relationship Between Intertextuality, Intermediality, and Transmediality in the RESIDENT EVIL and SILENT HILL Universes 2015 https://doi.org/10.25969/mediarep/16505 Veröffentlichungsversion / published version Zeitschriftenartikel / journal article Empfohlene Zitierung / Suggested Citation: Hennig, Martin: Why Some Worlds Fail. Observations on the Relationship Between Intertextuality, Intermediality, and Transmediality in the RESIDENT EVIL and SILENT HILL Universes. In: IMAGE. Zeitschrift für interdisziplinäre Bildwissenschaft. Themenheft zu Heft 21, Jg. 11 (2015), Nr. 1, S. 17– 33. DOI: https://doi.org/10.25969/mediarep/16505. Erstmalig hier erschienen / Initial publication here: http://www.gib.uni-tuebingen.de/image/ausgaben-3?function=fnArticle&showArticle=319 Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Deposit-Lizenz (Keine This document is made available under a Deposit License (No Weiterverbreitung - keine Bearbeitung) zur Verfügung gestellt. Redistribution - no modifications). We grant a non-exclusive, Gewährt wird ein nicht exklusives, nicht übertragbares, non-transferable, individual, and limited right for using this persönliches und beschränktes Recht auf Nutzung dieses document. This document is solely intended for your personal, Dokuments. Dieses Dokument ist ausschließlich für non-commercial use. All copies of this documents must retain den persönlichen, nicht-kommerziellen Gebrauch bestimmt. all copyright information and other information regarding legal Auf sämtlichen Kopien dieses Dokuments müssen alle protection. You are not allowed to alter this document in any Urheberrechtshinweise und sonstigen Hinweise auf gesetzlichen way, to copy it for public or commercial purposes, to exhibit the Schutz beibehalten werden. Sie dürfen dieses Dokument document in public, to perform, distribute, or otherwise use the nicht in irgendeiner Weise abändern, noch dürfen Sie document in public. -
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. -
Case 2:08-Cv-00157-MHW-MRA Document 64-6 Filed 03/05/10 Page 1 of 306 Case 2:08-Cv-00157-MHW-MRA Document 64-6 Filed 03/05/10 Page 2 of 306
Case 2:08-cv-00157-MHW-MRA Document 64-6 Filed 03/05/10 Page 1 of 306 Case 2:08-cv-00157-MHW-MRA Document 64-6 Filed 03/05/10 Page 2 of 306 JURISDICTION AND VENUE 3. Jurisdiction is predicated upon 28 U.S.C. §§ 1331, 1338(a) and (b), and 1367(a). As the parties are citizens of different states and as the matters in controversy exceed the sum or value of seventy-five thousand dollars ($75,000.00), exclusive of interest and costs, this court also has jurisdiction over the state-law claims herein under 28 U.S.C. § 1332. 4. David Allison’s claims arise in whole or in part in this District; Defendant operates and/or transacts business in this District, and Defendant has aimed its tortious conduct in whole or in part at this District. Accordingly, venue is proper under 28 U.S.C. §§ 1391(b) and (c), and 1400(a). PARTIES 5. David Allison is a sole proprietorship with its principal place of business located in Broomfield, Colorado, and operates a website located at www.cheatcc.com. David Allison owns the exclusive copyrights to each of the web pages posted at www.cheatcc.com, as fully set forth below. 6. The true name and capacity of the Defendant is unknown to Plaintiff at this time. Defendant is known to Plaintiff only by the www.Ps3cheats.com website where the infringing activity of the Defendant was observed. Plaintiff believes that information obtained in discovery will lead to the identification of Defendant’s true name. -
Modelos Y Estrategias De La Industria Cinematográfica Frente a La Adaptación De Un Videojuego
MHCJ nº 8 | Año 2017 - Artículo nº 7 (99) - Páginas 205 a 229 - mhjournal.org Fecha recepción: 12/09/2016 Fecha revisión: 14/11/2016 Fecha de publicación: 31/07/2017 Trasladar la partida: Modelos y estrategias de la industria cinematográfica frente a la adaptación de un videojuego Dr. Mario-Paul Martínez Fabre| [email protected] Universidad Miguel Hernández _____________________________________________________ Resumen Palabras clave La ‘adaptación’ cinematográfica es Videojuegos, cine, adaptación, Hollywood, intertextualidad un término que, hasta hace Sumario relativamente poco, el cine reservaba 1. Introducción 2. Marco de estudio 3. Resultados a la literatura, al teatro y a su propia 4. Discusión 5. Conclusiones 6. Bibliografía y “autorrevisión” en forma de remake. filmografía 7. Notas Hoy esta operación se ha impuesto con fuerza en el cine contemporáneo, especialmente en lo que respecta a la producción sustraída de los objetos de la cultura de masas: cómics, series de TV, atracciones de parques temáticos o, como este artículo analiza, videojuegos, se erigen también como una fuente importante de producción para las películas abanderadas por Hollywood. Resulta necesario examinar cómo estas adaptaciones de videojuegos han cobrado fuerza en el ámbito audiovisual (especialmente en el cine mainstream), cuál es su trayectoria, y como trasladan su narrativa y su lenguaje a la pantalla de cine. Una tarea que se llevará a cabo analizando a las principales precursoras, a las grandes apuestas de la industria del cine (alto presupuesto) y las adaptaciones de medio o bajo presupuesto (orientadas a un público más entendido), teniendo presente aspectos como las particularidades de la plataforma a adaptar, las diferentes condiciones del videojuego u otros aspectos como la intertextualidad, la intermedialidad o la autorrenferencia que, de un modo u otro, también se entrelazan con las particularidades del cine espectáculo contemporáneo y sus fórmulas de rentabilidad y seriación. -
Digra Conference Publication Format
Building and Reconstructing Character. A Case Study of Silent Hill 3 Petri Lankoski Hypermedia Laboratory FIN-33014 University of Tampere +358 3 3351 7883 [email protected] ABSTRACT Characters are in an important role in many games. A good player character is likely to leave good lasting impression about the game. It has been argued that creating the personality for a player character is problematic. However, there are multiple methods used in games to inform a player about the nature of a player character: predefined functions, goals, possible and impossible actions, and more traditional audiovisual means. In this paper the player character of Silent Hill 3 is analyzed using presented categorization. This paper shows that the classification is a useful analytic tool, but it needs to be developed further to include belongings and space as elements describing a player character. The categorization also highlights aspects that need to be addressed when designing player characters. Keywords Game characters, interpretation, computer games INTRODUCTION Characters have an important role in games (when a game has characters). For example, game designer Steve Meretzky [13] argues that a good player character is the most likely feature in a game to make a positive impression on the player. Games use multiple methods to affect how a player character is experienced, traditional audiovisual and game-specific. In this paper, I will provide an analysis on how the player character in Silent Hill 3 (Konami 2003) is built. I will use the character classification I have earlier presented in [11]. This shows how a character is influenced by the goals and sub goals, possible and impossible actions, prede fined functions present in a game. -
Silent Hill: Downpour
Wiki Guide PDF Silent Hill: Downpour Basics Options Extras Walkthrough Forest Devil's Pit Diner Sky Tram Devil's Pit Mine Silent Hill Part 1 Silent Hill Part 2 Centennial Building Silent Hill Part 3 Monastery Silent Hill Part 4 Prison Side Quests Endings Ending A - Forgiveness Ending B - Truth and Justice Ending C - Full Circle Ending D - Execution Ending E - Surprise Ending F - Reversal Monsters Weapons Items Murphy's Journal Mysteries Books Video Walkthrough Diner Video Guides Devil's Pit Video Guides Town Video Guides Centennial Bldg Video Guides Town Revisited Video Guides Universe Locations Silent Hill Southvale Toluca Lake Characters Murphy Pendleton Anna Cunningham Howard Story Achievements and Trophies Platinum Trophy Guide Basics Menu Continue: Continue the game where you left off. New Game: Begin a new game. Load Game: Load game data. Options: Change game settings. Extras: Statistics, Credits, Gallery, Collectibles Difficulty Not only do you get to choose the general difficulty for the game, but you also get to choose the difficulty level in regards to puzzle. There's Easy, Normal, and Hard for both. Saving Instead of having unique save points like the previous Silent Hill games, Downpour features an automatic save system. Controls PS3: Up on d-pad: Select/display menu item Right on d-pad: Quick heal Left on d-pad: Holster gun Down on d-pad: Use lighter Left joystick: Select items/move/shake off enemy Left joystick + R1: Run Right joystick: Rotate camera L3: Turn flashlight on/off R3: Zoom camera X: Select/interact with items -
Silent Hill 4!
>>PRODUCT REVIEWS MOTIONBUILDER 6 * IMAGEMODELER 4.0 FOR MAC MARCH 2005 THE LEADING GAME INDUSTRY MAGAZINE >>DEVELOPERS UNITE >>DOUBLE INTERVIEW ISSUE >>MOMENT OF IMPACT ORGANIZED LABOR: BUENA VISTA GAMES & SUCCESSFUL TIPS FOR CURSE OR BLESSING? INTROVERSION SOFTWARE AN EFFECTS SYSTEM POSTMORTEM: WHAT’S INSIDE THE ROOM? THE HORROR OF SILENT HILL 4 INVESTIGATED 456,500GBs daily* 25 of the top 30 media & entertainment companies trust Akamai to deliver hundreds of thousands of GBs daily. They trust Akamai to deliver more than content. To deliver billions of downloads daily and give users what they want when they want it. Why? Because Akamai provides instant scalability to handle spikes in traffic, delivering positive user experiences and increased customer loyalty. learning more and get your copy of Online Games: 10 Tips to Increase Play and Profitability. Call 888-340-4252 or visit www.akamai.com/gaming *Akamai delivers an average of 456,500 GBs per day, this is equivalent to approximately 702,307 CDs. (based on Akamai Platform data collected from the 12/1/04 to 12/20/05) \©2005 Akamai Technologies, Inc. All Rights Reserved. Akamai and the Akamai logo are registered trademarks. []CONTENTS MARCH 2005 VOLUME 12, NUMBER 3 FEATURES 14 UNIONIZE NOW? Truckers, janitors, nurses, and teachers did it. Then Microsoft contract employees did it. And most of the film industry did it quite some time ago. Game developers, faced in their places of business with major quality of life issues, have realized that forming a union is an option. But would it be the best solution? By Paul Hyman 14 21 MOMENT OF IMPACT: DESIGNING AN IN-GAME EFFECTS SYSTEM Irrational Games, creator of TRIBES: VENGEANCE and SWAT 4, describes a flexible approach to managing effects within a framework, showing how developers from all disciplines can trigger complex effect events without needing to constantly rely on programmers for support. -
Library Game Suite Proposal
Project Number: DXF-0807 Library Game Suite Proposal An Interactive Qualifying Project Report: submitted to the faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science By _________________________________ Dana Asplund _________________________________ Khemarith Kang _________________________________ Chris Moniz _________________________________ Jason Stasik Date: April 22, 2008 Approved: _______________________________________ Professor David Finkel, Major Advisor _______________________________________ Rodney Obien, Co-Advisor Abstract The Library Game Suite Interactive Qualifying Project constructed a detailed proposal for the development of gaming facilities in the Gordon Library. These Game Suites would provide access to classic and modern gaming resources to the students and faculty, for educational, project, and recreational use. Based upon extensive research of gaming facilities in other universities and libraries in the United States, as well as the existing Tech Suite model in the Gordon Library, we have developed several versions to accommodate different budget and space requirements. ii Acknowledgements We would like to extend our thanks to David Finkel for advising this project, and for his direction and attention to detail. We would also like to thank Rodney Obien, for co-advising the project and providing us with numerous library resources during the course of the project. We wish to thank the following faculty of Worcester Polytechnic Institute for -
Silent Hill 2 PS2 Manual (Digital)
US_SH2_manual guts 8/3/01 11:06 AM Page 2 Getting Started02 Controls 03 04Prologue Starting the Game06 Playing the Game08 Characters10 Weapons and Items Item Screen 16 18 20Options 22Hints Credits24 28Consumer Support conte_ntsCONTENTS 01 US_SH2_manual guts 8/3/01 11:06 AM Page 4 Set up your PlayStation®2 computer entertainment system according to the contr-ols instructions in its Instruction Manual. Make sure the MAIN POWER switch CONTROLS (located on the back of the console) is turned on. Press the RESET button. Basic Controls (default configuration) When the power indicator lights up, press the open button and the disc tray DUALSHOCKTM2 Controller Configuration will open. L2 button R2 button L1 button R1 button GETTING STARTEDsta_rted directional button Place the SILENT HILL®2 disc on the disc tray with the label side facing Select menu options up. Press the open button again and the disc tray will close. Attach game controllers and other peripherals, as appropriate. Follow on-screen left analog stick instructions and refer to this manual for information on using this software. SELECT button button ANALOG mode button button disc tray RESET button START button button right analog stick MEMORY CARD slot 2 button MEMORY CARD slot 1 Directional Buttons / Left analog stick: Controls movement forward and backwards and also rotates James left and right. Press and hold the √ button during movement to run. SELECT button / START button: Access the L1 button: Strafe left Item Screen (pause). Press the √ button R1 button: Strafe right to return to game. L1 + R1 buttons: Fast 180° turn USB connector controller port 2 (OPEN) button ( i.LINK) connector controller port 1 L2 button : Search View.